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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 / 576 XP
100,000 Gold
0 / 1,206 XP
250,000 Gold
0 / 2,928 XP
450,000 Gold
0 / 8,238 XP
700,000 Gold
2 225 / 594 XP
100,000 Gold
345 / 1,242 XP
250,000 Gold
520 / 3,018 XP
450,000 Gold
775 / 8,484 XP
700,000 Gold
3 465 / 612 XP
100,000 Gold
705 / 1,278 XP
250,000 Gold
1,060 / 3,108 XP
450,000 Gold
1,640 / 8,736 XP
700,000 Gold
4 720 / 630 XP
100,000 Gold
1,085 / 1,320 XP
250,000 Gold
1,620 / 3,198 XP
450,000 Gold
2,540 / 9,000 XP
700,000 Gold
5 990 / 648 XP
100,000 Gold
1,485 / 1,356 XP
250,000 Gold
2,205 / 3,294 XP
450,000 Gold
3,480 / 9,270 XP
700,000 Gold
6 1,280 / 666 XP
200,000 Gold
1,910 / 1,398 XP
500,000 Gold
2,815 / 3,396 XP
900,000 Gold
4,465 / 9,552 XP
1,250,000 Gold
7 1,590 / 690 XP
200,000 Gold
2,360 / 1,440 XP
500,000 Gold
3,455 / 3,498 XP
900,000 Gold
5,500 / 9,834 XP
1,250,000 Gold
8 1,925 / 708 XP
200,000 Gold
2,840 / 1,482 XP
500,000 Gold
4,130 / 3,600 XP
900,000 Gold
6,590 / 10,128 XP
1,250,000 Gold
9 2,285 / 732 XP
200,000 Gold
3,355 / 1,530 XP
500,000 Gold
4,845 / 3,708 XP
900,000 Gold
7,745 / 10,434 XP
1,250,000 Gold
10 2,675 / 750 XP
200,000 Gold
3,910 / 1,572 XP
500,000 Gold
5,605 / 3,822 XP
900,000 Gold
8,970 / 10,746 XP
1,250,000 Gold
11 3,100 / 774 XP
300,000 Gold
4,510 / 1,620 XP
700,000 Gold
6,415 / 3,936 XP
1,250,000 Gold
10,275 / 11,070 XP
2,000,000 Gold
12 3,565 / 798 XP
300,000 Gold
5,160 / 1,668 XP
700,000 Gold
7,280 / 4,050 XP
1,250,000 Gold
11,670 / 11,400 XP
2,000,000 Gold
13 4,075 / 822 XP
300,000 Gold
5,865 / 1,722 XP
700,000 Gold
8,210 / 4,176 XP
1,250,000 Gold
13,170 / 11,742 XP
2,000,000 Gold
14 4,635 / 846 XP
300,000 Gold
6,630 / 1,770 XP
700,000 Gold
9,210 / 4,296 XP
1,250,000 Gold
14,785 / 12,096 XP
2,000,000 Gold
15 5,250 / 870 XP
300,000 Gold
7,465 / 1,824 XP
700,000 Gold
10,290 / 4,428 XP
1,250,000 Gold
16,530 / 12,462 XP
2,000,000 Gold
16 5,930 / 900 XP
400,000 Gold
8,380 / 1,878 XP
950,000 Gold
11,460 / 4,560 XP
1,750,000 Gold
18,425 / 12,834 XP
2,750,000 Gold
17 6,680 / 924 XP
400,000 Gold
9,385 / 1,938 XP
950,000 Gold
12,735 / 4,698 XP
1,750,000 Gold
20,490 / 13,218 XP
2,750,000 Gold
18 7,510 / 954 XP
400,000 Gold
10,490 / 1,992 XP
950,000 Gold
14,125 / 4,836 XP
1,750,000 Gold
22,745 / 13,614 XP
2,750,000 Gold
19 8,430 / 978 XP
400,000 Gold
11,710 / 2,052 XP
950,000 Gold
15,645 / 4,986 XP
1,750,000 Gold
25,215 / 14,022 XP
2,750,000 Gold
20 9,455 / 1,008 XP
400,000 Gold
13,060 / 2,112 XP
950,000 Gold
17,315 / 5,136 XP
1,750,000 Gold
27,930 / 14,442 XP
2,750,000 Gold
21 10,595 / 1,038 XP
500,000 Gold
14,555 / 2,178 XP
1,200,000 Gold
19,155 / 5,286 XP
2,250,000 Gold
30,920 / 14,880 XP
3,500,000 Gold
22 11,865 / 1,074 XP
500,000 Gold
16,215 / 2,244 XP
1,200,000 Gold
21,185 / 5,448 XP
2,250,000 Gold
34,220 / 15,324 XP
3,500,000 Gold
23 13,285 / 1,104 XP
500,000 Gold
18,060 / 2,310 XP
1,200,000 Gold
23,430 / 5,610 XP
2,250,000 Gold
37,870 / 15,786 XP
3,500,000 Gold
24 14,875 / 1,134 XP
500,000 Gold
20,115 / 2,382 XP
1,200,000 Gold
25,920 / 5,778 XP
2,250,000 Gold
41,915 / 16,254 XP
3,500,000 Gold
25 16,655 / 1,170 XP
500,000 Gold
22,410 / 2,454 XP
1,200,000 Gold
28,685 / 5,952 XP
2,250,000 Gold
46,410 / 16,746 XP
3,500,000 Gold
26 - 24,975 / 2,526 XP
1,500,000 Gold
31,760 / 6,132 XP
2,500,000 Gold
51,410 / 17,244 XP
3,750,000 Gold
27 - 27,845 / 2,598 XP
1,500,000 Gold
35,185 / 6,312 XP
2,500,000 Gold
56,980 / 17,766 XP
3,750,000 Gold
28 - 31,060 / 2,676 XP
1,500,000 Gold
39,005 / 6,504 XP
2,500,000 Gold
63,195 / 18,294 XP
3,750,000 Gold
29 - 34,665 / 2,760 XP
1,500,000 Gold
43,275 / 6,696 XP
2,500,000 Gold
70,140 / 18,846 XP
3,750,000 Gold
30 - 38,710 / 2,844 XP
1,500,000 Gold
48,050 / 6,900 XP
2,500,000 Gold
77,910 / 19,410 XP
3,750,000 Gold
31 - - 53,395 / 7,104 XP
2,750,000 Gold
86,610 / 19,992 XP
4,000,000 Gold
32 - - 59,385 / 7,320 XP
2,750,000 Gold
96,365 / 20,592 XP
4,000,000 Gold
33 - - 66,105 / 7,536 XP
2,750,000 Gold
107,310 / 21,210 XP
4,000,000 Gold
34 - - 73,650 / 7,764 XP
2,750,000 Gold
119,600 / 21,846 XP
4,000,000 Gold
35 - - 82,125 / 7,998 XP
2,750,000 Gold
133,410 / 22,500 XP
4,000,000 Gold
36 - - - 148,935 / 23,178 XP
4,000,000 Gold
37 - - - 166,400 / 23,874 XP
4,000,000 Gold
38 - - - 186,055 / 24,588 XP
4,000,000 Gold
39 - - - 208,185 / 25,326 XP
4,000,000 Gold
40 - - - 233,115 / 26,088 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.

Monster Relics

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