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Monster Relics

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[!] Go to the new Forge and discover the Relics

Go to the new Forge and discover the Relics: Relics are a new equipment that brings in new passive skills called “perks”, which activate powers that will make your monsters stronger in battle! Level up your Relics to boost their perks! There are Relics of different categories and tiers, explore them all! Update Monster Legends to play.

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THE FORGE IS OPEN, DISCOVER THE RELICS!

Go to the new Forge and discover the Relics

Go to the new Forge and discover the Relics: Relics are a new equipment that brings in new passive skills called “perks”, which activate powers that will make your monsters stronger in battle! Level up your Relics to boost their perks! There are Relics of different categories and tiers, explore them all! Update Monster Legends to play.

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The in-game images of the new Monster Relics.

Images are given by Iosif Cristian. Thank you very much!

Relics: Tiers & Levels

XP needs (in total) / XP gives (fusing) / Cost to unequip

Level
Bronze

Silver

Gold

Diamond
1 0 / 480 XP
100,000 Gold
0 / 1,005 XP
250,000 Gold
0 / 2,440 XP
450,000 Gold
0 / 6,865 XP
700,000 Gold
2 225 / 495 XP
100,000 Gold
345 / 1,035 XP
250,000 Gold
520 / 2,515 XP
450,000 Gold
775 / 7,070 XP
700,000 Gold
3 465 / 510 XP
100,000 Gold
705 / 1,065 XP
250,000 Gold
1,060 / 2,590 XP
450,000 Gold
1,640 / 7,280 XP
700,000 Gold
4 720 / 525 XP
100,000 Gold
1,085 / 1,100 XP
250,000 Gold
1,620 / 2,665 XP
450,000 Gold
2,540 / 7,500 XP
700,000 Gold
5 990 / 540 XP
100,000 Gold
1,485 / 1,130 XP
250,000 Gold
2,205 / 2,745 XP
450,000 Gold
3,480 / 7,725 XP
700,000 Gold
6 1,280 / 555 XP
200,000 Gold
1,910 / 1,165 XP
500,000 Gold
2,815 / 2,830 XP
900,000 Gold
4,465 / 7,960 XP
1,250,000 Gold
7 1,590 / 575 XP
200,000 Gold
2,360 / 1,200 XP
500,000 Gold
3,455 / 2,915 XP
900,000 Gold
5,500 / 8,195 XP
1,250,000 Gold
8 1,925 / 590 XP
200,000 Gold
2,840 / 1,235 XP
500,000 Gold
4,130 / 3,000 XP
900,000 Gold
6,590 / 8,440 XP
1,250,000 Gold
9 2,285 / 610 XP
200,000 Gold
3,355 / 1,275 XP
500,000 Gold
4,845 / 3,090 XP
900,000 Gold
7,745 / 8,695 XP
1,250,000 Gold
10 2,675 / 625 XP
200,000 Gold
3,910 / 1,310 XP
500,000 Gold
5,605 / 3,185 XP
900,000 Gold
8,970 / 8,955 XP
1,250,000 Gold
11 3,100 / 645 XP
300,000 Gold
4,510 / 1,350 XP
700,000 Gold
6,415 / 3,280 XP
1,250,000 Gold
10,275 / 9,225 XP
2,000,000 Gold
12 3,565 / 665 XP
300,000 Gold
5,160 / 1,390 XP
700,000 Gold
7,280 / 3,375 XP
1,250,000 Gold
11,670 / 9,500 XP
2,000,000 Gold
13 4,075 / 685 XP
300,000 Gold
5,865 / 1,435 XP
700,000 Gold
8,210 / 3,480 XP
1,250,000 Gold
13,170 / 9,785 XP
2,000,000 Gold
14 4,635 / 705 XP
300,000 Gold
6,630 / 1,475 XP
700,000 Gold
9,210 / 3,580 XP
1,250,000 Gold
14,785 / 10,080 XP
2,000,000 Gold
15 5,250 / 725 XP
300,000 Gold
7,465 / 1,520 XP
700,000 Gold
10,290 / 3,690 XP
1,250,000 Gold
16,530 / 10,385 XP
2,000,000 Gold
16 5,930 / 750 XP
400,000 Gold
8,380 / 1,565 XP
950,000 Gold
11,460 / 3,800 XP
1,750,000 Gold
18,425 / 10,695 XP
2,750,000 Gold
17 6,680 / 770 XP
400,000 Gold
9,385 / 1,615 XP
950,000 Gold
12,735 / 3,915 XP
1,750,000 Gold
20,490 / 11,015 XP
2,750,000 Gold
18 7,510 / 795 XP
400,000 Gold
10,490 / 1,660 XP
950,000 Gold
14,125 / 4,030 XP
1,750,000 Gold
22,745 / 11,345 XP
2,750,000 Gold
19 8,430 / 815 XP
400,000 Gold
11,710 / 1,710 XP
950,000 Gold
15,645 / 4,155 XP
1,750,000 Gold
25,215 / 11,685 XP
2,750,000 Gold
20 9,455 / 840 XP
400,000 Gold
13,060 / 1,760 XP
950,000 Gold
17,315 / 4,280 XP
1,750,000 Gold
27,930 / 12,035 XP
2,750,000 Gold
21 10,595 / 865 XP
500,000 Gold
14,555 / 1,815 XP
1,200,000 Gold
19,155 / 4,405 XP
2,250,000 Gold
30,920 / 12,400 XP
3,500,000 Gold
22 11,865 / 895 XP
500,000 Gold
16,215 / 1,870 XP
1,200,000 Gold
21,185 / 4,540 XP
2,250,000 Gold
34,220 / 12,770 XP
3,500,000 Gold
23 13,285 / 920 XP
500,000 Gold
18,060 / 1,925 XP
1,200,000 Gold
23,430 / 4,675 XP
2,250,000 Gold
37,870 / 13,155 XP
3,500,000 Gold
24 14,875 / 945 XP
500,000 Gold
20,115 / 1,985 XP
1,200,000 Gold
25,920 / 4,815 XP
2,250,000 Gold
41,915 / 13,545 XP
3,500,000 Gold
25 16,655 / 975 XP
500,000 Gold
22,410 / 2,045 XP
1,200,000 Gold
28,685 / 4,960 XP
2,250,000 Gold
46,410 / 13,955 XP
3,500,000 Gold
26 - 24,975 / 2,105 XP
1,500,000 Gold
31,760 / 5,110 XP
2,500,000 Gold
51,410 / 14,370 XP
3,750,000 Gold
27 - 27,845 / 2,165 XP
1,500,000 Gold
35,185 / 5,260 XP
2,500,000 Gold
56,980 / 14,805 XP
3,750,000 Gold
28 - 31,060 / 2,230 XP
1,500,000 Gold
39,005 / 5,420 XP
2,500,000 Gold
63,195 / 15,245 XP
3,750,000 Gold
29 - 34,665 / 2,300 XP
1,500,000 Gold
43,275 / 5,580 XP
2,500,000 Gold
70,140 / 15,705 XP
3,750,000 Gold
30 - 38,710 / 2,370 XP
1,500,000 Gold
48,050 / 5,750 XP
2,500,000 Gold
77,910 / 16,175 XP
3,750,000 Gold
31 - - 53,395 / 5,920 XP
2,750,000 Gold
86,610 / 16,660 XP
4,000,000 Gold
32 - - 59,385 / 6,100 XP
2,750,000 Gold
96,365 / 17,160 XP
4,000,000 Gold
33 - - 66,105 / 6,280 XP
2,750,000 Gold
107,310 / 17,675 XP
4,000,000 Gold
34 - - 73,650 / 6,470 XP
2,750,000 Gold
119,600 / 18,205 XP
4,000,000 Gold
35 - - 82,125 / 6,665 XP
2,750,000 Gold
133,410 / 18,750 XP
4,000,000 Gold
36 - - - 148,935 / 19,315 XP
4,000,000 Gold
37 - - - 166,400 / 19,895 XP
4,000,000 Gold
38 - - - 186,055 / 20,490 XP
4,000,000 Gold
39 - - - 208,185 / 21,105 XP
4,000,000 Gold
40 - - - 233,115 / 21,740 XP
4,000,000 Gold

Relics: Items & Perks

Each relic has 3 properties:

  • Category: shield, sword, amulet, armor, staff, mask, essence, trap, banner
  • Quality: bronze, silver, gold, diamond
  • Level: Higher level relic will have better perk
The perk of each relic is also unique!

Select one category (All)

Select one quality (All)

Name Icon Level Perk(s)
Flaming Sword
  • After hitting, if the target is Burning, it deals %s points of Fire Damage to the affected enemy. 1 use.
Darkness Sword
  • After hitting, if the target has Nightmares, it deals %s points of Dark Damage to the affected enemy. 1 use.
Exhausting Sword
  • After hitting, if the target is Bleeding, %s points of Stamina is removed from the affected enemy. 1 use.
Avenger Sword
  • When the wearer dies, it deals %s points of Physical Damage to a random enemy. 1 use.
Punisher Sword
  • When revived, the wearer deals %s points of Magic Damage to all enemies. 1 use.
Soul-Shattering Sword
  • After hitting, if the target is Possessed, %s points of Stamina are removed from the affected enemy. 2 uses.
Ice-Breaking Sword
  • After hitting, if the target is Frozen, it deals %s points of Water Damage to the affected enemy. 2 uses.
Earth-Shaking Sword
  • After hitting, if the target is Stunned, it deals %s points of Earth Damage to the affected enemy. 2 uses.
Ice-Breaking Greatsword
  • After hitting, if the target is Frozen or Stunned, the wearer is given %s points of Armor and Physical Protection. 2 uses.
Soul-Shattering Greatsword
  • After hitting, if the target is Possesed or Stunned, %s points of Stamina are removed from the affected enemy. 2 uses.
Jakugan Sword
  • After hitting, if target's Life is below 50%, it deals %s points of Physical Damage to all enemies. 2 uses.
Enraged Mask
  • When the turn starts, if the wearer's Life is below 25%, their Strength is increased by by %s points (1 turn). 1 use.
Mask of Darkness
  • After being hit, if the wearer's Life is below 50%, it deals %s points of Dark Damage to the attacker. 1 use.
Charge Mask
  • After being hit, if the wearer's Life is below 50%, it gains %s points of Stamina. 1 use.
Draining Mask
  • After being hit, if the wearer's Life is below 50%, %s points of Stamina is removed from the attacker. 1 use.
Despair Mask
  • When the turn starts, if the wearer's Life is below 25%, it deals %s points of Physical Damage to a random enemy. 1 use.
Great Enraged Mask
  • When the turn starts, if the wearer's Life is below 50%, its Strength is increased by %s points (1 turn). 2 uses.
Energy Mask
  • After being hit, the wearer gains %s points of Stamina. 2 uses.
Thunder Revenge Helmet
  • After being hit, if the wearer's Life is below 75%, it deals %s points of Thunder Damage to the attacker. 2 uses.
Healing Mask
  • After being hit, if the wearer's Life is below 50%, they are Healed by %s points. 2 uses.
Exhausting Mask
  • After being hit, it removes %s points of Stamina from the attacker. 2 uses.
Baltasar's Mask
  • When the turn starts, the wearer's Strength is increased by %s points for 1 turn. 2 uses.
Despair Armor
  • After being hit, if the wearer's Life is below 25%, it gains %s points of Armor. 1 use.
Charging Armor
  • After being hit, if the wearer's Stamina is below 25%, it gains %s points of Stamina. 1 use.
Widow Armor
  • When the turn starts, if any ally is dead, the wearer gains %s points of Armor. 1 use.
Oniric Armor
  • When the turn starts, if the wearer has Nightmares, it gains %s points of Armor. 1 use.
Spirits Armor
  • When the turn starts, if any ally is Possessed, the wearer gains %s points of Armor. 1 use.
Soul Armor
  • When the turn starts, if the wearer is Possessed, it gains %s points of Armor. 1 use.
Earth-Shaking Armor
  • When the turn starts, if the wearer is Stunned, it gains %s points of Armor. 1 use.
Cold Armor
  • When the turn starts, if the wearer is Frozen, it gains %s points of Armor. 2 uses.
Armor of duty
  • When the turn starts, the wearer gains %s points of Armor. 1 use.
Heavy Duty Armor
  • After being hit, the wearer gains %s points of Armor. 2 uses.
Atum's Armor
  • At the start of the battle, it gains %s points of Armor. 2 uses.
Last Wish Shield
  • When the wearer dies, %s points of Armor is given to a random ally. 2 uses.
Despair Shield
  • When the turn starts, if any ally's Life is below 25%, it gains %s points of Armor. 2 uses.
Earth-Shaking Shield
  • When the turn starts, if any ally is Stunned, %s points of Armor is given to a random ally. 1 use.
Cold Shield
  • When the turn starts, if any ally is Frozen, %s points of Armor is given to a random ally. 1 use.
Spirits Shield
  • When the turn starts, if any ally is Possessed, %s points of Armor is given to a random ally. 1 use.
Major Earth-Shaking Shield
  • When the turn starts, if any ally is Stunned, it gains %s points of Armor. 1 use.
Major Cold Shield
  • When the turn starts, if any ally is Frozen, it gains %s points of Armor. 1 use.
Major Spirits Shield
  • When the turn starts, if any ally is Possessed, it gains %s points of Armor. 2 uses.
Friendship Shield
  • When the turn starts, if any ally's Life is below 75%, it gains %s points of Armor. 1 use.
Revitalizing Shield
  • When the turn starts, if any ally's Life is below 50%, its Maximum Life is increased by %s points for 1 turn. 2 uses.
Tenacity Shield
  • At the start of the battle, all allies gain %s points of Armor. 1 use.
Cold Trap
  • When the turn ends, if any enemy is Frozen, %s points of Stamina is removed from it. 1 use.
Exhausting Trap
  • After being hit, if the attacker's Stamina is above 75%, %s points of Stamina is removed from it. 1 use.
Energy Trap
  • When the turn ends, if any enemy's Stamina is below 25%, removes %s points of Stamina from it. 1 use.
Slowing Trap
  • When turn starts, if wearer's Life is below 75%, decreases a random enemy's Speed by %s points (1 turn). 1 use.
Punisher Trap
  • When the turn ends, if any enemy is Stunned, removes %s points of Stamina from it. 1 use.
Recharging Trap
  • When revived, the wearer increases all allies' Maximum Stamina by %s points for 3 turns. 1 use.
Pestilence Trap
  • Once the battle begins, all enemies' Maximum Life is decreased by %s points for 2 turns. 1 use.
Spirits Trap
  • When the turn ends, if any enemy is Possessed, its Strength is increased by %s points for 1 turn. 2 uses.
Delayer Trap
  • When the turn starts, if the wearer's Life is below 75%, all enemies' Speed is decresed by %s points (2 turns). 1 use.
Oblation Trap
  • After being hit, if the wearer's Life is below 50%, it removes %s points of Stamina from all enemies. 2 uses.
Taiga Trap
  • After being hit, if the wearer's Life is below 50%, it deals %s points of Light Damage to the attacker. 3 uses.
Vitality Essence
  • Once the battle begins, the wearer's Maximum Life is increased by %s points. 2 uses.
Healing Essence
  • After being hit, if the wearer's Life is below 50%, it is healed by %s points. 1 use.
Restoring Essence
  • When the turn ends, if any ally's Life is below 25%, it is healed by %s points. 2 uses.
Last Health Essence
  • When the wearer dies, a random ally is healed by %s points. 1 use.
Regeneration Essence
  • When the turn ends, if the wearer's Life is below 75%, it is healed by %s points. 1 use.
Major Vitality Essence
  • Once the battle begins, a random ally's Maximum Life is increased by %s points for 1 turn. 1 use.
Major Healing Essence
  • When the turn ends, if any ally's Life is below 50%, it is healed by %s points. 2 uses.
Major Regeneration Essence
  • When the wearer dies, all allies are healed by %s points. 1 use.
Great Healing Essence
  • When the turn ends, if the wearer's Life is below 50%, all allies' are healed by %s points. 2 uses.
Comeback Essence
  • After being hit, all allies' Maximum LIfe is increased by %s points for 2 turns. 1 use.
Uriel Essence
  • When the wearer dies, it is revived with %s points of Life. 1 use.
Energizing Amulet
  • When the turn starts, if the wearer's Stamina is below 50%, they gain %s points of Stamina. 2 uses.
Amulet of Swiftness
  • When the turn starts, if the wearer's Life is below 50%, a random ally's Speed is increased by %s points (1 turn). 1 use.
Healing Amulet
  • When the turn starts, if the wearer's Life is below 50%, they are healed by %s points. 2 uses.
Protection Amulet
  • Once the battle begins, %s points of Armor is given to a random ally. 2 uses.
Minor Grieve Amulet
  • When the wearer dies, all allies' Strength is increased by %s points for 1 turn.
Amulet of Haste
  • When turn starts, if wearer's Life is below 75%, increases wearer's Speed by %s points (1 turn). 1 use.
Widow Amulet
  • When the turn starts, if any ally is dead, gives %s points of Armor to wearer. 2 uses.
Grieve Amulet
  • When the wearer dies, increases all allies' Strength by %s points for 2 turns. 1 use.
Supercharged Amulet
  • Once the battle begins, the wearer's Maximum Stamina is increased by %s points. 1 use.
Kinetik Amulet
  • After being hit, a random ally's Strength is increased by %s points for 1 turn. 2 uses.
Osur's Amulet
  • When the turn starts, if the wearer's Life is below 75%, it increases all allies' Strength by %1s points (1 turn), and increases all allies' Speed by %2s points (1 turn). 1 use.
Punisher Staff
  • When the turn starts, if the wearer is Stunned, %s points of Stamina is removed from a random enemy. 2 uses.
Cold Staff
  • When the turn starts, if the wearer is Frozen, it deals %s points of Special Damage to a random enemy. 2 uses.
Spirits Staff
  • When the turn starts, if any enemy is Possessed, the targets' Power is increased by %s points (1 turn). 2 uses.
Shaman Staff
  • When the turn starts, if the wearer is Possessed, their Power is decreased by %s points (1 turn). 2 uses.
Charging Staff
  • After hitting, if the target is Stunned, %s points of Stamina is given to the wearer. 2 uses.
Avenging Energy Staff
  • After being hit, %s points of Stamina is removed from a random enemy. 2 uses.
Drainer Staff
  • After hitting, if the target's Stamina is below 50%, %s points of Stamina is removed from all targets. 1 use.
Energizer Staff
  • When the turn starts, if any ally's Stamina is below 25%, %s points of Stamina is given to all targets. 1 use.
Oblation Staff
  • When hitting, removes %s points of Stamina from targets. 1 use
Revenge Staff
  • After being hit, %s points of Stamina is removed from the attacker. 2 uses.
Cane of the Atlantis
  • When the turn starts, if any ally's Stamina is below 50%, %s points of Stamina is given to them. 2 uses.
Energy Banner
  • When the turn starts, if the wearer's Life is below 50%, %s points of Stamina is given to a random ally. 2 uses.
Drummer's Banner
  • When the turn starts, if the wearer's Life is below 50%, a random ally's Maximum Stamina is increased by %s points for 1 turn. 2 uses.
Revitalizing Banner
  • When the turn starts, if the wearer's Life is below 50%, a random ally's Maximum Life is increased by %s points for 1 turn. 2 uses.
Swiftness Banner
  • When the turn starts, if the wearer's Life is below 50%, a random ally's Speed is increased by %s points for 1 turn. 1 use.
Enraged Banner
  • When the turn starts, if the wearer's Life is below 50%, a random ally's Power is increased by %s points for 1 turn. 2 uses.
Life Banner
  • When the turn starts, a random ally's Maximum Life is increased by %s points for 1 turn. 2 uses.
Haste Banner
  • When the turn starts, if the wearer's Life is below 75%, a random ally's Speed is increased by %s points for 1 turn. 2 uses.
Furious Banner
  • When the turn starts, a random ally's Power is increased by %s points for 1 turn. 2 uses.
Vitality Banner
  • When the turn starts, all allies' Maximum Life is increased by %s points for 1 turn. 3 uses.
Charging Banner
  • When the turn starts, if any ally's Stamina is below 25%, %s points of Stamina is given to all allies. 3 uses.
Eternal Torture
  • All monsters will lose 10% of Life each turn
Trait Disabled
  • All monster Traits will be removed
Control Immunity
  • All Control Statuses will be blocked
Random Buff
  • All monsters receive a Positive Status
Stun
  • All monsters start Stunned
Cooldowns Activated
  • All monsters start with Cooldowns Activated
Evasion
  • All monsters receive Evasion
Artifact
  • All monsters traits will be Artifact
Random Debuff
  • All monsters receive a Negative Status
Skill Mirror
  • All monsters receive a Mirror Skill
Random Control
  • All monsters suffer a random Control
Young
  • All monsters become younger
Ingvar's Banner
  • When turn starts, if any ally's Life is below 50%, all allies are healed by %1s points of Life and gain %2s points of Stamina. 2 uses.

Monster Relics

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