Relics

Pass the Fear Shatter Guide: When Dismantling Wins

Shatter is the effect an item fires when you dismantle it. Here is what each rarity pays, why carried bonuses are larger, and when trading a slot wins.

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Shatter is a second effect printed on the item

Shatter is defined in game as the effect triggered when this item is dismantled. It is not a refund and it is not a sell price. It is a separate line of text that only fires when the relic leaves your inventory, and 124 relic entries in the current build carry one.

That means most dismantle decisions are readable in advance. Open the relic, read the Shatter line, and compare it against what the relic does while you keep it. If the item has no Shatter line, dismantling it is purely a slot decision.

The exact wording lives on the Shatter entry, which also lists the items that reference it.

The payout scales with rarity, and forging doubles it

The most common Shatter line grants permanent stacks of Ember or Growth. The amount is set by rarity, and the forged version of the same relic pays twice as much.

RarityShatter payoutForged payout
Common2 stacks4 stacks
Rare3 stacks6 stacks
Epic8 stacks16 stacks
Legendary15 stacks30 stacks
Mythic30 stacks60 stacks

Those stacks are worth exactly what the glossary says. Each stack of Ember increases Final Damage by 1%. Each stack of Growth increases max Health by 1. So an Epic fire relic you cannot use is still 8% Final Damage, and its forged version is 16%.

Ember or Growth is a real choice, not flavour

The element of the relic decides which stack you get. Fire relics pay Ember, acid relics pay Growth, and a few pay either. If your run is short on health, dismantling acid pickups is a survival plan. If you are already stable and want the damage, fire pickups are the better cleanup. Check the Ember entry and Growth entry if you want the exact scaling before committing.

Carried value is almost always larger than Shatter value

This is the part players get backwards. Vitality Flower grants 8 stacks of Growth while carried and only 2 permanent stacks when dismantled. Forged Vitality Flower grants 20 while carried and 4 on Shatter. Phoenix Crest grants 60 temporary Ember stacks at the start of each stage and 8 permanent stacks if you dismantle it.

So dismantling never gives you more. It gives you three other things: an empty relic slot, a bonus that cannot be lost, and a trigger for anything that rewards dismantling. Decide using those, not the raw number.

The slot argument is usually the strongest. Ten slots is a hard limit, and a relic whose condition your build never meets is worth less than 8% Final Damage you keep for the rest of the run.

Some relics are designed to be dismantled

A few items invert the normal maths and should be planned as consumables.

  • Melting Ice Armor blocks the next incoming damage and then Shatters on its own, granting 10 Armor.
  • Volatile Explosive grants 10 Ember while carried, then Shatters itself at 30 Ember and upgrades into Thermite Explosive.
  • Coagulation Armor grants 3 Armor on Embarkation, and its Shatter permanently grants that same Embarkation effect at a reduced 1 Armor.
  • Storm Armor’s Shatter makes every future Armor gain in the run grant one extra stack.
  • Tower Key’s Shatter randomly grants one Legendary relic, and with the Tower card it grants two more.

Coagulation Armor and Storm Armor are the clearest examples of a Shatter that changes the rest of the run rather than paying a lump sum. Those are worth carrying to a moment where the effect has the most stages left to work.

Effects that pay you for the act of dismantling

Several relics do not care what you dismantle, only that you did. Alchemy Crucible grants a permanent Growth stack on dismantling a relic. Flame Furnace grants 3 permanent Ember stacks on dismantling weapons or weapon parts. Sigil of Temperance grants 2 random Ember or Growth stacks on dismantling any item, and 5 of each if you also hold the Temperance card.

Once two or three of those are in your slots, routine cleanup becomes a damage source. That is the point where dismantling a mediocre pickup beats holding it “just in case”.

The Hanged Man makes your Shatter effects trigger one additional time. The Hanged Man (Reversed) is more situational: after entering a shop, the next Shatter triggers five times, which is worth saving your largest relic for. Both faces are listed on the Tarot database.

When keeping the relic is still right

Hold the item when its carried effect feeds your main loop, when you are one ingredient short of a forge you can actually complete, or when the Shatter payout is the small end of the rarity table and you still have free slots. A Common relic paying 2 stacks is rarely worth a decision.

Dismantle when the trigger condition has not fired all stage, when you need the slot for something that fires every magazine, or when you have stacked dismantle-reward relics and the cleanup itself has become the build. Sort by effect text in the Relics database to see which of your current items actually carry a Shatter line.

Frequently asked questions

What does Shatter mean in Pass the Fear?

The in-game definition is: the effect triggered when this item is dismantled. It is printed on the relic as a separate line, so you can read the payout before you decide.

Is it better to keep a relic or Shatter it?

Carried bonuses are usually larger. Vitality Flower grants 8 stacks of Growth while carried but only 2 permanent stacks on Shatter. You dismantle to free the slot and to make a smaller bonus permanent, not to gain more raw value.

Does forging change the Shatter payout?

Yes. Every forged relic in the current build doubles its Shatter payout. Everburning Ember grants 3 stacks of Ember on Shatter and Forged Everburning Ember grants 6.