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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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Review

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
120,000 Gold
0 / 2,440 XP
150,000 Gold
0 / 6,865 XP
170,000 Gold
2 225 / 495 XP
100,000 Gold
345 / 1,035 XP
120,000 Gold
520 / 2,515 XP
150,000 Gold
775 / 7,070 XP
170,000 Gold
3 465 / 510 XP
100,000 Gold
705 / 1,065 XP
120,000 Gold
1,060 / 2,590 XP
150,000 Gold
1,640 / 7,280 XP
170,000 Gold
4 720 / 525 XP
100,000 Gold
1,085 / 1,100 XP
120,000 Gold
1,620 / 2,665 XP
150,000 Gold
2,540 / 7,500 XP
170,000 Gold
5 990 / 540 XP
100,000 Gold
1,485 / 1,130 XP
120,000 Gold
2,205 / 2,745 XP
150,000 Gold
3,480 / 7,725 XP
170,000 Gold
6 1,280 / 555 XP
200,000 Gold
1,910 / 1,165 XP
240,000 Gold
2,815 / 2,830 XP
300,000 Gold
4,465 / 7,960 XP
340,000 Gold
7 1,590 / 575 XP
200,000 Gold
2,360 / 1,200 XP
240,000 Gold
3,455 / 2,915 XP
300,000 Gold
5,500 / 8,195 XP
340,000 Gold
8 1,925 / 590 XP
200,000 Gold
2,840 / 1,235 XP
240,000 Gold
4,130 / 3,000 XP
300,000 Gold
6,590 / 8,440 XP
340,000 Gold
9 2,285 / 610 XP
200,000 Gold
3,355 / 1,275 XP
240,000 Gold
4,845 / 3,090 XP
300,000 Gold
7,745 / 8,695 XP
340,000 Gold
10 2,675 / 625 XP
200,000 Gold
3,910 / 1,310 XP
240,000 Gold
5,605 / 3,185 XP
300,000 Gold
8,970 / 8,955 XP
340,000 Gold
11 3,100 / 645 XP
300,000 Gold
4,510 / 1,350 XP
360,000 Gold
6,415 / 3,280 XP
450,000 Gold
10,275 / 9,225 XP
510,000 Gold
12 3,565 / 665 XP
300,000 Gold
5,160 / 1,390 XP
360,000 Gold
7,280 / 3,375 XP
450,000 Gold
11,670 / 9,500 XP
510,000 Gold
13 4,075 / 685 XP
300,000 Gold
5,865 / 1,435 XP
360,000 Gold
8,210 / 3,480 XP
450,000 Gold
13,170 / 9,785 XP
510,000 Gold
14 4,635 / 705 XP
300,000 Gold
6,630 / 1,475 XP
360,000 Gold
9,210 / 3,580 XP
450,000 Gold
14,785 / 10,080 XP
510,000 Gold
15 5,250 / 725 XP
300,000 Gold
7,465 / 1,520 XP
360,000 Gold
10,290 / 3,690 XP
450,000 Gold
16,530 / 10,385 XP
510,000 Gold
16 5,930 / 750 XP
400,000 Gold
8,380 / 1,565 XP
480,000 Gold
11,460 / 3,800 XP
600,000 Gold
18,425 / 10,695 XP
680,000 Gold
17 6,680 / 770 XP
400,000 Gold
9,385 / 1,615 XP
480,000 Gold
12,735 / 3,915 XP
600,000 Gold
20,490 / 11,015 XP
680,000 Gold
18 7,510 / 795 XP
400,000 Gold
10,490 / 1,660 XP
480,000 Gold
14,125 / 4,030 XP
600,000 Gold
22,745 / 11,345 XP
680,000 Gold
19 8,430 / 815 XP
400,000 Gold
11,710 / 1,710 XP
480,000 Gold
15,645 / 4,155 XP
600,000 Gold
25,215 / 11,685 XP
680,000 Gold
20 9,455 / 840 XP
400,000 Gold
13,060 / 1,760 XP
480,000 Gold
17,315 / 4,280 XP
600,000 Gold
27,930 / 12,035 XP
680,000 Gold
21 10,595 / 865 XP
500,000 Gold
14,555 / 1,815 XP
600,000 Gold
19,155 / 4,405 XP
750,000 Gold
30,920 / 12,400 XP
850,000 Gold
22 11,865 / 895 XP
500,000 Gold
16,215 / 1,870 XP
600,000 Gold
21,185 / 4,540 XP
750,000 Gold
34,220 / 12,770 XP
850,000 Gold
23 13,285 / 920 XP
500,000 Gold
18,060 / 1,925 XP
600,000 Gold
23,430 / 4,675 XP
750,000 Gold
37,870 / 13,155 XP
850,000 Gold
24 14,875 / 945 XP
500,000 Gold
20,115 / 1,985 XP
600,000 Gold
25,920 / 4,815 XP
750,000 Gold
41,915 / 13,545 XP
850,000 Gold
25 16,655 / 975 XP
500,000 Gold
22,410 / 2,045 XP
600,000 Gold
28,685 / 4,960 XP
750,000 Gold
46,410 / 13,955 XP
850,000 Gold
26 - 24,975 / 2,105 XP
700,000 Gold
31,760 / 5,110 XP
875,000 Gold
51,410 / 14,370 XP
990,000 Gold
27 - 27,845 / 2,165 XP
700,000 Gold
35,185 / 5,260 XP
875,000 Gold
56,980 / 14,805 XP
990,000 Gold
28 - 31,060 / 2,230 XP
700,000 Gold
39,005 / 5,420 XP
875,000 Gold
63,195 / 15,245 XP
990,000 Gold
29 - 34,665 / 2,300 XP
700,000 Gold
43,275 / 5,580 XP
875,000 Gold
70,140 / 15,705 XP
990,000 Gold
30 - 38,710 / 2,370 XP
700,000 Gold
48,050 / 5,750 XP
875,000 Gold
77,910 / 16,175 XP
990,000 Gold
31 - - 53,395 / 5,920 XP
950,000 Gold
86,610 / 16,660 XP
1,000,000 Gold
32 - - 59,385 / 6,100 XP
950,000 Gold
96,365 / 17,160 XP
1,000,000 Gold
33 - - 66,105 / 6,280 XP
950,000 Gold
107,310 / 17,675 XP
1,000,000 Gold
34 - - 73,650 / 6,470 XP
950,000 Gold
119,600 / 18,205 XP
1,000,000 Gold
35 - - 82,125 / 6,665 XP
950,000 Gold
133,410 / 18,750 XP
1,000,000 Gold
36 - - - 148,935 / 19,315 XP
1,000,000 Gold
37 - - - 166,400 / 19,895 XP
1,000,000 Gold
38 - - - 186,055 / 20,490 XP
1,000,000 Gold
39 - - - 208,185 / 21,105 XP
1,000,000 Gold
40 - - - 233,115 / 21,740 XP
1,000,000 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 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. 2 uses.
Enraged Mask
  • When the turn starts, if the wearer's Life is below 25%, increases its Strength by %s points (1 turn). 1 use.
Mask of Darkness
  • After being hit, if the wearer's Life is below 50%, deals %s points of Dark Damage to 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%, 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 Strength 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%, deals %s points of Thunder Damage to attacker. 2 uses.
Healing Mask
  • After being hit, if the wearer's Life is below 50%, it Heals by %s points. 2 uses.
Exhausting Mask
  • After being hit, decreases attacker's Maximum Stamina by %s points. 2 uses.
Baltasar's Mask
  • When the turn starts, increases wearer's Strength 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 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
  • 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, 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
  • 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, removes %s points of Stamina from them. 1 use.
Exhausting Trap
  • After 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 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
  • At the start of the 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 Strength increases by %s points for 1 turn. 2 uses.
Delayer Trap
  • When turn starts, if wearer's Life is below 75%, decreases all enemies' Speed by %s points (2 turns). 1 use.
Oblation Trap
  • After being hit, if the wearer's Life is below 50%, removes %s points of Stamina from all enemies. 2 uses.
Taiga Trap
  • After being hit, if wearer's Life is below 50%, decreases attacker's Maximum Life by %s points (forever). 2 uses.
Vitality Essence
  • At the start of the battle, increases the wearer's Maximum Life by %s points. 2 uses.
Healing Essence
  • After being hit, if the wearer's Life is below 50%, 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. 2 uses.
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. 1 use.
Major Vitality Essence
  • At the start of the battle, increases a random ally's Maximum Life by %s points for 1 turn. 1 use.
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
  • After being hit, increases all allies' Maximum Life by %s points for 2 turns. 1 use.
Uriel Essence
  • When the wearer dies, revives wearer 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 turn starts, if wearer's Life is below 50%, increases a random ally's Speed by %s points (1 turn). 1 use.
Healing Amulet
  • When the turn starts, if the wearer's Life is below 50%, it heals by %s points. 2 uses.
Protection Amulet
  • At the start of the battle, gives %s points of Armor to a random ally. 2 uses.
Minor Grieve Amulet
  • When the wearer dies, increases all allies' Strength by %s points for 1 turn. 1 use.
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
  • At the start of the battle, increases wearer's Maximum Stamina by %s points. 1 use.
Kinetik Amulet
  • After being hit, increases a random ally's Strength by %s points for 1 turn. 2 uses.
Osur's Amulet
  • When turn starts, if wearer's Life is below 75%, increases all allies' Strength by %1s points (1 turn) and increases all allies's Speed by %2s points (1 turn). 1 use.
Punisher Staff
  • When turn starts, if wearer is Stunned removes %s points of Stamina from a random enemy. 2 uses.
Cold Staff
  • When turn starts, if wearer is Frozen deals %s points of Special Damage to a random enemy. 2 uses.
Spirits Staff
  • When turn starts, if any enemy is Possessed increases targets' Power by %s points (1 turn). 2 uses.
Shaman Staff
  • When turn starts, if wearer is Possessed decreases wearer's Power by %s points (1 turn). 2 uses.
Charging Staff
  • After hitting, if target is Stunned gives %s points of Stamina to wearer. 2 uses.
Avenging Energy Staff
  • After being hit, removes %s points of Stamina from a random enemy. 2 uses.
Drainer Staff
  • After hitting, if target's Stamina is below 50%, decreases targets's Maximum Stamina by %s points (forever). 2 uses.
Energizer Staff
  • When turn starts, if any ally's Stamina is below 1%, gives %s points of Stamina to targets. 1 use.
Oblation Staff
  • When hitting, removes %s points of Stamina from targets. 1 use
Revenge Staff
  • After being hit, removes %s points of Stamina from attacker. 2 uses.
Cane of the Atlantis
  • When the turn starts, if any ally’s Stamina is below 50%, gives %s points of Stamina to them. 2 uses
Energy Banner
  • When turn starts, if wearer's Life is below 50%, gives %s points of Stamina to a random ally. 2 uses.
Drummer's Banner
  • When turn starts, if wearer's Life is below 50%, increases a random ally's Maximum Stamina by %s points for 1 turn. 2 uses.
Revitalizing Banner
  • When turn starts, if wearer's Life is below 50%, increases a random ally's Maximum Life by %s points for 1 turn. 2 uses.
Swiftness Banner
  • When turn starts, if wearer's Life is below 50%, increases a random ally's Speed by %s points for 1 turn. 1 use.
Enraged Banner
  • When turn starts, if wearer's Life is below 50%, increases a random ally's Power by %s points for 1 turn. 2 uses.
Life Banner
  • When turn starts, increases a random ally's Maximum Life by %s points for 1 turn. 2 uses.
Haste Banner
  • When turn starts, if wearer's Life is below 75%, increases a random ally's Speed by %s points for 1 turn. 2 uses.
Furious Banner
  • When turn starts, increases a random ally's Power by %s points for 1 turn. 2 uses.
Vitality Banner
  • When turn starts, increases all allies' Maximum Life by %s points for 1 turn. 3 uses.
Charging Banner
  • When 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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