
A complete list of all Guildrun relics with their effects, quests, and rarity.


Quest: Trigger Rush 3 times.
Rush abilities last 1 second longer.


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


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


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


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


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


For Rush (10), Heroes gain 20 HP/S.


For Rush (6), Heroes gain +1% basic stats for every 2 times you've triggered Rush this game.

Quest: Trigger Rush 25 times.
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.


On Rush trigger, Heroes gain 250 Shields.


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


Shop rerolls cost 2 less.


Quest: Trigger Rush or Stall 25 times.
On Rush or Stall trigger, Heroes gain 10 Attack Speed and 15 Defense.


Gain 40 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 25 Active Abilities.
Heroes gain 25 Starting Mana.


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.

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

Quest: Win a combat with Heroes of 3 or more different ranks in combat.
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.
Start with 5 fewer Shards.


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 4 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.


For Rush (4), Assassins gain Stealth and 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.


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


Quest: Win 6 combats.
Gain 50 Shards.


Quest: Inflict 150 Burn.
Gain 15 Shards.


Whenever a Hero inflicts Burn, inflict 33% more.


Quest: Inflict 1200 Burn.
The first time each enemy reaches 100 Burn, inflict 50 Burn on their nearest ally.


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


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


Quest: Inflict 600 Burn.
Whenever a Hero inflicts Burn, they gain 1 Magic and 1 Attack per 6 Burn inflicted.


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


Quest: Inflict 300 Burn.
Heroes gain 200 Max HP and 25 Attack.


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.


Heroes gain 1d6 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.
Start with 5 fewer Shards.


Get a random rare item that gives Crit.


On Crit, the Hero that Crit steals 60 Max HP from their target.


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

Quest: Crit 200 times.
Increase your team size by 1 (Max: 5).


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.
Heroes gain 25 Attack Speed and 5 Omnivamp.


At start of combat, Heroes take damage equal to 10% of their Max HP.


Quest: Trigger Stall 3 times.
Stall abilities trigger 2 seconds faster.


After Stall (15, Stall 30, and Stall 45), Heroes gain 800 lasting Shields.


After Stall (25, Stall 50, and Stall 75), give Heroes +20% to all their basic stats.


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


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


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


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


On Stall Trigger: Heroes gain 10 Attack Speed and 10 Magic.


After Stall (20), Heroes gain 10 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.
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.


On Stall trigger, Heroes heal 250.


Quest: Trigger Stall 4 times.
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.


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.

Quest: Win a combat with only 1 surviving Hero.
Increase your team size by 1 (Max: 5).


Quest: Win a combat with 3 or more Heroes that do not share a Class in play.
Gain 25 Shards.

Quest: Inflict 5000 Debuffs.
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.
Start with 5 fewer Shards.


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 gain 1 Attack Speed and 1 Attack 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 (12), whenever a Duelist auto attacks they also hit the nearest enemy to their target, dealing 25% 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 1 Poison on their target.


Heroes gain 1d6 Magic.
On combat victory, permanently increase the Magic gained by 6.


Instantly rank up the above Hero.
Start with 10 fewer Shards.


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.


Quest: Inflict 100 Frost.
Gain 15 Shards.


Whenever a Hero inflicts Frost, inflict 33% more.


Quest: Inflict 800 Frost.
The first time each enemy reaches 75 Frost, Stun them for 2 seconds.


At start of combat, inflict 10 Frost on all enemies.


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


Quest: Inflict 400 Frost.
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 20 Frost on all enemies.


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


Quest: Generate 25 Shards.
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.
Get 4 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.
Increase your team size by 1 (Max: 5).

Increase your team size by 1 (Max: 5).


Get a random rare item that gives Max HP.


Heroes can equip an additional item (Max: 5).


On Rush trigger, inflict 20 Burn on all enemies.


Items cost 2 fewer Shards.


Get 5 random common items.
Start with 5 fewer Shards.


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.
Start with 5 fewer Shards.


Whenever a Mage casts, they deal damage to the lowest-health enemy equal to 300% of their Magic.


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.


Whenever a Mage casts, all enemies in their range take 4 damage per Frost and 2 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 6 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 100% of the Mana spent.


Mages gain 25 Magic.


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


Mages gain 25 Magic and 15 Crit.


After Stall (15 and Stall 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.


Auto attacks by Assassins, Duelists, and Warriors gain 100 Crit.

Quest: Reroll the shop 9 times, then complete a combat.
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.
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.
Start with 5 fewer Shards.


Heroes gain 8 Mana Regen.
Whenever a Mystic Shields a Hero, give that Hero lasting Shields equal to 50% 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 50% 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.


Get all 7 Crests. Crests are items which make a Hero count as having an additional class during combat.

Quest: Win a combat with a Hero of all 7 classes in combat or in the reserves.
Increase your team size by 1 (Max: 5).


At start of combat, if no Heroes in combat share a Class all Heroes gain +33% 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.
At start of Combat, inflict 25 Poison, 50 Frost, and 75 Burn on all enemies.


At start of combat, inflict 3 Poison, 6 Frost, and 9 Burn on all enemies.


Quest: Inflict 250 Debuffs.
Gain 15 Shards.


Quest: Inflict 750 Debuffs.
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 1d10 Defense.
On combat victory, permanently increase the Defense gained by 10.


Quest: Inflict 50 Poison.
Gain 15 Shards.


Whenever a Hero inflicts Poison, inflict 33% more.


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


At start of combat, inflict 5 Poison on all enemies.


After Stall (10 and Stall 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 200 Poison.
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.
Heroes gain 20 Attack Speed and 15 Crit.


Heroes gain 10% basic stats.


Heroes gain 1d4 Crit.
On combat victory, permanently increase the Crit gained by 4.


Quest: Crit 40 times.
On Crit, reduce the target's Defense by 4.


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


On Crit, the Hero that Crit heals 40 and gains 4 Mana.


For Rush (10), Heroes gain 60 Crit.


After Stall (15 and Stall 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).


The shop shows an additional relic.


Quest: Win a combat with 2 Heroes in your reserves.
At start of combat, Heroes in the Reserves permanently gain a small amount of every stat.


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


Quest: Generate 20 Shards.
At start of combat, gain 2 Shards.


Quest: Generate 25 Shards.
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 Shards generated, deal 500 damage to all enemies.


On combat victory, gain 3 Shards.


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).


Gain 15 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).


On Shards generated, Heroes gain 1000 Shields.


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

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


Quest: Apply 1250 Shields.
Gain 15 Shards.


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


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


At start of combat, heroes gain 250 lasting Shields.


Quest: Apply 7500 Shields.
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 33% of the Shield applied.


Heroes gain 15 Crit and 4 Mana Regen while Shielded.


Whenever an enemy damages a Hero's Shields, deal 200% 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 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 75% of the damage back to the source.


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

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


Emergency Rewind starts with 30 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 5 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.


Heroes lose 12 Attack.


Heroes lose 10 Attack Speed.


Heroes lose 7 Crit.


Heroes lose 15 Defense.


Heroes lose 12 Magic


Heroes lose 2 Mana Regen.


Heroes lose 100 Max HP.


Heroes gain 25 Attack.


Heroes gain 20 Attack Speed.


Heroes gain 15 Crit.


Heroes gain 30 Defense.


Heroes gain 25 Magic.


Heroes gain 4 Mana Regen.


Heroes gain 200 Max HP.


Heroes gain 500 Max HP.


Gain 1 extra Shard per surviving Hero at end of combat.
Start with 5 fewer Shards.


Heroes gain 1d5 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.
Start with 5 fewer Shards.


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 20 Poison on all enemies per Tank in combat.


After Stall (15), Tanks permanently gain 5 Defense.


Whenever a Tank is auto attacked, they apply 1 Poison to the attacker.


Tank's Stall abilities trigger 6 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.

Quest: Trigger Rush or Stall 40 times.
Increase your team size by 1 (Max: 5).


Enemies gain 5% basic stats.


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.
Increase your team size by 1 (Max: 5).


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


Heroes gain 1d2 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.
Start with 5 fewer Shards.


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 3 Burn on their target.


Whenever a Vanguard is auto attacked, they inflict 3 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 4 combats.
Increase your team size by 1 (Max: 5).


Quest: Win 3 combats.
Gain 25 Shards.


Quest: Auto attack 200 times.
Each Hero's first auto attack against each enemy gains 750 Crit.


Heroes gain 1d50 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.
Start with 5 fewer Shards.


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 15% 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 20.


Warriors gain 25 Attack and 20 Attack Speed.