- Title: Prime of Flames
- Release Date: December 15, 2022
- Developer: RAYKA STUDIO
- Publisher: RAYKA STUDIO
Not all artifacts possess equal value. There have been instances where I consistently favored certain relics and actively avoided others. In this guide, I present my personal ranking of these relics, accompanied by detailed notes for each.
The Ranking Tiers
This guide employs a tier system consisting of six levels:
- S – Superlative: Whenever I have the option to select a starting relic, these are my top choices without fail.
- A – Excellent: These relics consistently prove valuable for any party composition.
- B – Good: They are often beneficial but might depend on the specific party composition.
- C – Acceptable: Occasionally helpful, but they can also prove ineffective at times.
- D – Poor: There are consistently superior relic choices available.
- E – Terrible: These relics are just short of being detrimental to your team’s success.
When carrying a Wind Chime (which allows relic re-rolls and adds two additional options), if the initial selection of three relics falls within the C-E tiers, I almost always opt to use the Wind Chime for a re-roll.
During lengthier runs, it’s possible to accumulate 7 or more relics. In such cases, it becomes less critical to exclusively stick to the highest tiers of relics. I fondly remember one of my most remarkable runs, where I centered my strategy around the Bomb Spore relic, which is classified as a C-tier relic.
This experience has convinced me that, when used effectively, all relics can contribute to your success, although some are more likely to prove beneficial, regardless of your party composition.
|Power Core||Invincible & immune to debuffs on turn one||This continues until the beginning of your next turn. A huge advantage is having a complete turn to assault without consequences. In several bouts, I charged and dealt zero damage in one complete turn to all the foes.|
|Abyss Flyer||+1 move||It is considerably simpler to get the charge on your enemies or to redeploy during combat thanks to extra move for all characters. When playing Bronion, this is particularly helpful because some of their characters only have two moves, which is very limited.|
|Claw Hook||Ignore terrain when moving||Unavailable cells, especially hostile cells, can be moved over but not stopped. Some characters already have this, but having it for your complete team opens up new opportunities for outwitting your opponents. a significant benefit on maps where you have to get to a certain place to win.|
|Rainbow Clothes||Gain stealth for the first three turns||Until you attack, are close to an enemy, or reach the conclusion of your third action, you are under stealth. This provides plenty of opportunity to bolster the team and ambush adversaries. The enemy is not permitted to retaliate when revealed from stealth. a significant benefit on maps where you have to get to a certain place to win.|
|Warden’s Chain||Flanking gives +100% crit rate & apply fear||If there are two or more characters close to the adversary, flanking seems to happen. Against bosses, 100% crit significantly increases damage. In the event that ordinary enemies are not immediately killed by the damage, fear causes them to escape until their next turn.|
|White Moon||When attacked resist 1 damage per buff||This relic frequently results in 2-3 armor for the entire party because skills that apply buffs are widespread. This has a significant impact on bosses that survive.|
|Sprout||Killing an enemy recovers 30% max health||Some conflicts can develop into attrition wars. For Ninelie who lack Bronion’s armor or Evernight’s auto-healing, this relic is extremely helpful.|
|Bone Armor||Convert 20% max health into armor||You are not worse off when assaulted as armor offers damage mitigation. The additional armor is preferable if you are assaulted more frequently. The only flaw is effects that deal fixed damage, like thorns. Bronion is fortunate to receive boosts based on armor.|
|Battle Ax||+2 attack and can berserk||A significant damage increase results from the party’s two additional attacks. Characters who go berserk increase their damage output. I rarely had characters go insane and subsequently die, therefore I believe the advantages outweigh the danger of losing control of a character.|
|Ominous Stone||Random debuff to enemies on odd turns||Debuffs that an enemy receives can vary from one another. Some debuffs, like lower crit chance, have little impact, but others, like immobilize or -1 attack range, can seriously hinder a coordinated onslaught against you.|
|Great Spike||Ignore 8 armor when attacking||Some bosses and foes on lengthier tasks can have high armor, and I’ve seen adversaries with 10 armor. With such strong armor, you risk doing nothing but damage. You can ignore practically all enemy armor using this relic.|
|Flame Meteor||Summon meteor on battle start against furthest enemy||Archers and healers/support units are frequently the farthest adversary and can be challenging to approach in melee. These are instantly killed by meteors. The flames left behind by some bosses might be annoying.|
|Bone Spear||When an enemy dies deal 4 damage to the nearest enemy||4 damage can kill some enemies early on in a quest, but later on it ensures that enemies are eliminated. When an enemy is killed after being hit by a bone spear, a chain reaction is started. I’ve got five or more inferior opponents that I can defeat all at once.|
|Battle Drum||Passing with a character give a character another action||Although it states “stationary,” the language also appears to require that a character refrain from attacking. It is useful to turn a character’s inability to do an action into another action because this situation occurs frequently. The character who receives the bonus action appears to be selected at random from among those who have already taken an action.|
|Wine Goblet||+30% Crit rate||A higher crit rate increases your overall damage and is very helpful when facing bosses. Regular damage and crit damage increase together, therefore raising both has positive synergy.|
|Amulet||+50% Crit damage||Increasing crit damage is particularly helpful while fighting bosses. As opposed to crit damage (Amulet), I usually go for crit rate (Wine Goblet). Purchasing things from the merchant is a trustworthy approach to increase crit chance.|
|Golden Hand||+50% coin from battle||More coins lead to increased shopping, item purchases, and boosts. Golden Hand might be A tier, yet it frequently gave me more money than I had the means to spend. This is due to the fact that some maps do not have a merchant and that by default, merchants only have 3 things in stock.|
|Black Sun||When attacking an enemy +1 damage per debuff on enemy||Similar to White Moon, although I found it to be more difficult to benefit allies than to debuff adversaries. Consequently, Black Sun was weaker.|
|Departed Soul||Killing an enemy grants enlarge||Enlarge increases a character’s attack, range, and HP (even for melee characters). The attack range is the most advantageous of these because it stops opponents from retaliating.|
|Poison Armor||When attacked apply poison||The best method for poisoning adversaries is this. But avoiding an attack is frequently a better course of action. I would therefore prefer not to require this artifact. Could be effective when combined with Evernight’s clan healing ability, but you would need to carefully calculate the incoming damage.|
|Flame Sword||Attacking applies burn||The most dependable approach to burn foes is in this manner. Burn disregards armor and possesses a number of synergistic artifacts.|
|Treasured Shield||Enemies take double damage on their turn||Retaliation, poison, burning, bleeding, and some Evernight auras are all considered to be “damage on their turn.” I first misjudged the Shield’s power. However, there are many potential synergies. Additionally, it transforms one of my least favorite boss battles into one of my favorites.|
|Danger Places||Double burn and bleed damage to enemies||Good if you can consistently cause burn and bleeding. If you already own a Flame Sword, that’s great. If you also own the Treasured Shield, incredible.|
|Hellbringer||Enemies under 20% HP die after action||Enemies can still take action before they pass away. This may be effective if your counterattack reduces an enemy’s health to the point where Hellbringer can kill them. However, it can also work against you because a dead foe frees up space for another melee attacker to attack without being retaliated against.|
|Curse Staff||Priest attacks apply debuffs||Even random debuffs are effective. To make this more advantageous than other options, you’ll need at least two priests, and I didn’t always have priests in my party.|
|Scarlet Hand||Warriors get bonus damage 30% of missing health||In addition to attack, bonus damage also affects other sources of damage. In most of my gatherings, I had warriors. Because of their clan healing prowess, Evernight can’t use it; Ninelie, where it compounds with berserk, benefits much.|
|Sledge Hammer||Guards 40% chance to stun||Guards frequently miss their first shot at an enemy, giving you a good chance to stun. Although the likelihood is too remote to be relied upon, it is nonetheless helpful each time it does.|
|Snuff Box||All enemies take 1 damage each turn||1 damage dealt per round is only effective during prolonged battles, much to mending 1 HP using the Grass Stove. Additionally effective when used in conjunction with the Rainbow Clothes or to activate abilities that deal bonus damage to enemies who are not fully healthy.|
|Grass Stove||Heal 1 HP on turn start||Even though it may not seem like much at first, 1 HP might matter in prolonged battles. Frog carving and possible synergy, but there are greater synergies.|
|Frog Carving||+1 max HP on over-healing||The current HP is increased as the maximum HP rises. A single additional maximum HP has little impact. With maximum HP, some skills gain stronger, thus it’s still beneficial. You can purchase Healing Stones as Bronion or while playing Endless Mode. This is significantly more beneficial with two or more healing stones.|
|Witch Doctor||First death per battle, spend 50 coin to revive||Elite battles award 60 coins, while regular battles award 30 coins. Therefore, it is not a big sum of money. Very helpful given that there is a limited amount of reviving in Endless Mode and Desperate Journey.|
|Heart Nectar||If characters attack while alone, +20% crit rate, +20% dodge||Many maps begin with your party dispersed. In these situations, it is a pleasant bonus for everyone. However, only the first character to charge is likely to receive this advantage when the party is assembled.|
|Divine Stone||Allies buffed on even turns||These advantages endure for two turns, so you keep getting advantages. Although buffs are helpful, I rarely decided to acquire random buffs because so many characters have skills that benefit teammates in range 2.|
|Jungle Mask||Immune to poison, bleed, and burn||Instead of adversaries, dangerous terrain (spikes, vines, lava) is the primary cause of these status effects. Therefore, you can generally avoid them. However, when adversaries deal status damage while attacking, this can save lives because attack damage plus status damage is often fatal.|
|Tangle Root||When attacking have 50% chance to immobilize||Good if you have a bunch of ranged weapons. However, it is considerably less advantageous to immobilize an adversary who is already close to you.|
|Colossus of Steel Gall||Summon Colossus on turn 5||Only after completing all three campaigns is this unlocked. Amazing summon with 10 attacks and 100 HP. The majority of battles, nevertheless, ended before turn 5.|
|Reflector||Spawn mirror image that transfers damage to 3 random enemies||A character’s mirror image emerges next to them and vanishes after one attack. If one character has a high attack, this will work well because one move can hit three adversaries.|
|Daruma Doll||Lowest HP ally gets +50% dodge||Standing in grass with this relic makes you virtually unhittable. You won’t be able to avoid reprisals, though, so this will reduce your possibilities for attack. Additionally useless against bosses that use area attacks.|
|Scout Creed||After attack, if scouts don’t kill can move two cells||Hit-and-run strategies will prolong the lives of your scouts. However, before your scouts depart, adversaries still have time to retaliate. has the potential to be used against bosses as removing a character frees up a melee attacker for another.|
|War Pennant||Enemies can not dodge||Knowing that you will always hit your adversaries can be comforting. But I didn’t tend to miss things very frequently. I therefore rarely felt the need for this.|
|Taming Manual||Strong summons get 2 additional skills||Strong summons last the duration of the battle and are permanent. Priests of Ninelie are the main source of them. Maybe not worth it unless you have two or more priests.|
|Ballista||Spawn a ballista on battle start||Ballista have a range of 2–5 in a straight line and 0 movement. The Ballista might not fire once during combat if it doesn’t spawn in the ideal spot.|
|With Basin||Food and tactics 30% cheaper + extended duration||I didn’t utilize much food or strategy, therefore this relic isn’t very valuable. The more you utilize them, the more advantageous this will be for you.|
|Bomb Spore||Characters explode on death 12 damage to adjacent enemies||I don’t like powers that need characters to die because of the restrictions on resurrection. does not apply to summonses with a time limit. But with Ninelie: their priests call animals, and you can hire more, which can be handy for boss battles where some casualties are expected.|
|Death Orb||50% chance to survive lethal damage on 1 HP||Relics that guard against fatal harm are my preference. When resurrecting is scarce and there are numerous boss battles, this relic is especially helpful in Endless Mode / Desperate Journey where some deaths are inevitable.|
|Hades Statue||Auto revise after boss battle (does not work in endless mode)||During boss battles, it’s typical for some characters to perish. You can heal before switching to the next map if you don’t use the healing springs before the boss. The Hades Statue will be useful if you choose not to do this or do not wish to.|
|Demon Toad||Enemies in grass take 5 damage and Poison||The effects of the landscape frequently apply to both you and the enemy. It’s good that grass is solely beneficial. Be aware that some areas (such as the snow city areas) lack grass.|
|Thunderbird||Spawn lightning on two enemy cells each turn||Damage from lightning is sporadic (2–18?). In the majority of turns, enemies walk away from the cell that created lightning. Therefore, this rarely succeeds in reaching its goal. If all characters are in stealth, adversaries won’t move, therefore this could work well.|
|Deer Horns||Not attacking heals 2 hp and gives iron wall||I rather prefer to strike and overpower my opponents in battle than to flee and take cover. However, some conflicts allow for a pause between waves or during repositioning. Those pauses are where this relic shines.|
|Clan Supplies||Energy core (+2 HP, +1 damage, +1 move) spawn at start||The core is simple to pick up because it is placed next to one of your characters. The primary drawback is that I frequently want to use my characters for more than just moving one cell to grab the energy core.|
|Royal Spear||If party does not move +1 range||I only remember this triggering me once when everyone in the gathering was still. It rarely happens that no one moves during a turn. Most helpful when wearing Rainbow Clothes because you can afford to remain motionless and unseen for the entire turn.|
|Arrow Tower||At battle start, build arrow tower (+1 range) on archer cell||Only battles when your archers do not need to move will benefit from this. Your archers won’t likely stay still atop the tower during conflicts where you can fight defensively.|
|Ancient Amulet||Breakthrough gives 30% chance of new bloodline||The sixth ability must be unlocked as a breakthrough. But I never experienced this trigger. If you’re lucky, this might affect two characters on a protracted journey. For this to be beneficial, you might need to unlock several of the lineages from the home base.|
|Ancient Brick||Double effect of grass, flames, berry, idol, thorns, and thundercloud||The advantages of this relic also extend to enemies. Fighting adversaries who are concealed in grass using double-dodge is highly frustrating.|
|Sage Totem||Wraith spawn in empty starting cells||Wraiths appeared on every empty beginning cell when I utilized it. The wraiths, though, were uncontrollable and just a minor annoyance. Additionally, the extra mess might be harmful because it can block cells and activate opponent abilities.|
|Beelicia’s Bud||Spawn 5 berry on battle start||You and your adversaries can both use berries. Frequently moving to berries for healing results in less fighting between characters, fewer opponents slain, and more incoming damage. This is why I never found it beneficial.|
|Explosive Blade||Explosion for 8 damage if kill enemy from full HP||In order for this to be effective, foes must be grouped together and killed when at full health. Only on shorter quests would I take this into account; on longer quests, opponents frequently have too much health to be killed in a single strike.|
|Scarecrow||Odd turns spawn grass, even turns grass becomes scarecrow||The grass may be in a useless area because it spawns at random. Scarecrows have 2-3 health and do 2-3 damage. The greatest way to use scarecrows, in my opinion, is to place them near to foes while they are unarmed, luring them into attacking them rather than one of your characters.|
|Fox Master||Deflection sends damage back to enemy||It appears that deflection is a rare mechanic. Only one skill that could induce a deflect comes to mind. As a result, I never used this because I didn’t know how to initiate deflection.|
|Flying Pan||Lowest HP hero teleports enemy to highest HP hero||This power felt disorganized. A combat might alter which character has the lowest or maximum HP. Enemies that teleport may unexpectedly reorganize the battlefield. need careful planning in order to use effectively.|
|Imitator Dool||Copy an enemy without traits||Having another unit that can deflect damage or block enemies is a result of this. not effective in combating bosses.|
|Old Nostrum||If all 5 classes in battle, characters gain a random trait for that battle||Random traits can ruin your build or strategy, as Potato’s guide (All Unit Traits Glossary) demonstrates. It is simple to overlook the random traits that were formed, and it frequently didn’t happen to have all five classes present in a battle.|
|Contract||+50 coin per allied character than died in battle||This is not a reliable way to make money due to the restrictions on character revival. I was unable to use all of my coin on several lengthier quests. Possible most likely only with a Priest-summon Ninelie team.|
|Red Lotus||Dying heals allies 50% max HP||I’d prefer to avoid requiring this treatment given the restrictions on character resurrection. I would prioritize damage in a boss battle over healing. The healing might matter if you strategically distribute damage among characters.|
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