Relics 319

Quest Trigger Rush 15 times.
Reward Rush abilities last 4 seconds longer.

Quest Trigger Rush 6 times.
Reward Rush abilities last 3 seconds longer.

On kill for Rush (20), gain 12 Shards.

For Rush (2), Heroes are immune to damage.

For Rush (10), Heroes gain 25 HP/S.

For Rush (8), Heroes gain +1% basic stats for every 2 times you've triggered Rush this game.

Quest Trigger Rush 25 times.
Reward Increase your team size by 1 (Max: 5).

Every 2 Rush triggers, gain 1 Shard.

On Rush trigger, give Heroes 15 Crit.

On Rush trigger, give Heroes 5 Crit and 10 Attack Speed.

Quest Trigger Rush 4 times.
Reward Rush abilities last 2 seconds longer.

Shop rerolls cost 2 less.

Quest Trigger Rush or Stall 25 times.
Reward On Rush or Stall trigger, Heroes gain 15 Attack Speed and 15 Defense.

Gain 45 Shards.
Start with Emergency Rewind unavailable.

Mages and Mystics gain 50 Magic and 4 Mana Regen.

Heroes gain 20 Magic per rank of each Mage in the reserves and 2 Mana Regen per rank of each Mystic in the reserves.

Quest Cast 15 Active Abilities.
Reward Heroes gain 25 Starting Mana.

Quest Deal 15000 damage with active abilities.
Reward Increase your team size by 1 (Max: 5).

Get an item which makes a Hero count as an Assassin during combat.

Get an item which benefits Assassins.

Heroes gain 30 Crit.
Whenever an Assassin auto attacks while Stealthed, they inflict Poison on their target equal to 75% of their Crit.
At start of combat, Assassins in the back 2 rows gain Stealth for 5 seconds and target the most threatening enemy.

Assassins gain 15 Crit and 25 Attack.

Whenever an Assassin kills an enemy they permanently gain 7 Crit then you gain 1 Shard per 100 Crit they have (Max: 10).

If there is an Assassin in combat, Heroes gain Stealth for 3 seconds the first time they go below 66% Max HP each combat.

Assassins gain 15 Crit and 25 Magic.

Assassin's Rush abilities last 3 seconds longer.

Assassins gain 1 Attack and 1 Magic per 5 Shards you've generated this game.

Assassins gain 15 Crit.

At start of combat, gain 5 Shards per Assassin in combat.

Whenever an Assassin Crits, they permanently gain 1 Attack and 1 Magic.

Whenever an Assassin kills an enemy, gain 4 Shards.

Assassins gain Stealth for 3 seconds the first time they go below 33% Max HP each combat.

At start of combat, Assassins gain Stealth for 5 seconds.
For Rush (10), Assassins gain 200 Crit.

Get a random rare item that gives Attack.

Get a random rare item that gives Attack Speed.

At start of combat, Heroes in the back row gain 10 Attack Speed and 15 Crit.

At start of combat, Heroes in the back row gain 40 Attack Speed and increased move speed.

At start of combat, Heroes in the back row gain 25 Crit and increased move speed.

Shop rerolls cost 1 less.
Heroes have 50% increased basic stats.

Whenever an enemy takes Poison or Burn damage, heal all adjacent Heroes to them for 50% of that damage.

Quest Win 6 combats.
Reward Gain 40 Shards.

Whenever a Hero inflicts Burn, inflict 33% more.

Quest Inflict 1200 Burn.
Reward The first time each enemy reaches 100 Burn, inflict 75 Burn on their nearest ally.

For Rush (15), enemies receive 50% more Burn damage.

Quest Inflict 500 Burn.
Reward Whenever a Hero inflicts Burn, they gain 1 Magic and 1 Attack per 4 Burn inflicted.

Whenever an enemy dies, transfer their Burn to the nearest enemy.

Quest Inflict 300 Burn.
Reward Heroes gain 200 Max HP and 25 Attack.
At start of combat, inflict Burn on all Heroes equal to 3% of their Max HP.

Whenever an enemy with 100 or more Burn dies, damage all enemies in a large area around them equal to 66% of their Max HP.

Heroes gain 1d9 Attack.
On combat victory, permanently increase the Attack gained by 6.

Get two random items which make a Hero count as having an additional class.

Get a random rare item that gives Crit.

On Crit, the Hero that Crit steals 40 Max HP from their target.

Quest Crit 100 times.
Reward Each Hero's first auto attack against each enemy gains 1500 Crit and Stuns them for 2.5 seconds.

At start of combat, each Hero with less than 150 Crit has their Crit set to 150. Each Hero with 150 or more Crit has their Attack Speed, Attack, and Magic set to 150 if they had less than 150 of those stats.

Quest Crit 20 times.
Reward Heroes gain 25 Attack Speed and 5 Omnivamp.
At start of combat, Heroes take damage equal to 25% of their Max HP.
Heroes have 20% decreased basic stats.
Heroes have 15% decreased basic stats.

After Stall (15, 30, and 45), Heroes gain 700 lasting Shields.

After Stall (25, 50, and 75), give Heroes +15% to all their basic stats.

Quest Trigger Stall 15 times.
Reward Stall abilities trigger 9 seconds faster.

Quest Trigger Stall 6 times.
Reward Stall abilities trigger 6 seconds faster.

After Stall (15, 30, and 45), double the amount of Poison on all enemies.

After Stall (30 and 60), gain 12 Shards.

After Stall (20), Heroes gain 15 HP/S.

After Stall (45), Heroes gain +1% basic stats for every 2 times you've triggered Stall this game.

Quest Trigger Stall 25 times.
Reward Increase your team size by 1 (Max: 5).

Every 2 Stall triggers, gain 1 Shard.

On Stall trigger, give Heroes a 10% Max HP Shield and 8 Mana.

Quest Trigger Stall 4 times.
Reward Stall abilities trigger 3 seconds faster.

Get a random rare item that gives Defense.

Tanks and Vanguards gain 45 Defense and 300 Max HP.

Heroes gain 30 Defense per rank of each Tank in the reserves and 200 Max HP per rank of each Vanguard in the reserves.

Quest Win a combat with 3 or more Heroes in play, where no Class is shared between any two Heroes.
Reward Gain 25 Shards.

Quest Inflict 5000 Debuffs.
Reward Increase your team size by 1 (Max: 5).

Get an item which makes a Hero count as a Duelist during combat.

Get an item which benefits Duelists.

Whenever a Duelist auto attacks, they inflict 2 Frost on their target.

Duelists gain 20 Attack Speed and 25 Attack.

If there is a Duelist in combat, Heroes deal 30 bonus damage with each auto attack.

Whenever a Duelist auto attacks, they inflict 3 Burn on their target.

For Rush (10), Duelists gain 150 Attack Speed.

Duelists gain 20 Attack Speed.

For each Duelist in combat, Stall abilities trigger 4 seconds earlier.

Heroes gain 40 Attack Speed.
Whenever a Duelist auto attacks, they deal 5 bonus damage for each time they have auto attacked this combat.

Whenever a Duelist auto attacks, they deal 20 bonus damage per type of Debuff on their target.

Duelists gain 20 Attack Speed and 15 Crit.

Duelists gain 1 Crit per 5 Shards you've generated this game.

After Stall (10), whenever a Duelist auto attacks they also hit the nearest enemy to their target, dealing 33% damage and applying on-hit effects.

Whenever a Duelist auto attacks, they randomly inflict 2 Poison, 4 Frost, or 6 Burn on their target.

Whenever a Duelist auto attacks, they inflict 2 Poison on their target.

Heroes gain 1d9 Magic.
On combat victory, permanently increase the Magic gained by 6.

Instantly rank up the above Hero.
Start with 10 fewer Shards.
Heroes have 25% increased basic stats.

Each second for Rush (10), inflict 3 Burn on all enemies.

At start of combat, Heroes in the front row gain 60 Defense and grow in size.

At start of combat, Heroes in the front row gain 100 Max HP and 15 Defense.

At start of combat, Heroes in the front row gain 400 Max HP and grow in size.

Whenever a Hero inflicts Frost, inflict 33% more.

Quest Inflict 800 Frost.
Reward The first time each enemy reaches 50 Frost, Stun them for 2.5 seconds.

After Stall (15, 30, and 45), all enemies receive damage equal to 5 times the amount of Frost they have.

Quest Inflict 400 Frost.
Reward Whenever a Hero inflicts Frost, they gain 1 Magic and 1 Attack per 4 Frost inflicted.

Whenever an enemy dies, transfer their Frost to the nearest enemy.

At start of combat, inflict 15 Frost on all enemies.

Quest Inflict 200 Frost.
Reward Heroes gain 30 Defense and 3 Mana Regen.

Quest Generate 25 Shards.
Reward On Shards generated, Heroes gain 15 Crit and 500 Shields.

Frost now deals damage to enemies when it ticks down (like Burn does).

Whenever a Hero inflicts Frost, they gain 6 Shields per Frost inflicted.

For Rush (1), Heroes gain +150% basic stats.

Quest Win a combat with 66 or more Shards in your bank.
Reward Get 5 random Crest items. Crest items make a Hero count as having an additional class.

Quest Win a combat with 100 or more Shards in your bank.
Reward Increase your team size by 1 (Max: 5).

Get a random rare item that gives Max HP.
Heroes have -50% Defense.

On Rush trigger, inflict 20 Burn on all enemies.
For Rush (18), enemies are immune to damage.
For Rush (13), enemies are immune to damage.
Each second, enemies heal 3% Max HP.
Each second, enemies heal 5% Max HP.

Items cost 2 fewer Shards.

Get 3 random common items.

Heroes gain 1d1% basic stats.
Every 2 combat victories, permanently increase the amount of basic stats by 1%.

Get an item which makes a Hero count as a Mage during combat.

Get an item which benefits Mages.

Whenever a Mage casts, they deal damage to the lowest-health enemy equal to 400% of their Magic.

Heroes gain 50 Magic.
Whenever a Mage casts, they inflict Burn and Frost on all enemies in their range equal to 15% of their Magic.

Whenever a Mage casts, all enemies in their range take 6 damage per Frost and 3 damage per Burn they have.

If there is a Mage in combat, your Hero's active abilities gain 100 Crit.

After Stall (15), Mages permanently gain 10 Magic.

Mages gain 25 Magic and 4 Mana Regen.

Whenever a Mage casts, they inflict Frost on their target equal to 66% of the Mana spent.

Whenever a Mage casts, they inflict Burn on their target equal to 150% of the Mana spent.

Mages gain 25 Magic.

At start of combat, inflict 12 Frost on all enemies per Mage in combat.

Mages gain 25 Magic and 15 Crit.

After Stall (15 and 30), Mages gain 100 Mana.

Whenever a Mage auto attacks, they deal bonus damage to their target equal to 100% of their Magic.

Get a random rare item that gives Magic.

Get a random rare item that gives Mana Regen.

Assassins, Duelists, and Warriors gain 15 Crit, 20 Attack Speed, and 25 Attack.

Heroes gain 10 Crit per rank of each Assassin in the reserves, 15 Attack Speed per rank of each Duelist in the reserves, and 20 Attack per rank of each Warrior in the reserves.

Quest Reroll the shop 8 times, then complete a combat.
Reward Increase your team size by 1 (Max: 5).

Heroes gain 2 Attack Speed for each time you've rerolled the shop this game.

Quest Win a combat with 4 or more combined classes in play.
Reward Get 3 random Crest items. Crest items make a Hero count as having an additional class.

Get a random rare relic.

Get an item which makes a Hero count as a Mystic during combat.

Get an item which benefits Mystics.

Heroes gain 8 Mana Regen.
Whenever a Mystic Shields a Hero, give that Hero lasting Shields equal to 33% of the Shield applied.

Whenever a Mystic casts, they Shield the lowest-health Hero equal to 500% of their Mana Regen.

If there is a Mystic in combat, Heroes gain 4 Mana Regen and 10 HP/S.

Mystics gain 4 Mana Regen and 25 Magic.

Whenever a Mystic Shields a Hero, damage their nearest enemy for 100% of the Shield applied.

Mystics gain 4 Mana Regen.

At start of combat, Heroes gain a 15% Max HP Shield per Mystic in combat.

Whenever a Mystic casts, they gain 2 Magic per type of Debuff on all enemies.

Every 5 times a Mystic casts, gain 1 Shard.

Whenever a Mystic casts, they gain Magic equal to 50% of their Mana Regen.

Whenever a Mystic casts after Stall (15), they give the nearest Hero Magic and Attack equal to 66% of their Mana Regen.

Whenever a Mystic casts, they Shield the nearest Hero equal to the total number of Debuff stacks on all enemies.

Mystics gain 4 Mana Regen and 200 Max HP.

Quest Win a combat with a Hero of all 7 classes in combat or in the reserves.
Reward Increase your team size by 1 (Max: 5).
Each second, Heroes take damage equal to 2.5% of their Max HP.
Each second, Heroes take damage equal to 7% of their Max HP.

At start of combat, if no Heroes in combat share a Class all Heroes gain +25% to all their basic stats.

At start of combat, if all Heroes in combat share a Class all Heroes gain +20% to all their basic stats.

For Rush (12), if an enemy would gain a Debuff they gain 2 more.

For Rush (12), if an enemy would gain a Debuff they gain 1 more.

Quest Inflict 25 Poison, 50 Frost, and 75 Burn on a single enemy.
Reward At start of Combat, inflict 25 Poison, 50 Frost, and 75 Burn on all enemies.

Quest Inflict 750 Debuffs.
Reward Gain 30 Shards.

At start of combat, inflict 5 Poison, 10 Frost, and 15 Burn on all enemies.

After Stall (15), Heroes gain 1 Defense and 1 Magic per 25 Debuffs on all enemies.

At start of combat and every 10 seconds, inflict 10 Poison, 20 Frost, and 30 Burn on all enemies.

Every 4 seconds, Heroes gain 1 Attack Speed and 2 Attack per type of Debuff on all enemies.

Heroes gain 1d15 Defense.
On combat victory, permanently increase the Defense gained by 10.

Whenever a Hero inflicts Poison, inflict 33% more.

Quest Inflict 400 Poison.
Reward The first time each enemy reaches 50 Poison, they lose 33% Max HP, 66% Attack, and 66% Attack Speed.

After Stall (10 and 20), inflict 10 Poison on all enemies.

After Stall (15), whenever an enemy with Poison is auto attacked, they take damage equal to their Poison.

Quest Inflict 150 Poison.
Reward Whenever a Hero inflicts Poison, they gain 1 Magic and 1 Attack per 2 Poison inflicted.

Whenever an enemy dies, transfer their Poison to the nearest enemy.

Quest Inflict 100 Poison.
Reward Heroes gain 20 Attack Speed and 15 Crit.

Heroes gain 1d6 Crit.
On combat victory, permanently increase the Crit gained by 4.

Quest Crit 40 times.
Reward On Crit, reduce the target's Defense by 3.

Each Hero's first attack against each enemy gains 250 Crit.

On Crit, the Hero that Crit heals 30 and gains 3 Mana.

For Rush (10), Heroes gain 60 Crit.

After Stall (15 and 30), give Heroes a lasting 1% Max HP Shield for each time you've rerolled the shop this game.

Heroes can equip two additional items (Max: 6).
Max team size is decreased by 1.

Increase max team size by 1 (Max: 5).
Heroes have 1 fewer item slot (Min: 1).
For Rush (9), enemies have 150% increased stats.
For Rush (10), enemies have 66% increased stats.

The shop shows an additional relic.

Quest Win a combat with 2 Heroes in your reserves.
Reward At start of combat, Heroes in the Reserves permanently gain a small amount of every stat.
Heroes have 10% increased basic stats.

The Rift Storm starts 30 seconds sooner. Heroes take 100% reduced damage from The Rift Storm.

Quest Generate 25 Shards.
Reward On Shards generated, generate 1 more Shard.

After Stall (30), gain 9 Shards.

Heroes gain 1 Attack Speed per 5 Shards you've generated this game.

On combat victory, gain 6 Shards.

On combat victory, gain 3 Shards.

Gain interest on saved Shards. At the end of each combat, gain 1 additional Shard per 5 Shards in your bank (Max: 20. Does not count towards generation).

Gain 12 Shards.

On Shards generated, deal damage to all enemies equal to 10% of their Max HP (Minimum: 2500 damage).

Heroes gain Crit equal to the number of Shards in bank (Max: 1000).

Quest Generate 15 Shards.
Reward Heroes gain 20 Crit and 5 Omnivamp.

Quest Apply 30000 Shields.
Reward Increase your team size by 1 (Max: 5).

Quest Apply 15000 Shields.
Reward Heroes gain +50% Defense and +50% Crit while Shielded.

After Stall (15), Heroes gain a lasting 33% Max HP Shield.

Quest Apply 7500 Shields.
Reward Heroes gain 100 Attack and 100 Magic while Shielded.

Whenever a Hero gains Shields from any source but itself, damage the nearest enemy to them for 50% of the Shield applied.

Whenever an enemy damages a Hero's Shields, deal 350% of the damage back to the source.

At start of combat, Heroes gain 400 lasting Shields.

At start of combat and after Stall (20), spend 1 Shard to apply 250 lasting Shields to all Heroes, then permanently increase the amount of Shields this applies by 50.

Whenever an enemy damages a Hero's Shields, deal 100% of the damage back to the source.

Quest Apply 2500 Shields.
Reward Heroes gain 30 Magic and 30 Attack.

Quest Deal 15000 damage with auto attacks.
Reward Increase your team size by 1 (Max: 5).

Emergency Rewind starts with 25 more Shards.

Heroes gain 3 Defense for each time you've rerolled the shop this game.

Gain a random common item, a random common relic, and 3 Shards.

A Hero permanently gained 35 Attack.

A Hero permanently gained 30 Attack Speed.

A Hero permanently gained 20 Crit.

A Hero permanently gained 45 Defense.

A Hero permanently gained 35 Magic.

A Hero permanently gained 6 Mana Regen.

A Hero permanently gained 300 Max HP.

Get a rare item which gives Attack to the holder.

Get a rare item which gives Attack Speed to the holder.

Get a rare item which gives Crit to the holder.

Get a rare item which gives Defense to the holder.

Get a rare item which gives Magic to the holder.

Get a rare item which gives Mana Regen to the holder.

Get a rare item which gives Max HP to the holder.

Gain 7 Shards.

Until the Act Boss, Heroes gain 40 Attack.

Until the Act Boss, Heroes gain 25 Attack Speed.

Until the Act Boss, Heroes gain 25 Crit.

Until the Act Boss, Heroes gain 45 Defense.

Until the Act Boss, Heroes can equip an additional item (Max: 6).

Until the Act Boss, Heroes gain 40 Magic

Until the Act Boss, Heroes gain 6 Mana Regen.

Until the Act Boss, Heroes gain 300 Max HP.

Until the Act Boss, earn 1 extra Shard per surviving Hero at end of combat.

At the start of Combat #2 and Combat #3, Heroes permanently gain 12 Attack.

At the start of Combat #2 and Combat #3, Heroes permanently gain 10 Attack Speed.

At the start of Combat #2 and Combat #3, Heroes permanently gain 7 Crit.

At the start of Combat #2 and Combat #3, Heroes permanently gain 15 Defense.

Until Combat #4, items cost 2 less.

At the start of Combat #2 and Combat #3, Heroes permanently gain 12 Magic.

At the start of Combat #2 and Combat #3, Heroes permanently gain 2 Mana Regen.

At the start of Combat #2 and Combat #3, Heroes permanently gain 100 Max HP.

For Combat #2 and Combat #3, earn 2 extra Shards per surviving Hero at end of combat.
After Stall (15), enemies have 40% increased stats.
After Stall (15), enemies have 55% increased stats.
At start of combat, Heroes are Stunned for 6 seconds.

Gain 1 extra Shard per surviving Hero at end of combat.

Heroes gain 1d8 Attack Speed.
On combat victory, permanently increase the Attack Speed gained by 5.

Get an item which makes a Hero count as a Tank during combat.

Get an item which benefits Tanks.

Heroes gain 60 Defense.
Every 8 times a Tank is auto attacked, Stun that attacking enemy for 1.5 seconds.

Each second if there is a Tank in combat, Heroes gain 1 Defense.

Tanks gain 30 Defense and 25 Magic.

Whenever a Tank is auto attacked, they apply 2 Frost to the attacker.

Tanks gain 50 Defense per enemy targeting them.
Every 10 Seconds, the Tank with the highest current HP Taunts all enemies.

After Stall (20), Tanks gain 1 HP/S per 8 Defense they have.

Tanks gain 30 Defense.

At start of combat, inflict 25 Poison on all enemies per Tank in combat.

After Stall (15), Tanks permanently gain 8 Defense.

Whenever a Tank is auto attacked, they apply 2 Poison to the attacker.

Tank's Stall abilities trigger 8 seconds faster.

Whenever a Tank is auto attacked, they gain 2 Defense.

Tanks gain 30 Defense and 200 Max HP.

On Stall trigger, deal 8 damage to all enemies for each Rush you've triggered this game.
On Rush trigger, give 8 lasting Shields to all Heroes for each Stall you've triggered this game.

After Stall (90), break the rift.

Whenever a Hero inflicts Burn, also inflict 50% of the Burn applied as Frost.
Whenever a Hero inflicts Frost, also inflict 50% of the Frost applied as Burn.

Every other Stall trigger, gain 1 Shard.
Every other Rush trigger, gain 1 Shard.

On Stall or Rush trigger, give Heroes a lasting 10% Max HP Shield and 2 Mana Regen.

Every 3 Stall triggers, Stun all enemies for 2 seconds.
Every 3 Rush triggers, Stun all enemies for 2 seconds.

Quest Win a combat with 4 or more heroes of the same class in combat or in the reserves.
Reward Increase your team size by 1 (Max: 5).

Quest Win a combat with 3 or more Heroes of the same Class in play.
Reward Gain 30 Shards.

Heroes gain 1d3 Omnivamp.
On combat victory, permanently increase the Omnivamp gained by 2.

Heroes gain 10 Omnivamp.

Get an item which makes a Hero count as a Vanguard during combat.

Get an item which benefits Vanguards.

At start of combat, Vanguards gain Shields equal to 25% of their Max HP.

For Rush (8), Vanguards gain +100% Max HP.

Vanguards gain 200 Max HP and 25 Attack.

Every 5 seconds if there is a Vanguard in combat, Heroes gain 150 Shields.

Vanguard's Rush abilities last 3 seconds longer.

Whenever a Vanguard auto attacks, they inflict 4 Burn on their target.

Whenever a Vanguard is auto attacked, they inflict 4 Burn on the attacker.

Whenever a Vanguard goes below 50% Max HP for the first time each combat they gain +33% Attack Speed, +33% Attack, and +33% Defense.

Vanguards gain 200 Max HP.

At start of combat, inflict 45 Burn on all enemies per Vanguard in combat.

Vanguards gain 200 Max HP and 30 Defense.

For Rush (10), Vanguards gain 1 Attack and 1 Defense per 25 Max HP.

Heroes gain 400 Max HP.
Whenever a Vanguard auto attacks or is auto attacked, they gain 10 Max HP. Every 200 Max HP gained this way, give them 25 Attack and increase their size.

Whenever an enemy takes 50 or more damage from Poison, they also take damage equal to 4% of their Max HP.

Whenever an enemy takes Poison damage, Heroes gain 2 Crit.

Quest Win 3 combats.
Reward Gain 25 Shards.

Quest Auto attack 150 times.
Reward Each Hero's first auto attack against each enemy gains 750 Crit.

Heroes gain 1d75 Max HP.
On combat victory, permanently increase the Max HP gained by 50.

Get an item which makes a Hero count as a Warrior during combat.

Get an item which benefits Warriors.

At start of combat, Warriors gain a lasting Shield equal to 500% of their Attack.

Heroes gain 50 Attack.
Whenever a Warrior deals damage, they gain lasting Shields equal to 10% of the damage dealt.

Whenever a Warrior Crits, they deal bonus damage equal to 100% of their Attack.

If there is a Warrior in combat, your Hero's auto attacks gain 50 Crit.

Warrior's Rush abilities last 3 seconds longer.

Whenever a Warrior kills, they gain +50% Attack, heal 100% of their Max HP and gain 100 Mana.

Warriors gain 25 Attack.

For each Warrior in combat, Rush abilities last 2 seconds longer.

Whenever a Warrior Crits, they heal equal to 50% of their Attack.

Warriors gain 25 Attack and 15 Crit.

Rush (10): Warriors gain +50% Attack.

For Rush (8), whenever a Warrior Crits an enemy reduce the enemy's Defense by 15.

Warriors gain 25 Attack and 20 Attack Speed.
Heroes have 25% decreased basic stats.