Relic list
Relic Putt Relics
Every relic we have seen, with its card text quoted exactly.
In Relic Putt, finishing a hole opens a choice of three relics. The names below are the ones that have shown up in play so far, and the middle column is the card text copied word for word — that line, not the name, is the whole specification. The rest of the page is about how to make the choice quickly and how to learn from it.
The relics seen so far
Three relics appeared together on one hole, which already tells you something useful: the pool mixes rewards with effects, so the choice is not always "which of these changes my ball".
| Relic | Card text (quoted) | What it changes | When to take it |
|---|---|---|---|
| Golden Scarab | +30% coins | Coins, not the ball. A reward multiplier. | When the hole ahead looks like a good coin earner rather than a problem to solve. |
| Anchor Stone | Tap mid-air to stop dead and drop. | Where the ball ends up. The only one of the three that changes the flight itself. | When your last miss was about distance and the ball kept running past the spot you picked. |
| Echo Bell | +1 coin for every hard bounce | Coins, earned from bounces rather than from the hole. | On holes with walls to hit — it pays on a rebound and does little on a clean curve. |
More relics appear as you play; this table is updated as they show up.
When the choice appears
The three relics appear after you complete a hole, and the one you take becomes active on the following hole. Nothing about the choice is timed, so you can read all three descriptions at the speed you actually read.
That placement shapes the decision. You are always choosing with the previous hole in memory and the next hole unseen, so the only reliable evidence available is what just happened to your ball rather than what you hope will happen next.
Read the description, not the name
Names are short and evocative; descriptions are specific and useful. Read the line or two under each name and translate it into a behaviour: does this change how the ball travels, where it stops, or what happens when it meets an obstacle? Then ask whether that behaviour answers anything on the hole you just played.
A trap worth naming: two relics can have names that feel similar but descriptions that point in opposite directions. Picking by name is how you end up taking the same kind of effect twice and wondering why your round felt unchanged.
If a description is ambiguous to you, that is a signal to test it in a controlled way rather than to guess — see the testing habit further down.
Match the relic to your last miss
Look at where the ball actually stopped on the hole you just finished. Too short? Too long? Stopped dead where it should have rolled? Ended up on the wrong side of an obstacle? The miss tells you which variable you need help with.
Now pick the relic that touches exactly that variable. One factor, one answer. If you finished the hole cleanly and nothing went wrong, you have a free pick — take the option whose effect you understand least, so the next hole becomes a test rather than a rerun.
Doing this consistently turns the three-way choice from a gamble into the second half of the previous shot, which is precisely what the game's loop is built around.
Test one relic per hole
Take a relic, keep your aim fixed, and change only when you fire it inside the flight. Present the same shot to the same relic twice and you will see its effect clearly; vary everything at once and the outcome belongs to nothing in particular.
The cost of this discipline is small — one hole where you are observing instead of optimising — and the payoff is permanent. After three or four honest tests you stop needing the description at all, because you know the behaviour by sight.
If a relic does something you dislike, note it rather than avoiding it on instinct. Knowing what a bad option does for you is what makes the remaining two easier to rank.
When none of the three look useful
It happens: three descriptions and none of them address your miss. In that case, stop trying to solve the previous hole and pick for safety instead — take whichever option is least likely to make a mistake worse.
Two practical tiebreakers. First, prefer the effect you can time comfortably; a strong effect you cannot fire at the right moment is worth less than a mild one you can. Second, prefer the effect that keeps the ball out of trouble over the one that adds distance, since hazards punish overhit shots hardest.
Then play the next hole conservatively and let the session continue. One indifferent pick does not decide a round; a round spent arguing with three options does.
Reading a relic you have never seen
Sooner or later the game offers a relic with a name you cannot place and a description you have to read twice. That is the moment this page is for. Read the description literally, reduce it to one of three questions — does it change how far the ball travels, where it stops, or what happens when it meets an obstacle — and then decide whether that answer touches what went wrong on the hole you just played.
Two habits make the first encounter go well. Take it on a hole where you can afford to observe rather than one where everything is riding on the outcome, and keep your aim fixed so the only thing you changed is the relic itself. If the effect is not obvious after that, it is a weak option for you rather than a mystery to solve.
The same method applies to descriptions that change between visits. Treat the in-game text as the current authority, not the version you remember, and re-read it before you commit. That costs a few seconds and protects you from playing an old expectation on a new relic.
The choice is easier once the swing and the timing are reliable. Both are covered next door.