The Rogue Prince of Persia Guide | How to Get All Medallions
A guide on how to get all Medallions in The Rogue Prince of Persia.
Game Guide by Groot on Nov 30, 2025
Medallions in The Rogue Prince of Persia provide effects that influence your combat flow, movement, and survivability throughout each run. You can equip up to four medallions, and the way you combine their traits shapes how you progress through the biomes.
Since the game follows a rogue-lite structure with permanent death, choosing the right medallions is important. You rely on random drops each run, but building your medallion pool at the Oasis ensures more options appear over time.

You gain access to Paachi, who functions as the medallion vendor, after dying several times. With enough Spirit Glimmer, you can craft and unlock new medallions to expand the loot pool.
Some medallions are also exclusive to Equipment Chests, which appear once per biome behind golden doors. After finding one there for the first time, you can later craft it at Paachi’s tent. Every medallion also has slot-based upgrades that activate only when placed in a slot that meets its level requirement.
Understanding Medallion Unlocks
When you unlock a medallion at the Oasis, it does not equip automatically. Instead, it becomes part of the global loot pool and can appear randomly on future attempts. Medallions found in Equipment Chests must first be discovered in-run before they appear in Paachi’s crafting menu. The upgrade system is tied to slot levels—some medallions activate bonus effects only when placed in a slot upgraded to level two or three. They do not unlock bonuses sequentially; some require higher-tier slots from the beginning.
Medallions Available from the Start
Bloody Spoils
You gain gold when defeating enemies.
Level 0: Gain 5 gold.
Level 1: Gain 10 gold.
Level 2: Gain 15 gold.
Attribute: Other.
Health Insurance
You regain health every time you spend gold.
Level 0: Recover 0.5 health per gold.
Level 1: Recover 0.75 health per gold.
Level 2: Recover 1 health per gold.
Attribute: Regeneration.

Ranged Flaming Counter
When you are hit, energy is restored, gold is gained, and fire spreads on the ground at higher slot levels.
Level 0: Restore 20 energy.
Level 1: Restore 20 energy and gain 30 gold.
Level 2: Restore 20 energy, gain 30 gold, and ignite the attacker’s location.
Attribute: Fire.
Restorative Dream Fragment
You regain health each time you discover a new Well of Dreams.
Level 0: Recover 60 health.
Level 1: Recover 70 health.
Level 2: Recover 80 health.
Attribute: Regeneration.
Shield Breaker
You deal 50% additional damage to shielded enemies and recover energy after destroying shields.
Level 1: Restore 25 energy.
Level 2: Restore 50 energy.
Attribute: Regeneration.
Sleight of Poison
You deal bonus damage from behind, restore energy, and release poison at higher upgrades.
Level 0: Deal 20 extra damage.
Level 1: Deal 20 extra damage and restore 30 energy.
Level 3: Deal 20 extra damage, restore 30 energy, and release poison.
Attribute: Poison.
Slicing Vault
After vaulting over an enemy, daggers are thrown at nearby targets.
Attribute: Daggers.
Spartan
You regain energy after kicking enemies into the environment.
Attribute: Regeneration.
Sticky Dive
Your diving attacks spread resin.
Attribute: Resin.
Sticky Kick
Your kicks apply resin.
Attribute: Resin.
Sticky Vault
Vaulting over enemies spreads resin.
Attribute: Resin.
Toxic Projectile
Hitting an enemy from a distance releases a poison cloud.
Attribute: Poison.

Toxic Shock
You regain energy and release poison when kicking enemies into obstacles.
Level 0: Restore 30 energy.
Level 1: Restore 30 energy and create poison gas.
Attribute: Poison.
Vampiric Demise
You restore energy and health after kills.
Level 0: Restore 30 energy.
Level 2: Restore 30 energy and 10 health.
Level 3: Restore 30 energy and 15 health.
Attribute: Regeneration.
Medallions Crafted at Paachi’s Tent
Flaming Dive
Performing a diving attack ignites the area.
Attribute: Fire. Cost: 40.
Flaming Kick
Kicking an enemy restores energy and gains extra effects with higher slots.
Level 0: Restore 20 energy.
Level 1: Restore 20 energy and deal 12 extra damage.
Level 3: Restore 20 energy, deal 12 extra damage, and ignite the area.
Attribute: Fire. Cost: 50.
Flaming Projectile
Hitting from range restores energy, grants gold, and lights the ground at higher levels.
Level 0: Restore 30 energy.
Level 1: Restore 30 energy and gain 2 gold.
Level 2: Restore 30 energy, gain 2 gold, and ignite the location.
Attribute: Fire. Cost: 25.
Immortal
Revives you once per run with half health, including during the General Berude fight.
Attribute: Regeneration. Cost: 70.
Pyromaniac
Killing burning enemies spreads fire to nearby targets.
Attribute: Fire. Cost: 30.
Slicing Kick
Kicking enemies causes daggers to strike nearby targets.
Attribute: Daggers. Cost: 30.
Sticky Shield Breaker
Breaking enemy shields spreads resin.
Attribute: Resin. Cost: 30.
Sticky Sleight
Hitting enemies from behind deals bonus damage and spreads resin at higher slot levels.
Level 0: Deal 20 extra damage.
Level 2: Deal 20 extra damage and apply resin.
Attribute: Resin. Cost: 35.
Toxic Counter
When hit, energy is restored and a poison cloud appears at higher levels.
Level 0: Restore 30 energy.
Level 1: Restore 30 energy and release poison gas.
Attribute: Poison. Cost: 40.
Medallions Found in Equipment Chests
Flaming Shield Breaker — Zagros Village
Breaking shields restores energy and health, with fire added at higher slots.
Level 0: Restore 35 energy.
Level 1: Restore 35 energy and 50 health.
Level 3: Restore 35 energy, 50 health, and ignite the area.
Attribute: Fire. Cost: 50.
Neurotoxic Agent — The Tower of Oblivion
Enemies become poisoned when stunned.
Attribute: Poison. Cost: 40.
Opportunity Knocks — Garden
You regain health after killing enemies using environmental hazards.
Level 0: Restore 25 health.
Level 1: Restore 30 health.
Level 2: Restore 35 health.
Attribute: Regeneration. Cost: 40.

Paper Lion — Garden
You deal and take increased damage.
Level 0: +25% damage taken and dealt.
Level 1: +50% damage taken and dealt.
Level 2: +75% damage taken and dealt.
Level 3: +100% damage taken and dealt.
Attribute: Other. Cost: 70.
Slicing Dive — Academy
Performing a diving attack triggers dagger throws.
Attribute: Daggers. Cost: 25.
Toxic Demise — Aqueduct
Killing enemies restores energy and releases poison at higher slot levels.
Level 0: Restore 30 energy.
Level 2: Restore 30 energy and release poison.
Attribute: Poison. Cost: 35.
Toxic Vault — Hun War Camp
Vaulting enemies restores energy and triggers poison clouds at higher slot levels.
Level 0: Restore 30 energy.
Level 2: Restore 30 energy and create gas.
Attribute: Poison. Cost: 50.
Also, check our The Rogue Prince of Persia Review and other guides below:
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