Relics: Why Bow and Gauntlet Need Them

By Iron Soul Guides Team Published Updated Official + community evidence · reviewed September 4, 2026
Relics: Why Bow and Gauntlet Need ThemIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: whether to farm the Endless Tower for a relic before attempting a bow or gauntlet forge.

One row in the forge cost table connects two systems that every other guide treats as unrelated. Bows and gauntlets both cost 18 ore per attempt, and their stated success chance is not a single number: it is 5 percent with no relic, 19 percent with a common relic and 52 percent with a legendary relic. Only one source carries that row at all. The other wiki and the three guide sites we read all list seven equipment rows and stop before reaching these two. Put that row next to the drop table for the Endless Tower, where relics are described as a very low chance reward, and the picture completes itself: relics are not trophies, they are the gate on two entire weapon classes, and the tower is the only place they are known to come from. That is the honest answer to why anyone would grind an endless wave dungeon.

Official promotional image from Iron Soul: Dungeon
No relic: 5%, 360 oreTwenty attempts expected at 18 ore eachCommon relic: 19%, 95 oreAbout 5.3 attempts expectedLegendary relic: 52%, 35 oreUnder two attempts expected Twenty attempts expected at 18 ore each About 5.3 attempts expected Under two attempts expected
How a relic changes the expected ore cost of forging one bow or gauntlet

What the relic is worth in ore

Because the forge cost is fixed at 18 ore per attempt, the expected ore spend is simply 18 divided by the success chance. With no relic that is 18 divided by 0.05, or 360 ore for one weapon. With a common relic it is 18 divided by 0.19, about 95 ore. With a legendary relic it is 18 divided by 0.52, about 35 ore. The legendary relic therefore cuts expected ore spend by just over 90 percent, and even a common relic saves nearly three quarters. Set against that, the cost of running the tower for relic drops looks small, which is exactly the calculation no other page puts in front of you because no other page carries the 5, 19 and 52 figures in the first place. One caution the wiki adds applies here as everywhere: the percentages are the stated chance for that recipe at that ore count, not a guarantee that survives any mixed-ore combination.

What is actually known about relics

Very little, and we would rather say that clearly than pad it. The relic tiers we can infer are common and legendary, and we infer them from the forge chance row itself rather than from any list of relics. A third-party database carries exactly two named entries in this space, a Tower Relic and a Season Scroll, both described as very low chance tower rewards, and that database explicitly declines to publish drop rates or a ranking. Neither wiki has a relic page. So the complete public knowledge is: relics exist, at least two quality tiers exist, they gate two weapon classes, and they come from the Endless Tower. Anything more specific that you read elsewhere is not resting on a source we could find.

The tower itself, and what changed recently

The Endless Tower arrived in Season 2 and returned as a reworked seasonal dungeon in the Update 11 cycle. You fight endless waves and every wave can drop something. Season tickets are guaranteed, ores vary and can be any ore in the game, while relics and scrolls are both very low chance, with scrolls arriving anywhere between rare and mythic quality. Update 11 added a tower-only extra weapon slot and introduced boss mutations that push encounters towards defensive play rather than burst damage, though no source names a single mutation. The Season 3 expansion at the end of August reset first-clear rewards and added six new scroll skills, which are now previewable in the skill tree. Recommended build advice from a guide site favours health and cooldown reduction over raw damage, on the grounds that a mutated boss punishes glass builds.

Step-by-Step

  1. Decide whether you want a bow or a gauntlet at all before you start. Those two classes are the only ones whose forge chance depends on relics; every other class has a flat rate.
  2. Do not attempt the forge relic-free unless you are swimming in ore. At 5 percent you should expect twenty attempts, which is 360 ore for one item.
  3. Farm the tower for the relic first. A common relic lifts the chance to 19 percent, which is about 5.3 attempts and roughly 95 ore, and a legendary relic reaches 52 percent, which is under two attempts and about 35 ore.
  4. Use the checkpoint structure rather than pushing blind. Progress saves every five rounds, at rounds 1, 6 and 11 and onward, and no fast pass item is required to use them.
  5. Expect the season ticket and treat everything else as a bonus. Season tickets are the tower's guaranteed drop; ores vary, and both relics and scrolls are described as very low chance.

Data Tables

Bow and gauntlet forge economics at each relic tier, with expected ore worked out
Relic carriedStated chanceExpected attemptsExpected ore at 18 per attemptSaving against no relic
None5%20.0360-
Common relic19%5.39574% less ore
Legendary relic52%1.93590% less ore

The three chance figures come from the forge page on the official-branded wiki, last edited 2026-07-19, which is the only source carrying the bow and gauntlet rows. Expected attempts and expected ore are our arithmetic: one divided by the chance, times the 18 ore cost.

How the nine forge recipes compare on ore cost and stated chance
ItemOre per attemptStated chance
Light weapon3100%
Light helmet3100%
Staff1080%
Light breastplate1080%
Heavy helmet1580%
Heavy weapon16100%
Gauntlets185 / 19 / 52%
Bow185 / 19 / 52%
Heavy breastplate22100%

Four sources agree line for line on the seven non-relic rows. Only one of them carries the two highlighted rows at all, which is why the relic connection is missing from every competing guide.

FAQ

Do I need a relic to forge a bow?

Not strictly, but the arithmetic argues for it. Without one the stated chance is 5 percent, which works out to an expected 360 ore for a single bow. A legendary relic takes the chance to 52 percent and the expected ore to about 35.

Where do relics drop?

The Endless Tower is the only source anybody documents, and it is listed as a very low chance drop there alongside scrolls. Season tickets are the tower's guaranteed reward and ore drops vary.

How many relics are there?

No source publishes a list. We can infer at least two quality tiers, common and legendary, from the forge chance row, and a third-party database names a single item called Tower Relic. That is the whole of the public record.

Is there a checkpoint system in the Endless Tower?

Yes. Progress saves every five rounds, with save points at rounds 1, 6 and 11 and continuing on that spacing, and two sources agree that no fast pass item is needed to use them.

Sources

  • Official Official Iron Soul Roblox Wiki - Forging — The only source carrying the bow and gauntlet forge rows, including the 18 ore cost and the 5, 19 and 52 percent chances by relic tier. Last edited 2026-07-19.
  • Community Iron Soul Wiki - Dungeons — The Endless Tower drop table: season tickets guaranteed, ores varying, relics and scrolls both very low chance with scrolls between rare and mythic. Last edited 2026-06-26.
  • Official Official Iron Soul Roblox Wiki - Scrolls — The fourteen scroll names and their weapon families, including the bow and monk families that corroborate bow and gauntlet as real classes. Every scroll effect field is unfilled.