Emberward relics: starting kits & best synergies
Updated September 23, 2026 β 35+ relics documented at 1.0 launch
Relics are passive run-definers in Emberward β some are character starting gear, some drop during runs, and several exist only to supercharge one specific tower. The full pool is large (the community wiki lists 35+ confirmed relics); this guide covers the ones with confirmed effects, grouped by how you'd actually build around them.
Character starting relics
Four characters come pre-equipped β these define their whole playstyle:
| Relic | Granted by | Effect |
|---|---|---|
| Blessed Chisel | Chunk the Builder | Companion to Chunk's 2Γ2-focused kit (starting hand always contains a 2Γ2 tower). |
| Golden Roulette | Silas the Merchant | Silas's economy engine β pairs with his 10%-interest passive (max 150 gold carried between rounds). |
| Royal Command | Belloc the Pyroguard | Belloc's royal kit alongside Royal Barrier (permanent +50% damage & malfunction immunity on a tower). |
| Tome of Endless | Tiny the Bot | Tiny's card engine β draws more block cards, at the cost of doubled draw cost. |
Scrap Tower relic set β makes C-tier into a strategy
Scrap Towers self-destruct when their ammo (30) runs out. Three relics rewrite that sentence:
| Relic | Effect |
|---|---|
| Scrap Master's Note | +50% ammo (30 β 45 shots per tower). |
| Scrap Master's Wrench | When a Scrap Tower is destroyed, restore 5 ammo to adjacent Scrap Towers β chains them into each other. |
| Scrap Master's Boots | When a Scrap Tower is destroyed, it explodes and applies Burn to nearby monsters for 5 seconds β death becomes Fire damage. |
Build note: Wrench + a tight Scrap cluster = amortized ammo pooling; Boots converts the whole thing into a Burn engine. Any two of the three and Scrap jumps out of C tier on our tier list.
Dice relic set
| Relic | Targets | Effect |
|---|---|---|
| Remote Dice | Dice Tower | All Dice Towers showing a 1 are rerolled automatically at battle start β removes the floor of bad rolls. |
| Elemental Dice | Dice Tower | Die value determines damage element: 1β2 Ice (Chill), 3 Poison, 4 Electric, 5 Fire, 6 Arcane. A 1Γ1 that covers three elements' worth of status effects. |
| Golden Roulette | Giant Dice / economy | Silas's starter β see table above. |
Element-synergy relics (the build-around tier)
These are the relics that decide runs. Full mechanics live in the elements guide β here's the shortlist by which combo they enable:
| Relic | Combo | Why it's good |
|---|---|---|
| Elemental Blueprint | 1 tower Γ 5 elements | +10% damage to ALL towers β cheapest global multiplier in the game. |
| Unstable Mixture | Burn + Chill + β₯50% Charge | Consume all three statuses for 15% max-HP Arcane burst (3% vs bosses) β turns mixed-element boards into an execute button. |
| Volatile Poison | Poison + Fire | Poison becomes a 25% AoE explosion when Fire hits. |
| Amplify Poison | Poison + Electric | Doubles poison tick rate for 3s and builds Charge β both engines on one hit. |
| Cryo Conductor | Ice + Electric | Electric hit consumes Chill for double Charge β freeze then stun-loop. |
| Spark Amplifier | Electric + Fire | Extends Burn duration when shocked β one tick's worth extra per hit, per monster. |
| Ring of Shattered Ice | Arcane + Ice | Arcane hits on Chilled targets deal +30% Ice split across 3 tiles. |
| Scepter of the Elements | Arcane crits | Crits randomly apply Burn, Chill, Poison or Charge β a dice-roll of statuses. |
| Forbidden Grimoire | Arcane rework | Moves auto-crit from 80%+ HP to under 40% HP β converts Arcane from opener damage to execute damage. |
| Frost Venom | Poison + Ice | Poison applies Chill β poison mazes slow themselves clean. |
| Wildfire Sigil | Fire chain | Burning kills spread Burn to everything within 3 tiles. |
| Voodoo Doll | Crit + Arcane | Every crit from any tower splashes 50% as Arcane to the highest-HP monster within 10 tiles. |
Fire, Ice and Electric solo relics
| Relic | Element | Effect |
|---|---|---|
| Phoenix Feather | Fire | +5% crit for Fire towers; Fire crits apply Burn for 5s. |
| Lava Bucket | Fire | Fire may leave magma puddles (4 DPS to monsters standing in them). |
| Frostfire | Fire | Trade: Fire attack speed β20%β¦ but Fire damage now Chills. |
| Permafrost Gem | Ice | Chill lasts twice as long. |
| Ice Storm | Ice | Chilled deaths spread Chill to nearby monsters. |
| Black Ice Shard | Ice | Ice hit on Chilled target consumes Chill to guarantee the next hit crits. |
| Lightning Conductor | Electric | 20% chance on Electric hit to call a 3-damage lightning strike. |
| Overcharged Battery | Electric | Full-charge releases chain lightning: 3 damage to up to 3 monsters. |
| Static Shocker | Electric | Stun release also deals 10% current HP as Electric (3% vs bosses, 5s CD). |
| Weakspot Radar | Electric | 100% crit rate against stunned monsters. Pair with Charge builds. |
| Resonant Poison | Poison | +5% crit vs poisoned targets; those crits deal 200%. |
| Magic Dust | Arcane | Monsters hit by Arcane take +20% Arcane on the next hit. |
| Elemental Blueprint | all | Repeat offender: +10% everything with one tower of each element. |
How to prioritize relics mid-run
- Elemental Blueprint if you can field five elements cheaply β it's unconditional global damage.
- Your character's starting relic payoff β lean into what you were given (Silas rerolls economy relics; Chunk wants anything that amplifies 2Γ2s).
- One cross-element fusion relic matching your board (Volatile Poison if you're Fire+Poison, Cryo Conductor if Ice+Electricβ¦).
- Scrap Master / Dice pieces only if you own those towers β dead relics are worse than mediocre ones.
- Fire solo relics (Phoenix Feather, Wildfire) when you're already Fire-heavy β burn on burn.