Relics are picked during a run, one per dungeon level, and they last
only for that run — they are not gear and they do not change your character sheet.
Which pool you are offered depends on what you have equipped, so this is what a run can
offer while Bomb is in your loadout.
Upgrade paths
Take one of these again and it improves. The steps are in the order they
come.
Cluster Bomb
ISplits into 3 cluster bombs on explosion.
Engineer
ICreates a smoke cloud (6s) that stuns enemies. Allies gain +30% dodge.
IISmoke cloud heals allies for 2 HP/sec.
IIIThrowing grants +40% movement speed for 4s.
Fire Bomb DoT→ FIRE
IConverts to fire damage. Leaves a fire zone (48px, 5s). -10% fire damage, -10% fire resistance.
IIFire zone ignites enemies for 3 burn ticks.
Physical Charge → PHYSICAL
IConverts to physical damage with massive knockback.
IIBlast leaves an impact crater (1s). Enemies take -30% physical resistance for 3s.
Proximity Mine
IExplosions leave a proximity mine: danger zone (4s). Enemies entering trigger full detonation.
IIIArmed detonation deals +120% damage and applies Demolished (-30% all resistances, 5s).
Standalone
One-off relics with no upgrade path.
•+100% blast radius.
•+15% AoE radius.
•Crits trigger a secondary explosion.
•+20% knockback.
•Hit 5+ enemies with one blast to reduce cooldown by 50% for 10s.
•+15% crit chance.
•-20% cooldown.
•+10% damage.
•+100% throw range.
•+80% damage. +50% critical strike damage.
•-50% fuse timer.
Plan around them
The planner reads your loadout and ranks which of these pools your gear
actually supports — a relic that converts your damage type is worth very little if
none of your gear scales it.