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Moonlighter 2 relic guide1.0 · 2026-09-03

Moonlighter 2 Relic Guide

A Moonlighter 2 relic guide is a keep-versus-sell brain for 1.0, not a reprint of the relics overview that already lives on this site. Steam’s store copy says each piece from a biome grants combat bonuses and that arranging loot unlocks synergies. Wikipedia repeats that the 2018 spatial Tetris bag is gone. Your job on a run is to socket what changes the next room, protect named boss mats, stamp a Perfect on new Codex rows, and sell the rest at a face that fills the perk meter. Shock is a separate player question with its own URL. Prices have their own URL. This page is the decision tree you use between those two.

How this Moonlighter 2 relic guide decides keep versus sell

Vault room with a glowing recipe scroll and Blo-Blitz gadget notification
Official Steam still: pedestals can be recipes, not vendor relics — keep versus sell starts by reading the prompt.

Keep named mats first: Sound of Hubris, Alabaster Candle, Quantum Core, Broken Rocket, Left King’s Mask, Right King’s Mask. Keep Sun Eaters, Echo Links, Oneiric Stones, Moon Flowers, and Oneiric Quartz until Andrei, Julien, Babyl, Tomo, and Eris stop asking. Those stacks look like relics with quality digits. They are crafts. Nou can sell some discovered mats later, which is a gold shortcut after the first drop, not a reason to vendor the first drop.

Keep one copy of every new Codex row until a customer face prints Perfect. Prima’s method still works after Greed and Glory: Cheap, Perfect, Expensive, Overpriced read the base number. Quality under the icon multiplies gold without changing that test. Boost quality in the bag when a synergy relic offers it. Deluxe Tomo research is a diamond wager, not a guaranteed jackpot. Codex order is cheapest to most expensive, which is how you guess a stranger from its neighbors (Prima’s Mother Figure sitting left of a 400 Heretic Dagger).

Sell low-quality commons that would net under a hundred gold if a high-quality rare needs the cell. Sell duplicates after the stamp. Sell Gallery electricity widgets that are not on a craft list once the face is known. Do not sell a “useless” uncommon that is the quality booster for the Epic beside it. Backpack synergies are why Steam talks about arranging loot. Shop chests after the run are overflow, not a second synergy grid.

Combat statuses are not a second currency. Aeolia leans petrify. Gallery leans electricity. Kalina Night is the dark desert after Herald. HEX (March 2026) curses, delays, can spread, and can sit next to Thunder. Poison arrived with Blob-Life Balance. Bomb Path at 1.0 marks packs until they pop. Relics that synergize with the biome you are about to enter are keepers for that expedition and often later Perfect stamps because they are rarer. Burn, petrify, poison, and HEX apply to enemies. They do not print shop gold by themselves.

Shock-themed Gallery pieces still have faces. If your file shows a Shock or battery interaction, log what the Codex writes. This site will not invent an unofficial spark table or call Riverriser’s 999-quality community method a patch note. The dedicated shock page answers “what happens if you shock a relic.” Rupture is a different verb: Herald’s cannons throw ruptured objects you return with the backpack. Do not mix those two searches on this URL.

Furniture changes the number after the face test. Comtesse Homeware sells showcases and deco. Prima cites a Sun Display Case that tips 200 gold on an uncommon. Four showcases at the start cap how many pieces you can offer at once, which is why chest size and shop ranks 4–5 matter after the bag is already large. Rank 5 at 1.0 adds cosmetics and a bloblet slot, not a new rarity. Calendar demand from the restored free-price system can nudge a relic without rewriting Codex order. Re-read faces after a patch. A March 2026 Perfect list is a hint.

Hardcore 1.0 is a relic-risk mode. TechTimes: fail the dungeon and every relic from that run is gone. Practice tells on a normal file before you wager a legendary you have not stamped. Infinite Vault rewards include new equipment, decorations, and cosmetics according to Steam news. Those are sinks after Vault VII, not new rarity bands. Do not stall the story cube to wait for a cosmetic that might drop on the treadmill.

Question-mark rooms hide vendors, Nou perks, and recipe pedestals that look like relics and are not for sale. Eris scrolls are recipes. Skipping every mystery node to rush a boss is how backpack growth stalls and how unique mats never appear. Sliver cells are still the first gold sink because a starter bag is how people dump Epics on the floor.

Mistakes this tree still charges gold for: pricing from quality-inflated totals; overpricing the whole wall so perks never fill; treating community 750000 posts as a relic unlock; installing Moonlighter 1 bag mods; dumping the bag in Hardcore with an unstamped legendary; mixing K33P3R (shop rank), Comtesse (furniture), and Tomo (deluxe) into one gold sink. Rank is a floor bet. Furniture is a shop-wide bet. Deluxe is a quality bet.

Controller or mouse does not change faces. Switch 2 contrast notes from PixelNitro help you see a pedestal in a dark vault. They do not change Codex order. Family Sharing does not clone stamps. Demo relics do not carry onto a 1.0 file as Codex memory unless Digital Sun said so — and the launch notes did not.

Canonical URLs live on https://moonlighter2wiki.wiki. Use the relics overview for flavor and biome lists, the shock page for the proc question, the rupture page for backpack returns, and the price pages for Perfect arithmetic. This URL is the keep, socket, stamp, sell order you run between rooms.

Display case pricing a relic from the backpack grid
Official Steam still: after the run, relics move from bag to Modest Display Case for the face test.

Biome keep lists you can actually run

Kalina Day: Sun Eaters, new Codex commons for stamps, nothing named Hubris until Herald dies. Kalina Night: candle first, then dark-biome stamps. Gallery: Echo Links, Core, rocket, electricity sockets for the next Gallery run, not for a Kalina replay. Aeolia: Stones, Quartz, both masks, petrify sockets. Vault remixes whatever biomes the key is using; do not assume a new rarity band just because Infinite promised cosmetics.

When deluxe, furniture, and cells fight. Tomo wants a quality gamble. Comtesse wants cases. Sliver wants cells. If you can only afford one, cells win, because a dumped Epic on the floor is a Perfect worth zero. If cells are done, stamp new rows before you deluxe a duplicate. If stamps are done, a showcase that tips uncommons can beat a random carpet. Rank 5 cosmetics still lose to an unstamped legendary. Prima’s Sun Display Case example (200 gold tip on an uncommon) is a furniture fact, not a relic rarity.

Spark, voltage, and backpack throws are three searches. Community 999-quality methods are luck. Gallery voltage is a biome. Herald’s object is a backpack return. HEX is a curse path from March. If a tooltip on your file uses a word you searched, log it. Do not paste a sheet from Greed and Glory onto a September patch. Calendar demand nudges. Faces still rule the base number. Quality still multiplies after.

Infinite Vault relics, as far as Steam news goes, include equipment, decorations, and cosmetics on the treadmill. Decorations are sinks. Equipment might be sticks or armour. Cosmetics do not socket. Fail a gold threshold and that threshold resets, which is a way to lose a bag of unstamped finds if you also flipped Hardcore. Do not combine those two modes until the Codex is a habit.

A script you can screenshot. Unique NPC names first. Unstamped Codex second. Synergy booster for the next node third. High quality rare if a cell is free. Sell known Perfect commons. Sell junk under a hundred gold if a named mat needs the slot. Never sell scrolls. Never sell masks. Never sell Hubris because the kill felt like a joke. That script is this page’s job; the relics overview can keep the flavor paragraphs.

Follow this Moonlighter 2 relic guide until unique mats are in NPC queues, new Codex rows have Perfect faces, and the bag only carries what the next node actually needs.

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