Relics
34 named relics. Each grants a unique mechanic that can be borrowed onto eligible gear through Acclivity, independent of the source item’s stats.
Single Stroke Engine of the Blast Tyrant
Holding Stick Throw unleashes an overdriven stream. Stream charge drains over 3s, slowing from maximum to 25% fire rate, and fully recharges after 3s without Stick Throw. Stick Throws leave a trailing lightning wake.
Marching Harness of the Endless Parade
Movement creates trailing red Rhythm Lines. Standing on your Rhythm Lines grants +50% damage and +50% Groove generation. Enemies in Rhythm Lines are slowed by 50% and take 50% more damage.
Double Kick Legs of the Machine God
Gain movement speed equal to 35% of total attack speed. Attacking while moving emits forward shock pulses. Standing still grants +100 Defense per second, up to +500.
Ring of the Broken Tempo
Attack speed continuously oscillates between -50% and +50%. Slow tempo grants up to +100% damage; fast tempo lowers damage to as low as -50%. Player aura shifts red (slow/heavy) to green (fast/light).
Pendant of Royal Albert's Hall
Echo Performance: summons two phantom clones while equipped. Clones mirror attacks and non-ultimate abilities at 40% damage. Clones are invulnerable and do not trigger recursive relic chains.
Death Metal Skull Collector
Total Domination: removes one-ultimate cap while equipped. Enables additional ultimate slots using your Skill Slot 5 and 6 bindings. Unequipping disables bonus slots without removing invested points.
Diamond Studded Gloves of the King
Static Discharge: emits a golden lightning aura while equipped. Every 0.3s, nearby normal enemies lose 10% of current Soul; bosses lose 1%. Static Discharge does not stun, cannot critically strike, and does not trigger relic or on-hit effects.
Crown of the Midnight Console
Critical hits have a 20% chance to create a 4.0s Console Zone with 180 radius; cooldown 1.5s. Standing in your Console Zone grants +12% outgoing damage and +25% Song Aura Radius. Ignited, Stunned, Slowed, Shocked, Bleeding, Frozen, Center Stage Vulnerable, or Overdriven enemies gain +6% damage taken per second, up to 5 stacks; stacks decay once per second outside the zone. At 80+ Groove, the zone pulses every 0.8s to Slow enemies by 15% for 0.6s.
Thunder Dome Visor
Groove overflow is converted into Overtone Charges. Basic hits consume charges to chain spark nearby enemies. Ability casts consume charges for bonus cast damage.
Wallbreaker Tourcoat
Dealing or taking hits builds temporary armor Plates. At high plate counts, basic hits release pressure waves. Peak stacks convert into short cooldown-recovery bursts.
Echo Abbey Harness
Casting a non-ultimate opens a short Echo Window. First basic hit in that window spawns a delayed echo strike. Echo strikes can copy your strongest status at reduced duration.
Arcwright Fingercaps
Consecutive hits within 1.5s build Conduct, gaining 1 stack per hit or 3 on a critical hit, up to 12. Reaching 4, 8, or 12 stacks empowers the next hit by 6%, 12%, or 20% damage respectively before spending the stacks. At 12 stacks, your next non-ultimate cast also forks 45% damage to up to 2 nearby enemies within 220 range; fork cooldown 2.5s.
Tape Splice Grips
Successful Ignite, Stun, Slow, Shock, Bleed, or Freeze applications add a 4-second Splice tag to that enemy, up to 3. Hitting that enemy at 3 tags detonates for 80% area damage in a 120 radius and restores 6 Groove. Each detonation extends an active Song aura by 0.5s, up to 3.0s per aura; target cooldown 1.8s.
Backline Railpants
Gain 1 Rail Charge per 6m traveled, up to 10; hard control removes 4 charges. Basic hits consume up to 2 charges for +7% damage each; spending 2 arcs 25% damage to 1 nearby enemy within 180. Casting at 8+ charges spends 8 and grants +18% non-ultimate cooldown recovery for 4.0s.
Monarch Studio Trousers
While a Song aura is active, gain 1 Maestro stack every 0.7s, up to 8. When the aura deactivates, consume all stacks to create 3 to 7 rotating notes for 6.0s. Every 0.9s, each note attacks a different nearby enemy for 22% damage, gaining +2% per consumed stack. Hits on statused enemies restore 0.5% max Soul, capped at 12 Soul per second.
Riot Alley Stompers
Continuous movement primes your next basic hit for a stomp blast. Stomp hits apply a short strong slow in a local radius. Stomp kills accelerate the next prime cycle.
Venue Phantom Soles
Every fourth basic hit triggers a Phantom Strike. Casting after a Phantom Strike leaves a temporary slow field. Standing in your Phantom Field grants bonus outgoing damage.
Master Bus Strap
Dropping below 50% Soul activates Bus Mode on a cooldown. Bus Mode stores part of spent Groove into an Impact Reserve. Next hit consumes reserve for burst damage and partial Soul return.
Backline Overdrive Sash
Successful Ignite, Stun, Slow, Shock, Bleed, or Freeze applications each add 1 distinct Overdrive stack, up to 6; applications refresh the 6s stack window. At 3 distinct statuses, gain +18% non-ultimate cooldown recovery. At 6 distinct statuses, your next non-ultimate cast consumes the stacks and triggers 3 pulses at 0.5s intervals, each dealing 30% average damage within 150 radius; burst cooldown 4s.
Cathedral Reverb Charm
Non-ultimate ability hits store 35% of damage as Reverb Memory, up to 3 average hits. Every 2.0s, your next basic hit discharges all Memory as 4 cone ticks; statused targets take +25% damage. Using an ultimate queues the same full four-tick discharge immediately. Memory decays by 10% per second after 4.0s without dealing damage.
Saint Voltage Locket
Critical hits grant 1 Voltage Fragment, up to 15; fragments expire after 5s without another critical hit. At 15 fragments, consume them to enter Halo State for 4s. During Halo State, hits add a 28% damage lightning rider with a 0.18s per-target cooldown. When Halo expires, detonate within 180 radius for 90% average damage plus 1% per rider consumed, capped at +90%.
Seventh Encore Band
Every 12 seconds, your next non-ultimate cast becomes Encore Ready. An Encore Ready cast repeats after 0.8s at 65% effectiveness. Ultimate casts are ineligible, and repeat casts cannot trigger callbacks, spend resources, or create additional repeats.
Cinder Crowd Signet
Successfully applying a status marks that enemy for 4s; killing a marked enemy creates a Cinder Pool at its position. Cinder Pools last 3s in a 160 radius and tick every 0.5s for 26% average damage; while inside, each tick restores 2 Soul. Up to 2 pools can exist; creating another removes the oldest. Standing inside a pool builds Momentum up to 5 stacks and refreshes its 3s duration.
Comet Splinter Sticks
Projectile basics fire extra splinter sticks. Every 3rd projectile impact launches a Chain Shard for 55% damage, then chains once within 220 range and applies 15% Slow for 0.6s; per-target cooldown 0.2s. Groove Slam gains 20% radius and chained lightning conversion.
Iron Parish War Snare
Basic hits grant 1 Warbeat stack, up to 10; ability hits within the 0.75s cast window grant 2 stacks when they hit a Slowed or Stunned enemy, with a 0.3s gain cooldown. Groove Slam consumes all Warbeat stacks for +9% damage and +6% radius per stack. Consuming 10 stacks triggers an aftershock after 0.45s within 220 radius for 70% of the scaled Slam damage. The aftershock suppresses callbacks and resource gains.
Split-Time Shaker
Gain 1 Split Beat per 10 Groove spent, up to 8. At 4 beats, your next basic hit consumes 4 beats to grant +100% non-ultimate cooldown recovery for 3s. At 8 beats, your next non-ultimate cast consumes all beats and repeats after 0.5s at 50% effectiveness, then restores 20% of its Groove cost; echo cooldown 4s. Ultimate casts are ineligible, and echo casts cannot trigger callbacks, spend resources, or create additional echoes.
Hollow Hall Tambour
Active Song aura maintains 3 orbitals; every 0.7s they each hit a distinct enemy for 24% average damage and Slow 20% for 0.8s. Spending 40 Groove within 4s empowers them for 3s, adding a 0.35s Stun with a 1.2s target cooldown. While empowered, a non-ultimate cast can replay once at 45% damage; orbital-hit kills reduce one non-ultimate cooldown by 0.6s, up to 3s per 6s.
Platinum Album of Yesteryear
Platinum Encore: activating this CD plays OverDrive Mode, Loop Station, Stage Takeover, and Center Stage together under one duration, drain, and cooldown. Legacy Points on this relic extend eligible multi-rank Legacy bonuses beyond cap; keystones and other one-point Legacy nodes are excluded. Drops only from venue bosses and Woodshed bosses at wave 50 or higher.
E-Bow of Endless Sustain
Sustain floor: 70%. Channel movement penalty: 25%.
Widowmaker Cabinet
Power Chord cone: 25 degrees; range: +100%; damage: +75%. Faultline concentrates into its center lane with stronger repeats.
Saint Elmo's Glass Slide
Maximum 6 rails; each rail lasts 3 seconds. Heaven's Circuit energizes each valid rail once without recursive pulses.
Dead Channel Switch
Pick Rake Provides the following bonuses: Restores 35% Sustain. +100% Sustain Beam Damage for 10 seconds. +100% Sustain Beam Damage Reduction charge rate for 10 seconds. Internal cooldown: 1 second.
Bootleg Signal Splitter
Secondary fork damage: 30%. Maximum total beam segments: 8; target graphs never recurse beyond the bounded second fork.
The Last Working Tube
Begins immediately and grows over 3 seconds from 35% to 100% average basic-attack damage, 135 to 240 range, and 35 to 100 degrees. Tube hits are Lightning basic attacks: they can crit and trigger eligible on-hit and on-kill effects. Attack Speed increases the blast rate down to 0.12 seconds. No Sustain floor is required and there is no release explosion. Tube hits cannot create additional Tube pulses; the ramp resets when Sustain Beam ends.