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 Chakram is in your loadout.
Upgrade paths
Take one of these again and it improves. The steps are in the order they
come.
Charged Blades → LIGHTNING
IConverts to lightning damage.
II+20% lightning damage.
III100% chance to trigger Chain Lightning on hit.
Curved Stalker
IA curved chakram orbits from the left. +50% cooldown.
II+30% speed. +25 crit strike chance.
IIIA second curved chakram orbits from the right.
Phantom
IFires an additional chakram in the opposite direction.
IICatching a chakram grants +30% ethereal damage for 5s.
IIIFire 2 additional phantom chakrams that auto-aim toward enemies.
Trap Master DoT
IChakram transforms into a hovering trap (8s).
IITrap applies DoT on hit.
III-50% trap cooldown.
IVTrap explodes on impact, dealing AoE damage to nearby enemies.
VA second trap is cast alongside the primary chakram.
Void Chakram → VOID
IConverts to void damage. -10% physical resistance.
II+20% void damage.
Standalone
One-off relics with no upgrade path.
•+40% throw range, +50% critical strike damage.
•-30% cooldown on catching a returning chakram.
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.