Guide
How relics really work, read from the game's own code and relic tables rather than folklore. Every relic, set, quest and honor coin number here is worked out from the game data the planner uses.
Relics in short
A relic adds one or two stats while it is equipped. You own at most one of each, and a relic in storage adds nothing. Its star grade runs from 1★ to 7★.
Level is shown as +N on the relic and is paid for with dungeon materials. Unequipping a relic refunds those dungeon materials in full, so the planner treats every relic as sitting at its max level: 20, plus one for every Limit Break step.
Ascend (the game also calls it Transcend) is a one-way upgrade. It does not add a bonus on top; it swaps the relic's stats to a much stronger row of values and opens more Limit Break steps. 5★ relics can reach Ascend 1 and 6★ relics Ascend 2. 7★ relics reach max level 70 without ascending. The same 6★ relic at each Ascend stage, then a 7★ relic:
Limit Break steps cost honor coins, and each one raises one relic's max level by one. 1★ to 4★ relics, and 5★ and 6★ relics that have not ascended, stay at max level 20.
| Star grade | Ascend | Max level | Honor coins |
|---|---|---|---|
| 5★ | 1 | 50 | 5,580 |
| 6★ | 1 | 50 | 11,160 |
| 6★ | 2 | 70 | 25,560 |
| 7★ | 0 | 70 | 59,640 |
A set is a named group of relics. Each set tier turns on when enough members are equipped together (for example 2, 4 or 6) and adds its own stats on top of the members' stats. A tier's value follows the Ascend stage of the weakest member it counts: a tier that needs 4 members uses the stage of your 4th best equipped member.
The same stat from every equipped relic and set tier adds into one total. An "Up" stat then multiplies by 1 + total / 100, so Quest Gold Up 250 % means 3.5 times the gold.
"Down" stats divide
Quest Upgrade Cost Down, Quest Open Gold Cost Down, Hero Upgrade Cost Down, Quest Time Down, Dungeon Common Enemy HP Down and Dungeon Boss HP Down do not subtract a percentage. The game divides by 1 + total / 100. A Down total of 45 % takes about 31 % off, not 45 %, and no total ever brings a cost to zero.
Revive Time Down for heroes is the exception. It subtracts: revive time is multiplied by 1 - total / 100, so a total of 100 % or more makes heroes revive instantly.
The upside: there is no ceiling at 100 %. Every extra point keeps dividing, so large totals keep paying off.
| Down total | Cost divided by | Taken off |
|---|---|---|
| 45 % | 1.45 | 31.03 % |
| 100 % | 2 | 50 % |
| 900 % | 10 | 90 % |
| 9.9K % | 100 | 99 % |
| 1M % | 10K | 99.99 % |
| 1B % | 10M | 99.99 % |
Hero Upgrade Cost Down lowers what hero levels cost. It does not lower the castle's level-up cost.
The quest time floor is real
No quest ever takes less than 1 second. This is the quest time floor, and the game enforces it inside the quest timer itself. It is not just the display rounding to 00:01. A quest pays once per completion, so a quest at the floor pays about once a second, and offline gold uses the same floored time.
Quest Time Down and game speed both divide a quest's time: base time / (1 + Quest Time Down / 100) / game speed. A quest reaches the floor once (1 + Quest Time Down / 100) × game speed is at least its base time in seconds. Base Speed Up adds its total / 100 to game speed, so +37 % Base Speed Up adds 0.37.
The floor counts per quest. Past the point where a quest reaches it, more Quest Time Down does nothing for that quest, but it still helps every quest that is above 1 second.
Quest 30, Conclude Border Negotiations, takes 11d 2h. At game speed 1 it needs +96M % Quest Time Down to reach the floor. Even every relic and set tier in the game at once, at their highest Ascend stage and max level, would give only +647.51K % (the best single relic, Essence of Laziness, gives +104.58K %, and the best set tier, Ancient Dimensional Beast Armament Set with 4 members, gives +36.41K %). Relics alone can't bring quest 30 to the floor.
Quest Time Down each quest needs to reach the floor
| Quest | Base time | Speed 1 | Speed 2 |
|---|---|---|---|
| 1. Knight Order Cleanup | 3s | 200 % | 50 % |
| 2. Order Kitchen Duty | 5s | 400 % | 150 % |
| 3. Equipment Upkeep | 7s | 600 % | 250 % |
| 4. Wall Patrol | 15s | 1.4K % | 650 % |
| 5. Perimeter Guard | 40s | 3.9K % | 1.9K % |
| 6. Maintain Order in the City | 1m 30s | 8.9K % | 4.4K % |
| 7. Mining Support | 2m | 11.9K % | 5.9K % |
| 8. Explore Dangerous Areas | 3m | 17.9K % | 8.9K % |
| 9. Hunt Small Monsters | 5m | 29.9K % | 14.9K % |
| 10. Clear the Monster Nest | 7m | 41.9K % | 20.9K % |
| 11. Kingdom Supply Support | 15m | 89.9K % | 44.9K % |
| 12. Trade Route Guard | 30s | 2.9K % | 1.4K % |
| 13. Clear the Bandit Camp | 10m | 59.9K % | 29.9K % |
| 14. Form a Subjugation Party | 30m | 179.9K % | 89.9K % |
| 15. Hunt Large Monsters | 10s | 900 % | 400 % |
| 16. Investigate the Suspicious Mage | 10m | 59.9K % | 29.9K % |
| 17. Repel the Dark Mage | 30m | 179.9K % | 89.9K % |
| 18. Investigate the Kingdom Conflict | 1h | 359.9K % | 179.9K % |
| 19. Reinforce the Border Guard | 5m | 29.9K % | 14.9K % |
| 20. Track Suspicious Forces | 30m | 179.9K % | 89.9K % |
| 21. Crack Down on the Smuggling Ring | 10m | 59.9K % | 29.9K % |
| 22. Protect the Refugees | 1m | 5.9K % | 2.9K % |
| 23. Control Border Passage | 10m | 59.9K % | 29.9K % |
| 24. Secure the Outpost | 3m | 17.9K % | 8.9K % |
| 25. Border Skirmish | 20m | 119.9K % | 59.9K % |
| 26. Establish a Field Command Post | 10m | 59.9K % | 29.9K % |
| 27. Cut Off Enemy Supply Lines | 20m | 119.9K % | 59.9K % |
| 28. Besiege the Enemy Outpost | 40m | 239.9K % | 119.9K % |
| 29. Secure the Border Stronghold | 5d 13h | 48M % | 24M % |
| 30. Conclude Border Negotiations | 11d 2h | 96M % | 48M % |
Where relic stats work
Relic hero stats, Allied Tower HP Up and Base Speed Up only work in wave battle, the main loop of waves against the castle. Dungeons, Spirit Highlands, Tower of Trials, Infinite Ranking, Guild War and Guild Raid leave them out when they set up your heroes, and the game does not even send your relics with an Infinite Ranking or Guild War attack. So there is no point building a preset for those modes.
Dungeon Common Enemy HP Down and Dungeon Boss HP Down are the other way round. They only work in dungeons, where enemy HP is 4 × base / (1 + total / 100). Wave battle enemies never read them.
| Stats | Where they work |
|---|---|
| ATK, HP, DEF, Crit, ATK SPD, Move SPD and Revive Time Down for heroes | Wave battle only |
| Allied Tower HP Up | Wave battle only |
| Base Speed Up | Wave battle only |
| Dungeon Common Enemy HP Down and Dungeon Boss HP Down | Dungeons only |
| Dungeon Material Up | Dungeon rewards |
| Quest Gold Up, Quest Time Down, quest and hero cost Down stats, Bonus Medal Up | Quests, upgrades and medals, in any mode |
Focus honor coins or spread them?
Honor coins pay for Limit Break steps, for ascending 6★ relics and for 6★ relic draws. Each Limit Break step costs more than the one before up to step 30, then the price stays flat.
| Star grade | Step 1 | Step 10 | Step 30 | Step 31 | Step 50 |
|---|---|---|---|---|---|
| 5★ | 12 | 120 | 360 | - | - |
| 6★ | 24 | 240 | 720 | 720 | 720 |
| 7★ | 56 | 560 | 1,680 | 1,680 | 1,680 |
Un-ascended 1★ to 6★ relics: nothing to decide. They stay at max level 20 and take no Limit Break, and every stat on them grows by the same amount per level. Ascending a 6★ relic costs honor coins too, but the game picks which relic ascends.
Ascended and 7★ relics: most of their stats grow by a percentage every level, so each step adds more than the one before. At first the rising step price wins and every step gives a bit less per coin. After a turning step the growth wins, and every further step on the same relic gives more per coin than the last. Past that point, honor coins do more on the relic that is already highest.
A few stats grow by a fixed amount per level even after ascending: Crit Rate Up, Dungeon Boss HP Down, Dungeon Common Enemy HP Down, Allied Tower HP Up, Revive Time Down, Human+Elf Revive Time Down, Orc Revive Time Down, Undead Revive Time Down, Undead+Orc Revive Time Down. Those never turn, so spreading them is always at least as good.
| Stat | Turning step | Step 1 | Step 10 | Step 30 | Step 50 |
|---|---|---|---|---|---|
| Gold Dragon's Necklace, Quest Gold Up, Ascend 2 | 15 | 134.81M % | 24.17M % | 29.47M % | 107.81M % |
| Essence of Negligence, Human ATK Up | 11 | 21.49B % | 4.75B % | 9.2B % | 53.46B % |
| Gold Dragon's Earring, Allied Tower HP Up, Ascend 2 | None | 1.67K % | 166.67 % | 55.56 % | 55.56 % |
The same honor coins on two relics with the same stat: spread evenly, or put into one relic up to its max level with the rest on the other. "Focused" shows the steps each relic gets for the same coins.
| Steps each | Honor coins | Focused | Better |
|---|---|---|---|
| 10 | 2,640 | 14 + 2 | Spread +6 % |
| 20 | 10,080 | 28 + 4 | Focus +2 % |
| 30 | 22,320 | 45 + 5 | Focus +42 % |
| 40 | 36,720 | 50 + 30 | Focus +22 % |
| Steps each | Honor coins | Focused | Better |
|---|---|---|---|
| 10 | 6,160 | 14 + 2 | Spread +4 % |
| 20 | 23,520 | 28 + 4 | Focus +13 % |
| 30 | 52,080 | 45 + 5 | Focus +93 % |
| 40 | 85,680 | 50 + 30 | Focus +41 % |
| Steps each | Honor coins | Focused | Better |
|---|---|---|---|
| 10 | 2,640 | 14 + 2 | Spread +2 % |
| 20 | 10,080 | 28 + 4 | Spread +4 % |
| 30 | 22,320 | 45 + 5 | Spread +5 % |
| 40 | 36,720 | 50 + 30 | Even |
Spend honor coins evenly until your ascended and 7★ relics pass the turning step, then pour them into one relic at a time. Keep spreading stats that grow by a fixed amount.
Strongest stats and why sets matter
Quest Gold Up is the main source of gold, and gold buys everything else. The cost Down stats come next because they make that gold go further. Here is the order, with the most one relic and one set tier can give, at their highest Ascend stage and max level:
| Stat | Why | Best relic | Best set tier |
|---|---|---|---|
| Quest Gold Up | Multiplies every quest payout, offline gold included, and never stops paying. | +6.18B % | +1.32B % |
| Quest Time Down | As strong as Quest Gold Up for every quest still above the quest time floor, worth nothing for a quest at it. | +104.58K % | +36.41K % |
| Hero Upgrade Cost Down | Divides every hero level cost, with no floor. | +599.42M % | +27.24M % |
| Quest Upgrade Cost Down | Divides every quest level cost, with no floor. | +599.42M % | +630K % |
| Base Speed Up | Speeds up all of wave battle and every quest timer, but its values are small. | - | +45 % |
| Allied Tower HP Up | Big numbers, but it is one stat on one target: your castle's HP in wave battle. | +20.8K % | - |
| Quest Open Gold Cost Down | Weakest: each quest is unlocked only once. | +56.43B % | +72 % |
A set tier is a bonus on top of its members' own stats, and it usually brings stats the members don't have. Some stats come only from set tiers: ATK SPD Up, Base Speed Up, Bonus Medal Up, Crit DMG Up, Dungeon Material Up, Elf ATK SPD Up, Elf Move SPD Up, Human ATK SPD Up, Human Move SPD Up, Human/Elf ATK SPD Up, Human/Elf Move SPD Up, Melee Unit Crit DMG Up, Melee Unit Move SPD Up, Move SPD Up, Orc ATK SPD Up, Orc Move SPD Up, Ranged Unit Crit DMG Up, Ranged Unit Move SPD Up, Undead ATK SPD Up, Undead Move SPD Up, Undead/Orc ATK SPD Up, Undead/Orc Move SPD Up. So a full set of 1★ to 6★ relics brings a whole second layer of stats, and where a tier shares a stat with its members it can match or beat them: Necromancer's Ruin Set's 4-member tier gives far more Quest Gold Up than its four relics together. That is why presets for those relics are built around sets. 7★ relics are different: at max level 70 their own stats dwarf what their set tiers add.
| Stat | From relics | From set tiers |
|---|---|---|
| Human ATK Up | +31.98K % | - |
| Human Crit DMG Up | +33.51K % | - |
| Human DEF Up | +43.4K % | - |
| Quest Gold Up | +781.74K % | +5.76M % |
| Human HP Up | +134.04K % | - |
| Quest Open Gold Cost Down | +138.2K % | - |
| Allied Tower HP Up | +2.55K % | - |
| Quest Upgrade Cost Down | +96.9K % | - |
| Hero Upgrade Cost Down | - | +315K % |
| Dungeon Material Up | - | +80 % |
| Bonus Medal Up | - | +120 % |
| Stat | From relics | From set tiers |
|---|---|---|
| Human+Elf ATK Up | +213.2B % | - |
| Quest Gold Up | +1.24B % | +1.32B % |
| Human+Elf DEF Up | +272.78B % | - |
| Hero Upgrade Cost Down | +119.65M % | - |
| Human+Elf HP Up | +750.96B % | - |
| Quest Open Gold Cost Down | +11.28B % | - |
| Ranged Unit DEF Up | +102.1B % | - |
| Quest Upgrade Cost Down | +119.65M % | - |
| Quest Time Down | - | +25.99K % |
| Base Speed Up | - | +26 % |
| Bonus Medal Up | - | +500 % |
| Stat | From relics | From set tiers |
|---|---|---|
| Human ATK Up | +1.07T % | - |
| Quest Gold Up | +6.18B % | +9.7M % |
| Elf ATK Up | +1.07T % | - |
| Quest Time Down | +104.58K % | - |
| Undead ATK Up | +1.07T % | - |
| Quest Open Gold Cost Down | +56.43B % | - |
| Orc ATK Up | +1.07T % | - |
| Hero Upgrade Cost Down | +599.42M % | - |
| ATK Up | +1.07T % | +14.63M % |
| HP Up | +2.1T % | - |
| Allied Tower HP Up | +20.8K % | - |
| Quest Upgrade Cost Down | +599.42M % | - |
| Crit Rate Up | - | +18 % |
| Base Speed Up | - | +37 % |
| DEF Up | - | +27.71M % |
| Bonus Medal Up | - | +800 % |






