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.
| Relic | Effect |
|---|---|
| Bent Nail | +4 Success tickets |
| Worn Whetstone | Convert 2 Hold tickets into Success tickets |
| Inspection Stamp | Each Success or Great: sword value +100 G |
| Blunt Mallet | Convert 1 Damage ticket into a Success ticket |
| First Brand | If a sword's first strike is Success or Great, gain +2 extra levels |
| Double Knot | Every 2 consecutive Success/Great results: sword value +10% |
| Third Hand | Every 2 consecutive Successes or Greats: +1 extra level |
| Scorched Charm | Each Success or Great outside Frenzy reduces this sword's Break chance by 3%, up to 18% |
| Echo Hammer | Each Success or Great has a 25% chance of +1 extra level |
| Bronze Cog | Each Success adds 1 Success ticket to this sword |
| Golden Cog | Each Success: sword base value +30 G |
| Royal Spike | +6 Success tickets |
| Ceaseless Driveshaft | Every 2 Successes: an extra +1 level |
Great Relics
Great relics amplify the rare 8% roll that multiplies blade value by 2.5×.
| Relic | Effect |
|---|---|
| Lucky Coal | +1 Great ticket |
| Golden Nail | +2 Great tickets |
| Cracked Bell | Each Great: sword value +20% |
| Lightning Mark | A Great outside Frenzy reduces the next strike's Break chance by 40% |
| Silver Tuning Fork | Each Great outside Frenzy grants +1 extra level |
| Obsidian Eye | At +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.
| Relic | Effect |
|---|---|
| Sealing Stone | +2 Hold tickets; every 2 consecutive Holds: +1 level |
| Heavy Paperweight | Each Hold: sword value +180 G |
| Patient Weight | +3 Hold tickets |
| Chained Hourglass | Each Hold outside Frenzy: 50% chance to add 1 Frenzy charge |
| Cold Teacup | Each Hold: sword value +6% |
| Little Wind Bell | Each Hold adds +1 level to the next Success, up to +2 |
| Closed Third Eye | After a Hold, the next strike gains 4 Success tickets |
| Sealed Heart | Each Hold adds +1 level to the next Great, up to +4 |
| Sleeping Ember | Each Hold has a 70% chance to grant +1 level |
| King's Empty Cup | Each Hold adds 1 Great ticket to this sword |
| Eternal Seed | +6 Hold tickets; each Hold: base value +40 G |
| Patched Apron | Each Damage: sword value +140 G |
| Thorn Weight | Sword value +10%; convert 2 Hold tickets into Damage tickets |
| Cracked Splice | Each Damage reduces this sword's Break chance by 15%, up to 60% |
| Cracked Crown | Retain 50% of the level value lost to Damage |
| Giant's Spine | Every 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.
| Relic | Effect |
|---|---|
| Ash Sieve | When a sword breaks, gain 500 G |
| Broken Holy Sword | Pass 30% of a broken sword's enhancement to the next +0 sword; grants 3 Frenzy charges |
| Dawn Scabbard | Pass 40% of a broken sword's enhancement to the next +0 sword; grants 4 Frenzy charges |
| Mourning Knot | Each failed tribute permanently adds 1 Great ticket for this run |
| Ossuary King's Scabbard | When a +7 or higher sword breaks, permanently gain 1 ticket of its previous result |
| Undertaker's Chalice | When a sword breaks, offer 30% of its peak value as scrap tribute |
| Undertaker's Ledger | When a +7 or higher sword breaks, gain 1 extra sword next day (up to 2/day) |
| Black Knot | Break chance reduced by 10% |
| Red Thread | After a Hold, the next strike's Break chance is reduced by 20% |
| Iron Hoop | −2 Break tickets |
| Wirebound Scabbard | The first Break each round becomes Damage |
| Dragonscale Tongs | At +6 or higher, Break chance reduced by 25% |
| Phoenix Ash | Once per sword, prevent a Break at the cost of 40% of its value |
| Dragon's Pardon | Prevent death once, lower Rage by 1, then vanish |
| Unyielding Cornerstone | The first Break of each sword becomes Damage |
Frenzy, Value, and Economy Relics
| Relic | Effect |
|---|---|
| Leather Loop | Forging speed outside Frenzy +20% |
| Worn Grip | Forging speed +15% |
| Ember Locket | The first normal strike of each sword: +2 Frenzy charge |
| Glass Hourglass | Greats during Frenzy grant +3 levels |
| Headless Bell | When Frenzy ends: +1 level |
| Bell Collar | Each strike during Frenzy: sword value +5% |
| Red Hourglass | Frenzy duration +1 second |
| Possessed Bellows | Forging speed +30% during Frenzy |
| Perfect Mana Core | +6 Great tickets during Frenzy |
| Undying Wick | Frenzy duration +2 seconds |
| Charcoal Pouch | Sword base value +80 G |
| Iron Signet | Sword value +15% |
| Black Iron Stone | At +8 or higher: sword value +30% |
| Pocket Hearth | Base value +20 G per full tribute payment made this run |
| Dragon Heart | At +7 or higher, each Success or Great: sword value +15% |
| Dragon Signet | At +12 or higher: sword value +50% |
| Worn Voucher | 1 free relic shop reroll each round |
| Supply Permit | Receive 1 extra sword each round |
| Silver Supply Writ | From the next merchant visit: basic sword stock +2 |
| Tax Tally | Each full tribute payment: +1 relic shop sword credit |
| Sealed Rebate | Tribute requirement reduced by 10% |
| Twin Sigil | Each surviving strike has a 2% chance to duplicate the sword |
| Lifetime Contract | Issued swords start at +7; swords no longer need heating |
| Sickle and Hammer | Set 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.
Related Guides
ForgeTax Relic Machine: Tickets, Conversion & Planning
ForgeTax relic machine guide: how sword-to-relic conversion works, draw ticket economics, the resource competition table, and when investing blades pays off.
ForgeTax Relic Synergy: Build Framework & Tier Guide
ForgeTax relic synergy guide: the four relic engines, the S/A/B/C tier framework, pairing rules, and how to build stable relic plans for every run type.