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Monster Relics

Created . Updated .

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

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 target is Burning, deals %s points of Fire Damage to affected enemy. 1 use.
Darkness Sword
  • After hitting, if target has Nightmares, deals %s points of Dark Damage to affected enemy. 1 use.
Exhausting Sword
  • After hitting, if target is Bleeding, removes %s points of Stamina from affected enemy. 1 use.
Avenger Sword
  • When the wearer dies, 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 target is Possessed, removes %s points of Stamina from affected enemy. 2 uses.
Ice-Breaking Sword
  • After hitting, if target is Frozen, deals %s points of Water Damage to affected enemy. 2 uses.
Earth-Shacking Sword
  • After hitting, if target is Stunned, deals %s points of Earth Damage to affected enemy. 2 uses.
Ice-Breaking Greatsword
  • After hitting, if target is Frozen or Stunned, gives %s points of Armor and Physical Protection to wearer. 2 uses.
Soul-Shattering Greatsword
  • After hitting, if target is Possesed or Stunned, removes %s points of Stamina from affected enemy. 2 uses.
Jakugan Sword
  • After hitting, if target's Life is below 50%, deals %s points of Physical Damage to all enemies. 3 uses.
Enraged Mask
  • When the turn starts, if the wearer's Life is below 25%, increases its Damage by %s points (1 turn). 1 use.
Mask of Darkness
  • When being hit, if the wearer's Life is below 50%, deals %s points of Dark Damage to attacker. 1 use.
Charge Mask
  • When being hit, if the wearer's Life is below 50%, it gains %s points of Stamina. 1 use.
Draining Mask
  • When being hit, if the wearer's Life is below 50%, removes %s points of Stamina from attacker. 1 use.
Despair Mask
  • When the turn starts, if the wearer's Life is below 25%, 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%, increases its Damage by %s points (1 turn). 2 uses.
Energy Mask
  • When being hit, the wearer gains %s points of Stamina. 2 uses.
Thunder Revenge Helmet
  • When being hit, if the wearer's Life is below 75%, deals %s points of Thunder Damage to attacker. 2 uses.
Healing Mask
  • When being hit, if the wearer's Life is below 50%, it Heals by %s points. 2 uses.
Exhausting Mask
  • When being hit, decreases attacker's Maximum Stamina by %s points. 2 uses.
Baltasar's Mask
  • When the turn starts, increases wearer's Damage by %s points for 1 turn. 2 uses.
Despair Armor
  • When being hit, if the wearer's Life is below 25%, it gains %s points of Armor. 1 use.
Charging Armor
  • When 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 wearer is Possessed, it gains %s points of Armor. 1 use.
Earth-Shacking Armor
  • When the turn starts, if wearer is Stunned, it gains %s points of Armor. 1 use.
Cold Armor
  • When the turn starts, if 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
  • When being hit, the wearer gains %s points of Armor. 2 uses.
Atum's Armor
  • When entering battle, it gains %s points of Armor. 2 uses.
Last Wish Shield
  • When the wearer dies, gives %s points of Armor 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-Shacking Shield
  • When the turn starts, if any ally is Stunned, gives %s points of Armor to a random ally. 1 use.
Cold Shield
  • When the turn starts, if any ally is Frozen, gives %s points of Armor to a random ally. 1 use.
Spirits Shield
  • When the turn starts, if any ally is Possessed, gives %s points of Armor to a random ally. 1 use.
Major Earth-Shacking 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 increases by %s points for 1 turn. 2 uses.
Tenacity Shield
  • When entering battle, all allies gain %s points of Armor. 2 uses.
Cold Trap
  • When the turn ends, if any enemy is Frozen, removes %s points of Stamina from them. 1 use.
Exhausting Trap
  • When being hit, if the attacker's Stamina is above 75%, removes %s points of Stamina 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 entering battle, decreases a random enemy's Speed by %s points for 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
  • When entering battle, decreases all enemies' Maximum Life by %s points for 2 turns. 1 use.
Spirits Trap
  • When the turn ends, if any enemy is Possessed, its Damage increases by %s points for 1 turn. 2 uses.
Delayer Trap
  • When entering battle, decreases all enemies' Speed by %s points for 2 turns. 2 uses.
Oblation Trap
  • When being hit, if the wearer's Life is below 50%, removes %s points of Stamina from all enemies. 2 uses.
Taiga Trap
  • When being hit, decreases attacker's Maximum Life by %s points. 3 uses.
Vitality Essence
  • When entering battle, increases the wearer's Maximum Life by %s points. 2 uses.
Healing Essence
  • When being hit, if the wearer's Life is below 25%, it heals by %s points. 1 use.
Restoring Essence
  • When the turn ends, if any ally's Life is below 25%, it heals by %s points. 1 use.
Last Health Essence
  • When the wearer dies, heals a random ally by %s points. 1 use.
Regeneration Essence
  • When the turn ends, if the wearer's Life is below 75%, it heals by %s points. 2 uses.
Major Vitality Essence
  • When entering battle, increases a random ally's Maximum Life by %s points for 1 turn. 2 uses.
Major Healing Essence
  • When the turn ends, if any ally's Life is below 50%, it heals by %s points. 2 uses.
Major Regeneration Essence
  • When the wearer dies, heals all allies by %s points. 1 use.
Great Healing Essence
  • When the turn ends, if the wearer's Life is below 50%, heals all allies by %s points. 2 uses.
Comeback Essence
  • When the turn starts, if any ally is dead, it revives with %s points of Life. 1 use.
Uriel Essence
  • When the wearer dies, if any ally is dead, it revives with %s points of Life. 1 use.
Energizing Amulet
  • When the turn starts, if the wearer's Stamina is below 50%, it gains %s points of Stamina. 2 uses.
Amulet of Swiftness
  • When entering battle, increases a random ally's Speed by %s points for 1 turn. 2 uses.
Healing Amulet
  • When the turn starts, if the wearer's Life is below 50%, it heals by %s points. 2 uses.
Protection Amulet
  • When entering battle, gives %s points of Armor to a random ally. 2 uses.
Minor Grieve Amulet
  • When the wearer dies, increases all allies' Damage by %s points for 1 turn. 1 use.
Amulet of Haste
  • When entering battle, increases the wearer's Speed by %s points for 1 turn. 2 uses.
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' Damage by %s points for 2 turns. 1 use.
Supercharged Amulet
  • When entering battle, increases wearer's Maximum Stamina by %s points. 1 use.
Kinetik Amulet
  • When being hit, increases a random ally's Damage by %s points for 1 turn. 2 uses.
Osur's Amulet
  • When entering battle, increases all allies' Damage by %1s points and their Speed by %2s points for 1 turn. 2 uses.
Punisher Staff
  • When the turn starts, if the wearer is Possessed, its Strength decreases by %s points for 1 turn. 2 uses.
Cold Staff
  • After hitting, if the target is Stunned, gives %s points of Stamina to wearer. 2 uses.
Spirits Staff
  • When being hit, removes %s points of Stamina from a random enemy. 2 uses.
Shaman Staff
  • After hitting, if the target's Stamina is below 50%, decreases its Maximum Stamina by %s points. 2 uses.
Charging Staff
  • When the turn starts, if any ally's Stamina is below 1%, gives %s points of Stamina to it. 1 use.
Avenging Energy Staff
  • When entering battle, removes %s points of Stamina from all enemies. 2 uses.
Drainer Staff
  • When being hit, removes %s points of Stamina from attacker. 2 uses.
Energizer Staff
  • When the turn starts, if all allies' Stamina is below 50%, they gain %s points of Stamina. 3 uses.
Oblation Staff
  • When the turn starts, if the wearer is Stunned, removes %s points of Stamina from a random enemy. 2 uses.
Revenge Staff
  • When the turn starts, if the wearer is Frozen, deals %s points of Special Damage to a random enemy. 2 uses.
Cane of the Atlantis
  • When the turn starts, if any enemy is Possessed, its Damage increases by %s points for 1 turn. 2 uses.
Energy Banner
  • When the turn starts, if the wearer's Life is below 50%, gives %s points of Stamina to a random ally. 2 uses.
Drummer's Banner
  • When the turn starts, if the wearer's Life is below 50%, increases a random ally's Maximum Stamina by %s points for 1 turn. 2 uses.
Revitalizing Banner
  • When the turn starts, if the wearer's Life is below 50%, increases a random ally's Maximum Life by %s points for 1 turn. 2 uses.
Swiftness Banner
  • When the turn starts, if the wearer's Life is below 50%, increases a random ally's Speed by %s points for 1 turn. 2 uses.
Enraged Banner
  • When the turn starts, if the wearer's Life is below 50%, increases a random ally's Damage by %s points for 1 turn. 2 uses.
Life Banner
  • When the turn starts, increases a random ally's Maximum Life by %s points for 1 turn. 2 uses.
Haste Banner
  • When the turn starts, increases a random ally's Speed by %s points for 1 turn. 2 uses.
Furious Banner
  • When the turn starts, increases a random ally's Damage by %s points for 1 turn. 2 uses.
Vitality Banner
  • When the turn starts, increases all allies' Maximum Life by %s points for 1 turn. 3 uses.
Charging Banner
  • When the turn starts, if any ally's Stamina is below 25%, gives %s points of Stamina to all allies. 3 uses.

Monster Relics

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