How many Guildrun relics are in the demo?
Steam listing and wiki planning both cite 300+ relics. Practical runs end with a focused subset — coherence matters more than collecting everything.

Filter the 281-relic demo catalog by name, rarity, or effect text. Clear the box to restore every rarity group.
Browse every demo relic below by rarity. Pair with items for seat-level gear and specializations for rank nodes that reinforce your tags.
25 legendary relics in the demo catalog.
| Relic | Rarity | Shop | Effect |
|---|---|---|---|
| Legendary | 40 | For Rush ( 6 ), Heroes gain + 1 % basic stats for every 2 times you've triggered Rush this game. | |
| Legendary | 40 | Whenever a Mage or Mystic casts , they deal damage equal to 100 % of their Magic to all enemies and apply Shields equal to 1000 % of their Mana Regen to all Heroes. | |
| Legendary | 40 | 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. | |
| Legendary | 40 | Whenever an enemy with 100 or more Burn dies, damage all enemies in a large area around them equal to 50 % of their Max HP . | |
| Legendary | 40 | 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. | |
| Legendary | 40 | After Stall ( 45 ), Heroes gain + 1 % basic stats for every 2 times you've triggered Stall this game. | |
| Legendary | 40 | At start of combat, Tanks and Vanguards gain Shields equal to 100 % of their Max HP . After Stall ( 20 and Stall 40 ), Tanks and Vanguards gain Shields equal to 1000 % of their Defense . | |
| Legendary | 40 | Heroes gain 40 Attack Speed . Whenever a Duelist auto attacks , they deal 5 bonus damage for each time they have auto attacked this combat. | |
| Legendary | 40 | Frost now deals damage to enemies when it ticks down (like Burn does). | |
| Legendary | 40 | For Rush ( 1 ), Heroes gain + 150 % basic stats . | |
| Legendary | 40 | Heroes can equip an additional item (Max: 5 ). | |
| Legendary | 40 | Heroes gain 50 Magic . Whenever a Mage casts , they inflict Burn and Frost on all enemies in their range equal to 20 % of their Magic . | |
| Legendary | 40 | Auto attacks by Assassins , Duelists , and Warriors gain 100 Crit . | |
| Legendary | 40 | Heroes gain 8 Mana Regen . Whenever a Mystic Shields a Hero, give that Hero lasting Shields equal to 50 % of the Shield applied. | |
| Legendary | 40 | Get all 7 Crests. Crests are items which make a Hero count as having an additional class during combat. | |
| Legendary | 40 | At start of combat and every 10 seconds, inflict 10 Poison , 20 Frost , and 30 Burn on all enemies. | |
| Legendary | 40 | The Rift Storm starts 30 seconds sooner. Heroes take 100 % reduced damage from The Rift Storm . | |
| Legendary | 40 | On Shards generated, deal damage to all enemies equal to 10 % of their Max HP (Minimum: 2500 damage). | |
| Legendary | 40 | Whenever an enemy damages a Hero's Shields , deal 200 % of the damage back to the source. | |
| Legendary | 40 | Heroes gain 60 Defense . Every 8 times a Tank is auto attacked , Stun that attacking enemy for 1.5 seconds. | |
| Legendary | 40 | 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. | |
| Legendary | 40 | After Stall ( 90 ), break the rift. | |
| Legendary | 40 | 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. | |
| Legendary | 40 | Whenever an enemy takes 50 or more damage from Poison , they also take damage equal to 4 % of their Max HP . | |
| Legendary | 40 | Heroes gain 50 Attack . Whenever a Warrior deals damage, they gain lasting Shields equal to 15 % of the damage dealt. |
107 unique relics in the demo catalog.
| Relic | Rarity | Shop | Effect |
|---|---|---|---|
| Unique | — | Quest: Trigger Rush 3 times. Reward: Rush abilities last 1 second longer. | |
| Unique | — | On Rush trigger, give Heroes 10 Attack Speed and 10 Attack . | |
| Unique | — | On Rush trigger, Heroes gain 250 Shields . | |
| Unique | — | Gain 40 Shards . Start with Emergency Rewind unavailable. | |
| Unique | — | Get an item which makes a Hero count as an Assassin during combat. | |
| Unique | — | Get an item which benefits Assassins . Start with 5 fewer Shards . | |
| Unique | — | Assassins gain 15 Crit and 25 Attack . | |
| Unique | — | Assassins gain 15 Crit and 25 Magic . | |
| Unique | — | Assassin's Rush abilities last 3 seconds longer. | |
| Unique | — | Assassins gain 1 Attack and 1 Magic per 5 Shards you've generated this game. | |
| Unique | — | Whenever an Assassin Crits , they permanently gain 1 Attack and 1 Magic . | |
| Unique | — | Whenever an Assassin kills an enemy, gain 4 Shards . | |
| Unique | — | Assassins gain Stealth for 3 seconds the first time they go below 33 % Max HP each combat. | |
| Unique | — | Get a random rare item that gives Attack . | |
| Unique | — | Get a random rare item that gives Attack Speed . | |
| Unique | — | Quest: Win 6 combats. Reward: Gain 50 Shards . | |
| Unique | — | Quest: Inflict 150 Burn . Reward: Gain 15 Shards . | |
| Unique | — | At start of combat, inflict 15 Burn on all enemies. | |
| Unique | — | Get two random items which make a Hero count as having an additional class. Start with 5 fewer Shards . | |
| Unique | — | Get a random rare item that gives Crit . | |
| Unique | — | Quest: Trigger Stall 3 times. Reward: Stall abilities trigger 2 seconds faster. | |
| Unique | — | On Stall Trigger: Heroes gain 10 Attack Speed and 10 Magic . | |
| Unique | — | On Stall trigger, Heroes heal 250 . | |
| Unique | — | Get a random rare item that gives Defense . | |
| Unique | — | Get an item which makes a Hero count as a Duelist during combat. | |
| Unique | — | Get an item which benefits Duelists . Start with 5 fewer Shards . | |
| Unique | — | Whenever a Duelist auto attacks, they inflict 2 Frost on their target. | |
| Unique | — | Duelists gain 20 Attack Speed and 25 Attack . | |
| Unique | — | Whenever a Duelist auto attacks, they inflict 3 Burn on their target. | |
| Unique | — | Whenever a Duelist auto attacks, they gain 1 Attack Speed and 1 Attack per type of Debuff on their target. | |
| Unique | — | Duelists gain 20 Attack Speed and 15 Crit . | |
| Unique | — | Duelists gain 1 Crit per 5 Shards you've generated this game. | |
| Unique | — | Whenever a Duelist auto attacks, they inflict 1 Poison on their target. | |
| Unique | — | Instantly rank up the above Hero. Start with 10 fewer Shards . | |
| Unique | — | Quest: Inflict 100 Frost . Reward: Gain 15 Shards . | |
| Unique | — | At start of combat, inflict 10 Frost on all enemies. | |
| Unique | — | Get a random rare item that gives Max HP . | |
| Unique | — | Items cost 2 fewer Shards . | |
| Unique | — | Get 5 random common items. Start with 5 fewer Shards . | |
| Unique | — | Heroes gain 1 % basic stats . Every 2 combat victories, permanently increase the amount of basic stats by 1 %. | |
| Unique | — | Get an item which makes a Hero count as a Mage during combat. | |
| Unique | — | Get an item which benefits Mages . Start with 5 fewer Shards . | |
| Unique | — | Whenever a Mage casts , all enemies in their range take 4 damage per Frost and 2 damage per Burn they have. | |
| Unique | — | After Stall ( 15 ), Mages permanently gain 6 Magic . | |
| Unique | — | Mages gain 25 Magic and 4 Mana Regen . | |
| Unique | — | Whenever a Mage casts , they inflict Frost on their target equal to 66 % of the Mana spent. | |
| Unique | — | Whenever a Mage casts , they inflict Burn on their target equal to 100 % of the Mana spent. | |
| Unique | — | Mages gain 25 Magic and 15 Crit . | |
| Unique | — | After Stall ( 15 and Stall 30 ), Mages gain 100 Mana . | |
| Unique | — | Get a random rare item that gives Magic . | |
| Unique | — | Get a random rare item that gives Mana Regen . | |
| Unique | — | Get a random rare relic. | |
| Unique | — | Get an item which makes a Hero count as a Mystic during combat. | |
| Unique | — | Get an item which benefits Mystics . Start with 5 fewer Shards . | |
| Unique | — | Whenever a Mystic casts , they Shield the lowest-health Hero equal to 500 % of their Mana Regen . | |
| Unique | — | Mystics gain 4 Mana Regen and 25 Magic . | |
| Unique | — | Whenever a Mystic casts , they gain 2 Magic per type of Debuff on all enemies. | |
| Unique | — | Every 5 times a Mystic casts , gain 1 Shard . | |
| Unique | — | Whenever a Mystic casts , they gain Magic equal to 50 % of their Mana Regen . | |
| Unique | — | Whenever a Mystic casts , they Shield the nearest Hero equal to the total number of Debuff stacks on all enemies. | |
| Unique | — | Mystics gain 4 Mana Regen and 200 Max HP . | |
| Unique | — | At start of combat, inflict 3 Poison , 6 Frost , and 9 Burn on all enemies. | |
| Unique | — | Quest: Inflict 250 Debuffs . Reward: Gain 15 Shards . | |
| Unique | — | Quest: Inflict 50 Poison . Reward: Gain 15 Shards . | |
| Unique | — | At start of combat, inflict 5 Poison on all enemies. | |
| Unique | — | Heroes can equip two additional items (Max: 6 ). Max team size is decreased by 1 . | |
| Unique | — | Increase max team size by 1 (Max: 5 ). Heroes have 1 fewer item slot (Min: 1 ). | |
| Unique | — | The shop shows an additional relic. | |
| Unique | — | Quest: Generate 20 Shards . Reward: At start of combat, gain 2 Shards . | |
| Unique | — | On Shards generated, deal 500 damage to all enemies. | |
| Unique | — | Gain interest on saved Shards . At the end each combat, gain 1 additional Shard per 5 Shards in your bank (Max: 20 . Does not count towards generation ). | |
| Unique | — | Gain 15 Shards . | |
| Unique | — | On Shards generated, Heroes gain 1000 Shields . | |
| Unique | — | Quest: Apply 1250 Shields . Reward: Gain 15 Shards . | |
| Unique | — | At start of combat, heroes gain 250 lasting Shields . | |
| Unique | — | Heroes gain 15 Crit and 4 Mana Regen while Shielded . | |
| Unique | — | Emergency Rewind starts with 30 more Shards . | |
| Unique | — | Gain a random common item, a random common relic, and 5 Shards . | |
| Unique | — | Gain 1 extra Shard per surviving Hero at end of combat. Start with 5 fewer Shards . | |
| Unique | — | Get an item which makes a Hero count as a Tank during combat. | |
| Unique | — | Get an item which benefits Tanks . Start with 5 fewer Shards . | |
| Unique | — | Tanks gain 30 Defense and 25 Magic . | |
| Unique | — | Whenever a Tank is auto attacked, they apply 2 Frost to the attacker. | |
| Unique | — | After Stall ( 15 ), Tanks permanently gain 5 Defense . | |
| Unique | — | Whenever a Tank is auto attacked, they apply 1 Poison to the attacker. | |
| Unique | — | Tank's Stall abilities trigger 6 seconds faster. | |
| Unique | — | Whenever a Tank is auto attacked, they gain 2 Defense . | |
| Unique | — | Tanks gain 30 Defense and 200 Max HP . | |
| Unique | — | Heroes gain 10 Omnivamp . | |
| Unique | — | Get an item which makes a Hero count as a Vanguard during combat. | |
| Unique | — | Get an item which benefits Vanguards . Start with 5 fewer Shards . | |
| Unique | — | At start of combat, Vanguards gain Shields equal to 25 % of their Max HP . | |
| Unique | — | Vanguards gain 200 Max HP and 25 Attack . | |
| Unique | — | Vanguard's Rush abilities last 3 seconds longer. | |
| Unique | — | Whenever a Vanguard auto attacks, they inflict 3 Burn on their target. | |
| Unique | — | Whenever a Vanguard is auto attacked, they inflict 3 Burn on the attacker. | |
| Unique | — | Vanguards gain 200 Max HP and 30 Defense . | |
| Unique | — | For Rush ( 10 ), Vanguards gain 1 Attack and 1 Defense per 25 Max HP . | |
| Unique | — | Get an item which makes a Hero count as a Warrior during combat. | |
| Unique | — | Get an item which benefits Warriors . Start with 5 fewer Shards . | |
| Unique | — | At start of combat, Warriors gain a lasting Shield equal to 500 % of their Attack . | |
| Unique | — | Whenever a Warrior Crits , they deal bonus damage equal to 100 % of their Attack . | |
| Unique | — | Warrior's Rush abilities last 3 seconds longer. | |
| Unique | — | Whenever a Warrior Crits , they heal equal to 50 % of their Attack . | |
| Unique | — | Warriors gain 25 Attack and 15 Crit . | |
| Unique | — | Rush ( 10 ): Warriors gain + 50 % Attack . | |
| Unique | — | Warriors gain 25 Attack and 20 Attack Speed . |
59 epic relics in the demo catalog.
| Relic | Rarity | Shop | Effect |
|---|---|---|---|
| Epic | 30 | Quest: Trigger Rush 15 times. Reward: Rush abilities last 4 seconds longer. | |
| Epic | 30 | On kill for Rush ( 20 ), gain 12 Shards . | |
| Epic | 30 | For Rush ( 2 ), Heroes are immune to damage. | |
| Epic | 30 | On Rush trigger, give Heroes 15 Crit . | |
| Epic | 30 | Quest: Trigger Rush or Stall 25 times. Reward: On Rush or Stall trigger, Heroes gain 10 Attack Speed and 15 Defense . | |
| Epic | 30 | Heroes gain 20 Magic per rank of each Mage in the reserves and 2 Mana Regen per rank of each Mystic in the reserves . | |
| Epic | 30 | Whenever an Assassin kills an enemy they permanently gain 7 Crit then you gain 1 Shard per 100 Crit they have (Max: 10 ). | |
| Epic | 30 | For Rush ( 4 ), Assassins gain Stealth and 200 Crit . | |
| Epic | 30 | Whenever an enemy takes Poison or Burn damage, heal all adjacent Heroes to them for 50 % of that damage. | |
| Epic | 30 | Quest: Inflict 1200 Burn . Reward: The first time each enemy reaches 100 Burn , inflict 50 Burn on their nearest ally. | |
| Epic | 30 | Whenever an enemy dies, transfer their Burn to the nearest enemy. | |
| Epic | 30 | On Crit, the Hero that Crit steals 60 Max HP from their target. | |
| Epic | 30 | Quest: Crit 100 times. Reward: Each Hero's first auto attack against each enemy gains 1500 Crit and Stuns them for 2.5 seconds. | |
| Epic | 30 | After Stall ( 15 , Stall 30 , and Stall 45 ), Heroes gain 800 lasting Shields . | |
| Epic | 30 | After Stall ( 25 , Stall 50 , and Stall 75 ), give Heroes + 20 % to all their basic stats . | |
| Epic | 30 | Quest: Trigger Stall 15 times. Reward: Stall abilities trigger 9 seconds faster. | |
| Epic | 30 | After Stall ( 15 ) and Stall ( 30 ), double the amount of Poison on all enemies. | |
| Epic | 30 | After Stall ( 30 and Stall 60 ), gain 12 Shards . | |
| Epic | 30 | Heroes gain 30 Defense per rank of each Tank in the reserves and 200 Max HP per rank of each Vanguard in the reserves . | |
| Epic | 30 | For Rush ( 10 ), Duelists gain 150 Attack Speed . | |
| Epic | 30 | After Stall ( 12 ), whenever a Duelist auto attacks they also hit the nearest enemy to their target, dealing 25 % damage and applying on-hit effects. | |
| Epic | 30 | Whenever a Duelist auto attacks, they randomly inflict 2 Poison , 4 Frost , or 6 Burn on their target. | |
| Epic | 30 | Quest: Inflict 800 Frost . Reward: The first time each enemy reaches 75 Frost , Stun them for 2 seconds. | |
| Epic | 30 | Whenever an enemy dies, transfer their Frost to the nearest enemy. | |
| Epic | 30 | Whenever a Hero inflicts Frost , they gain 6 Shields per Frost inflicted. | |
| Epic | 30 | Quest: Win a combat with 66 or more Shards in your bank. Reward: Get 4 random Crest items. Crest items make a Hero count as having an additional class. | |
| Epic | 30 | On Rush trigger, inflict 20 Burn on all enemies. | |
| Epic | 30 | Whenever a Mage casts , they deal damage to the lowest-health enemy equal to 300 % of their Magic . | |
| Epic | 30 | Whenever a Mage auto attacks , they deal bonus damage to their target equal to 100 % of their Magic . | |
| Epic | 30 | 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 . | |
| Epic | 30 | Heroes gain 2 Attack Speed for each time you've rerolled the shop this game. | |
| Epic | 30 | Whenever a Mystic Shields a Hero, damage their nearest enemy for 50 % of the Shield applied. | |
| Epic | 30 | Whenever a Mystic casts after Stall ( 15 ), they give the nearest Hero Magic and Attack equal to 66 % of their Mana Regen . | |
| Epic | 30 | At start of combat, if no Heroes in combat share a Class all Heroes gain + 33 % to all their basic stats . | |
| Epic | 30 | At start of combat, if all Heroes in combat share a Class all Heroes gain + 20 % to all their basic stats . | |
| Epic | 30 | For Rush ( 12 ), if an enemy would gain a Debuff they gain 2 more. | |
| Epic | 30 | 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. | |
| Epic | 30 | Every 4 seconds, Heroes gain 1 Attack Speed and 2 Attack per type of Debuff on all enemies. | |
| Epic | 30 | Quest: Inflict 400 Poison . Reward: The first time each enemy reaches 50 Poison , they lose 33 % Max HP , 50 % Attack , and 50 % Attack Speed . | |
| Epic | 30 | Whenever an enemy dies, transfer their Poison to the nearest enemy. | |
| Epic | 30 | 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. | |
| Epic | 30 | Quest: Generate 25 Shards . Reward: On Shards generated, generate 1 more Shard . | |
| Epic | 30 | Heroes gain 1 Attack Speed per 5 Shards you've generated this game. | |
| Epic | 30 | Heroes gain Crit equal to the number of Shards in bank (Max: 1000 ). | |
| Epic | 30 | Quest: Apply 15000 Shields . Reward: Heroes gain + 50 % Defense and + 50 % Crit while Shielded . | |
| Epic | 30 | Whenever a Hero gains Shields from any source but itself, damage the nearest enemy to them for 33 % of the Shield applied. | |
| Epic | 30 | At start of combat and after Stall ( 20 ), spend 1 Shard to apply lasting Shields to all Heroes, then permanently increase the amount of Shields this applies by 50 . | |
| Epic | 30 | Heroes gain 3 Defense for each time you've rerolled the shop this game. | |
| Epic | 30 | Tanks gain 50 Defense per enemy targeting them. Every 10 Seconds, the Tank with the highest current HP Taunts all enemies. | |
| Epic | 30 | After Stall ( 20 ), Tanks gain 1 HP/S per 8 Defense they have. | |
| Epic | 30 | 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 . | |
| Epic | 30 | Every other Stall trigger, gain 1 Shard . Every other Rush trigger, gain 1 Shard . | |
| Epic | 30 | On Stall or Rush trigger, give Heroes a lasting 10 % Max HP Shield and 2 Mana Regen . | |
| Epic | 30 | Every 3 Stall triggers, Stun all enemies for 2 seconds. Every 3 Rush triggers, Stun all enemies for 2 seconds. | |
| Epic | 30 | For Rush ( 8 ), Vanguards gain + 100 % Max HP . | |
| Epic | 30 | Whenever a Vanguard goes below 50 % Max HP for the first time each combat they gain + 33 % Attack Speed , + 33 % Attack , and + 33 % Defense . | |
| Epic | 30 | Whenever an enemy takes Poison damage, Heroes gain 2 Crit . | |
| Epic | 30 | Whenever a Warrior kills , they gain + 50 % Attack , heal 100 % of their Max HP and gain 100 Mana . | |
| Epic | 30 | For Rush ( 8 ), whenever a Warrior Crits an enemy reduce the enemy's Defense by 20 . |
60 rare relics in the demo catalog.
| Relic | Rarity | Shop | Effect |
|---|---|---|---|
| Rare | 20 | Quest: Trigger Rush 6 times. Reward: Rush abilities last 3 seconds longer. | |
| Rare | 20 | Every 2 Rush triggers, gain 1 Shard . | |
| Rare | 20 | On Rush trigger, give Heroes 5 Crit and 10 Attack Speed . | |
| Rare | 20 | Shop rerolls cost 2 less. | |
| Rare | 20 | Mages and Mystics gain 50 Magic and 4 Mana Regen . | |
| Rare | 20 | Quest: Cast 25 Active Abilities. Reward: Heroes gain 25 Starting Mana . | |
| Rare | 20 | If there is an Assassin in combat, Heroes gain Stealth for 3 seconds the first time they go below 66 % Max HP each combat. | |
| Rare | 20 | At start of combat, gain 4 Shards per Assassin in combat. | |
| Rare | 20 | At start of combat, Heroes in the back row gain 40 Attack Speed and increased move speed. | |
| Rare | 20 | At start of combat, Heroes in the back row gain 25 Crit and increased move speed. | |
| Rare | 20 | Whenever a Hero inflicts Burn , inflict 33 % more. | |
| Rare | 20 | For Rush ( 15 ), enemies receive 50 % more Burn damage. | |
| Rare | 20 | Quest: Inflict 600 Burn . Reward: Whenever a Hero inflicts Burn, they gain 1 Magic and 1 Attack per 6 Burn inflicted. | |
| Rare | 20 | Heroes gain 6 Attack . On combat victory, permanently increase the Attack gained by 6 . | |
| Rare | 20 | Quest: Trigger Stall 6 times. Reward: Stall abilities trigger 6 seconds faster. | |
| Rare | 20 | Every 2 Stall triggers, gain 1 Shard . | |
| Rare | 20 | On Stall trigger, give Heroes a 10 % Max HP Shield and 8 Mana . | |
| Rare | 20 | Tanks and Vanguards gain 45 Defense and 300 Max HP . | |
| Rare | 20 | If there is a Duelist in combat, Heroes deal 30 bonus damage with each auto attack. | |
| Rare | 20 | For each Duelist in combat, Stall abilities trigger 4 seconds earlier. | |
| Rare | 20 | Heroes gain 6 Magic . On combat victory, permanently increase the Magic gained by 6 . | |
| Rare | 20 | At start of combat, Heroes in the front row gain 60 Defense and grow in size. | |
| Rare | 20 | At start of combat, Heroes in the front row gain 400 Max HP and grow in size. | |
| Rare | 20 | Whenever a Hero inflicts Frost , inflict 33 % more. | |
| Rare | 20 | After Stall ( 15 , Stall 30 , and Stall 45 ), all enemies receive damage equal to 5 times the amount of Frost they have. | |
| Rare | 20 | Quest: Inflict 400 Frost . Reward: Whenever a Hero inflicts Frost, they gain 1 Magic and 1 Attack per 4 Frost inflicted. | |
| Rare | 20 | Quest: Generate 25 Shards . Reward: On Shards generated, Heroes gain 15 Crit and 500 Shields . | |
| Rare | 20 | If there is a Mage in combat, your Hero's active abilities gain 100 Crit . | |
| Rare | 20 | At start of combat, inflict 15 Frost on all enemies per Mage in combat. | |
| Rare | 20 | Assassins , Duelists , and Warriors gain 15 Crit , 20 Attack Speed , and 25 Attack . | |
| Rare | 20 | 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. | |
| Rare | 20 | If there is a Mystic in combat, Heroes gain 4 Mana Regen and 10 HP/S . | |
| Rare | 20 | At start of combat, Heroes gain a 15 % Max HP Shield per Mystic in combat. | |
| Rare | 20 | For Rush ( 12 ), if an enemy would gain a Debuff they gain 1 more. | |
| Rare | 20 | Quest: Inflict 750 Debuffs . Reward: Gain 30 Shards . | |
| Rare | 20 | After Stall ( 15 ), Heroes gain 1 Defense and 1 Magic per 25 Debuffs on all enemies. | |
| Rare | 20 | Heroes gain 10 Defense . On combat victory, permanently increase the Defense gained by 10 . | |
| Rare | 20 | Whenever a Hero inflicts Poison , inflict 33 % more. | |
| Rare | 20 | After Stall ( 15 ), whenever an enemy with Poison is auto attacked, they take damage equal to their Poison . | |
| Rare | 20 | Quest: Inflict 200 Poison . Reward: Whenever a Hero inflicts Poison, they gain 1 Magic and 1 Attack per 2 Poison inflicted. | |
| Rare | 20 | Heroes gain 4 Crit . On combat victory, permanently increase the Crit gained by 4 . | |
| Rare | 20 | Quest: Crit 40 times. Reward: On Crit, reduce the target's Defense by 4 . | |
| Rare | 20 | On Crit, the Hero that Crit heals 40 and gains 4 Mana . | |
| Rare | 20 | For Rush ( 10 ), Heroes gain 60 Crit . | |
| Rare | 20 | After Stall ( 15 and Stall 30 ), give Heroes a lasting 1 % Max HP Shield for each time you've rerolled the shop this game. | |
| Rare | 20 | After Stall ( 30 ), gain 9 Shards . | |
| Rare | 20 | On combat victory, gain 6 Shards . | |
| Rare | 20 | After Stall ( 15 ), Heroes gain a lasting 33 % Max HP Shield . | |
| Rare | 20 | Quest: Apply 7500 Shields . Reward: Heroes gain 100 Attack and 100 Magic while Shielded . | |
| Rare | 20 | Whenever an enemy damages a Hero's Shields , deal 75 % of the damage back to the source. | |
| Rare | 20 | Heroes gain 5 Attack Speed . On combat victory, permanently increase the Attack Speed gained by 5 . | |
| Rare | 20 | Each second if there is a Tank in combat, Heroes gain 1 Defense . | |
| Rare | 20 | At start of combat, inflict 20 Poison on all enemies per Tank in combat. | |
| Rare | 20 | Heroes gain 2 Omnivamp . On combat victory, permanently increase the Omnivamp gained by 2 . | |
| Rare | 20 | Every 5 seconds if there is a Vanguard in combat, Heroes gain 150 Shields . | |
| Rare | 20 | At start of combat, inflict 45 Burn on all enemies per Vanguard in combat. | |
| Rare | 20 | Quest: Auto attack 200 times. Reward: Each Hero's first auto attack against each enemy gains 750 Crit . | |
| Rare | 20 | Heroes gain 50 Max HP . On combat victory, permanently increase the Max HP gained by 50 . | |
| Rare | 20 | If there is a Warrior in combat, your Hero's auto attacks gain 50 Crit . | |
| Rare | 20 | For each Warrior in combat, Rush abilities last 2 seconds longer. |
30 common relics in the demo catalog.
| Relic | Rarity | Shop | Effect |
|---|---|---|---|
| Common | 10 | For Rush ( 10 ), Heroes gain 20 HP/S . | |
| Common | 10 | Quest: Trigger Rush 4 times. Reward: Rush abilities last 2 seconds longer. | |
| Common | 10 | Assassins gain 15 Crit . | |
| Common | 10 | At start of combat, Heroes in the back row gain 10 Attack Speed and 15 Crit . | |
| Common | 10 | Shop rerolls cost 1 less. | |
| Common | 10 | Quest: Inflict 300 Burn . Reward: Heroes gain 200 Max HP and 25 Attack . | |
| Common | 10 | Quest: Crit 20 times. Reward: Heroes gain 25 Attack Speed and 5 Omnivamp . | |
| Common | 10 | After Stall ( 20 ), Heroes gain 10 HP/S . | |
| Common | 10 | Quest: Trigger Stall 4 times. Reward: Stall abilities trigger 3 seconds faster. | |
| Common | 10 | Quest: Win a combat with 3 or more Heroes that do not share a Class in play. Reward: Gain 25 Shards . | |
| Common | 10 | Duelists gain 20 Attack Speed . | |
| Common | 10 | Each second for Rush ( 10 ), inflict 3 Burn on all enemies. | |
| Common | 10 | At start of combat, Heroes in the front row gain 100 Max HP and 15 Defense . | |
| Common | 10 | At start of combat, inflict 20 Frost on all enemies. | |
| Common | 10 | Quest: Inflict 200 Frost . Reward: Heroes gain 30 Defense and 3 Mana Regen . | |
| Common | 10 | Mages gain 25 Magic . | |
| Common | 10 | Mystics gain 4 Mana Regen . | |
| Common | 10 | At start of combat, inflict 5 Poison , 10 Frost , and 15 Burn on all enemies. | |
| Common | 10 | After Stall ( 10 and Stall 20 ), inflict 10 Poison on all enemies. | |
| Common | 10 | Quest: Inflict 100 Poison . Reward: Heroes gain 20 Attack Speed and 15 Crit . | |
| Common | 10 | Each Hero's first attack against each enemy gains 250 Crit . | |
| Common | 10 | On combat victory, gain 3 Shards . | |
| Common | 10 | Quest: Generate 15 Shards . Reward: Heroes gain 20 Crit and 5 Omnivamp . | |
| Common | 10 | At start of combat, Heroes gain 400 lasting Shields . | |
| Common | 10 | Quest: Apply 2500 Shields . Reward: Heroes gain 30 Magic and 30 Attack . | |
| Common | 10 | Tanks gain 30 Defense . | |
| Common | 10 | Quest: Win a combat with 3 or more Heroes of the same Class in play. Reward: Gain 30 Shards . | |
| Common | 10 | Vanguards gain 200 Max HP . | |
| Common | 10 | Quest: Win 3 combats. Reward: Gain 25 Shards . | |
| Common | 10 | Warriors gain 25 Attack . |
Players searching Guildrun relics want a clear rule for Guildrun by Leyline: which passives to take, which tags to stack, and when to ignore a flashy offer.
Draft heroes on a hex grid, auto-battle through PvE runs, and craft relic-driven builds in a ~20-minute roguelike.
This wiki catalogs 281 demo relics with icons, rarity, and effect text. They are run-defining, party-wide passives — not one-hero gear. First coherent picks often decide whether your builds snowball or stall.
Last framing pass: July 20, 2026. Launch via the Steam store page. Confirm tooltips in-client after weekly patches.
Shop UI teaches the split early: relics affect the whole team; items strengthen individual heroes. Confusing the two is the fastest way to mis-spend shards.

| Layer | Scope | Job | Swap cost |
|---|---|---|---|
| Relics | Party-wide passive | Set run identity and scaling rules | Usually permanent for the run |
| Items | Per-hero equipment | Fill gaps, trigger kits, tune roles | Reassign freely between heroes |
| Specializations | Per-hero kit path | Rewrite abilities and scaling hooks | Respec / pivot when shop allows |
A class-tagged relic (for example, a Warrior attack bonus) still lives in the relic layer — it applies whenever matching heroes are on the board. That is different from an item that only buffs the hero wearing it.
You can hold many relics in one run. Quality of theme beats raw count: six relics that share two tags usually outperform twelve unrelated bonuses.
If every relic offer is off-theme, buy a strong item for your carry or frontline instead of forcing a dead passive. Then re-check relic offers next node. Timing details live on the items guide.
Relic pressure comes from shops, path rewards, bosses, trials, and starter kits — not from a single fixed drop table.
| Source | What you usually see | Player habit |
|---|---|---|
| Shop relic slots | Priced commons / rares / epics | Budget shards; freeze or reroll when close to a theme |
| Path / event nodes | One-of-three choices or priced rares | Prefer future payoff when early combat is already stable |
| Boss / trial rewards | High-impact rare or epic picks | Take only what your board can trigger |
| Starter kits | Early unique / common packages | Pick economy or item kits based on draft plan |
| Class / role grants | Tank / Warrior / Duelist-style packages | Accept when your roster actually has that role |
Some relics ask you to complete a mid-run condition (generate shards, stall, crit thresholds) and then pay out permanent combat bonuses. They look weak on paper until you route shops and path rewards into the quest currency.
Expect common → rare → epic language in UI and events. Higher rarity is not automatically correct — an off-tag epic can be worse than an on-tag common that completes your stack.
Use phase goals so you do not evaluate every offer with late-game greed.

| Phase | Priority | Skip signal |
|---|---|---|
| Opening shops | One clear theme + basic survival/economy | Hyper-specific tags with zero heroes to trigger them |
| Mid-run | Stack the same 1–2 tags; fill sustain or damage amp | Third unrelated theme that splits your shop budget |
| Boss prep | Coverage for the next modifier band | Vanity spikes that ignore frontline death |
| Endless / late | Scalers that keep paying every combat | One-fight burst with no compounding |
Rounds 1–2 should buy a relic that either scales with the heroes you already drafted or enables a tag you can shop into. Pure “maybe later” epics are how soft runs die to act bosses.
If damage is fine but you leak HP, take sustain / shield / stall support. If you never die but bosses live forever, take damage amp that matches your kit (crit, burn, on-hit, etc.). Cross-check the tier list for contextual hero strength, not for a static relic ranking.
When the UI shows three choices, run the same four questions every time.
| Question | Yes → | No → |
|---|---|---|
| Advances my win condition? | Take / budget for it | Only if economy is overflowing |
| Stacks with relics I own? | Priority pick | Treat as a soft pivot cost |
| Still matters in two fights? | Keep considering | Boss-only vanity — usually skip |
| Opens a shop path I can buy? | Strong speculative take | Dead end — skip |
Some effects stack cleanly; others are softer diminishing returns. If two relics do the same job at different strengths, prefer the one that also advances a second tag you care about.
Higher difficulties inject nastier combat rules. Sustain themes need anti-leak answers; armor inflation punishes pure flat attack sticks. Read the climb framing on difficulty before you treat early-demo relic habits as universal.
Relics are the passive constitution of a run. Specs and items are the amendments.
| Layer | Ask | If mismatched |
|---|---|---|
| Relic theme | What rule is the party playing under? | Pivot or force shops toward the theme |
| Specialization | Does the kit generate the tag? | Respec or replace the hero |
| Items | Do triggers fire the theme reliably? | Reassign / sell / buy applicators |
| Positioning | Can the theme survive hex combat? | See positioning guide |
Some of the strongest demo lines start with a defining relic in an early shop, then draft heroes and specs around it. That is the opposite of forcing a pre-chosen four-hero fantasy. Sample framing lives on builds.
Lovers pairs want relics that keep both partners relevant — shared sustain, shared damage amp, or economy that funds two upgrade lines. Pair rules: Lovers synergy. Hex placement still decides whether auras land: positioning.
Most relic losses are decision errors, not RNG curses.
Steam listing and wiki planning both cite 300+ relics. Practical runs end with a focused subset — coherence matters more than collecting everything.
Treat standard picks as permanent for the current run unless a specific event or modifier explicitly offers a sacrifice / reroll. Plan as if every click is final.
No. Relics reset when a run ends. Meta unlocks are about discovering more options over time, not exporting a relic loadout.
Take the relic that defines your direction early, then buy items that fire that theme. If all relic offers are dead, stabilize with items and wait one shop — see items.
No static S-tier ranking holds across difficulties. Use tags + situation, then cross-check heroes on the tier list and comps on builds.
Official Discord and Steam discussions after weekly patches. Start from Discord and updates.
Matched by build plan, shared topics, and guide progression — not random related links.