ForgeTax Relics: Every Relic Effect by Category

ForgeTax relics database: every relic effect by category — Success, Great, Hold, Damage, Break, protection, Frenzy, value, economy — from game files.

This ForgeTax relics database lists every relic effect by category, compiled from the community database built on the game's files (Steam build 25755699). Relics are the long-term power system of a run: they add tickets, cut break chance, amplify value, and convert failures into resources. Names and effects are reproduced as recorded; patch changes may shift numbers, so verify in-game where it matters.

Success Relics

Success relics strengthen the most common good outcome — the 64% baseline roll at +0.

RelicEffect
Bent Nail+4 Success tickets
Worn WhetstoneConvert 2 Hold tickets into Success tickets
Inspection StampEach Success or Great: sword value +100 G
Blunt MalletConvert 1 Damage ticket into a Success ticket
First BrandIf a sword's first strike is Success or Great, gain +2 extra levels
Double KnotEvery 2 consecutive Success/Great results: sword value +10%
Third HandEvery 2 consecutive Successes or Greats: +1 extra level
Scorched CharmEach Success or Great outside Frenzy reduces this sword's Break chance by 3%, up to 18%
Echo HammerEach Success or Great has a 25% chance of +1 extra level
Bronze CogEach Success adds 1 Success ticket to this sword
Golden CogEach Success: sword base value +30 G
Royal Spike+6 Success tickets
Ceaseless DriveshaftEvery 2 Successes: an extra +1 level

Great Relics

Great relics amplify the rare 8% roll that multiplies blade value by 2.5×.

RelicEffect
Lucky Coal+1 Great ticket
Golden Nail+2 Great tickets
Cracked BellEach Great: sword value +20%
Lightning MarkA Great outside Frenzy reduces the next strike's Break chance by 40%
Silver Tuning ForkEach Great outside Frenzy grants +1 extra level
Obsidian EyeAt +8 or higher, convert 2 Success tickets into Great tickets
Butterfingers+3 Break tickets, +5 Great tickets
Oracle Die+4 Great tickets

Hold and Damage Relics

Hold relics reward patience; Damage relics convert a bad result into partial value.

RelicEffect
Sealing Stone+2 Hold tickets; every 2 consecutive Holds: +1 level
Heavy PaperweightEach Hold: sword value +180 G
Patient Weight+3 Hold tickets
Chained HourglassEach Hold outside Frenzy: 50% chance to add 1 Frenzy charge
Cold TeacupEach Hold: sword value +6%
Little Wind BellEach Hold adds +1 level to the next Success, up to +2
Closed Third EyeAfter a Hold, the next strike gains 4 Success tickets
Sealed HeartEach Hold adds +1 level to the next Great, up to +4
Sleeping EmberEach Hold has a 70% chance to grant +1 level
King's Empty CupEach Hold adds 1 Great ticket to this sword
Eternal Seed+6 Hold tickets; each Hold: base value +40 G
Patched ApronEach Damage: sword value +140 G
Thorn WeightSword value +10%; convert 2 Hold tickets into Damage tickets
Cracked SpliceEach Damage reduces this sword's Break chance by 15%, up to 60%
Cracked CrownRetain 50% of the level value lost to Damage
Giant's SpineEvery 2 Damages, the next Break becomes Damage instead
Abyssal Pearl+3 Damage tickets; the first 2 Damages of each sword don't lower its level

Break and Protection Relics

On-break relics punish loss less; protection relics prevent it outright.

RelicEffect
Ash SieveWhen a sword breaks, gain 500 G
Broken Holy SwordPass 30% of a broken sword's enhancement to the next +0 sword; grants 3 Frenzy charges
Dawn ScabbardPass 40% of a broken sword's enhancement to the next +0 sword; grants 4 Frenzy charges
Mourning KnotEach failed tribute permanently adds 1 Great ticket for this run
Ossuary King's ScabbardWhen a +7 or higher sword breaks, permanently gain 1 ticket of its previous result
Undertaker's ChaliceWhen a sword breaks, offer 30% of its peak value as scrap tribute
Undertaker's LedgerWhen a +7 or higher sword breaks, gain 1 extra sword next day (up to 2/day)
Black KnotBreak chance reduced by 10%
Red ThreadAfter a Hold, the next strike's Break chance is reduced by 20%
Iron Hoop−2 Break tickets
Wirebound ScabbardThe first Break each round becomes Damage
Dragonscale TongsAt +6 or higher, Break chance reduced by 25%
Phoenix AshOnce per sword, prevent a Break at the cost of 40% of its value
Dragon's PardonPrevent death once, lower Rage by 1, then vanish
Unyielding CornerstoneThe first Break of each sword becomes Damage

Frenzy, Value, and Economy Relics

RelicEffect
Leather LoopForging speed outside Frenzy +20%
Worn GripForging speed +15%
Ember LocketThe first normal strike of each sword: +2 Frenzy charge
Glass HourglassGreats during Frenzy grant +3 levels
Headless BellWhen Frenzy ends: +1 level
Bell CollarEach strike during Frenzy: sword value +5%
Red HourglassFrenzy duration +1 second
Possessed BellowsForging speed +30% during Frenzy
Perfect Mana Core+6 Great tickets during Frenzy
Undying WickFrenzy duration +2 seconds
Charcoal PouchSword base value +80 G
Iron SignetSword value +15%
Black Iron StoneAt +8 or higher: sword value +30%
Pocket HearthBase value +20 G per full tribute payment made this run
Dragon HeartAt +7 or higher, each Success or Great: sword value +15%
Dragon SignetAt +12 or higher: sword value +50%
Worn Voucher1 free relic shop reroll each round
Supply PermitReceive 1 extra sword each round
Silver Supply WritFrom the next merchant visit: basic sword stock +2
Tax TallyEach full tribute payment: +1 relic shop sword credit
Sealed RebateTribute requirement reduced by 10%
Twin SigilEach surviving strike has a 2% chance to duplicate the sword
Lifetime ContractIssued swords start at +7; swords no longer need heating
Sickle and HammerSet each outcome's base ticket count to 5

The full list spans roughly a hundred relics across all categories, including merchant-only items — a few recorded effects vary slightly between data versions, so treat any number that decides a run as worth double-checking in-game.

How to Read This Database

Three reading rules make the list useful instead of overwhelming. First, ticket-adding relics always cut break chance — the 1,000-ticket deck means more good tickets mathematically dilute Break. Second, on-break and protection relics are run insurance; they look weak until the run is expensive. Third, Frenzy relics only pay when you actually trigger Frenzy, so match them to a run plan that reaches ten consecutive strikes.

For how to combine these into builds, see the relic synergy guide; for how to earn them, see the relic machine guide.