Guides

Resources & Loot Guide — Uniques, Relics & Progressing Without Levels

Loot and progression in The Relic: First Guardian. No traditional levels — growth comes from unique one-of-a-kind gear, 70+ relic fragments, and 12 cooldown-based skill trees. Drop rates and upgrade costs are unconfirmed.

v1.0Updated: 2026-08-11

The Relic: First Guardian has no traditional level system — no XP, no character levels, no stat points. Growth comes from three confirmed systems instead: one-of-a-kind equipment, 70+ relic fragments with independent passives, and 12 skill trees (two per weapon family) whose skills run on cooldowns. This guide explains how loot feeds that growth — and marks what the community has not verified.


How You Grow Without Levels

Growth SourceWhat It DoesConfirmed
Unique gearEvery weapon/armor piece is one-of-a-kind — your stats come from the uniques you found and forgedYes
Relic fragments (70+)Each grants an independent passive effect; more slots = more passivesYes
Skill trees (12)Buy nodes with Relic Energy; skills fire on cooldowns with no costYes
Boss rewardsBrutals (70-80 fights) drop powerful items and Relic EnergyYes

In practice: exploration is your leveling. Every hidden path, secret area, and temple holds a unique item, a relic, or a shard — and because items never re-drop, each one is a permanent, one-time power gain.


The Unique Loot System: No Duplicates, Ever

This is the game's signature system, and it shapes everything about resource management:

  • Every weapon and armor piece is unique — there are no duplicate drops and no random loot tables. What you find is the only copy that exists.
  • Exploration is the loot system — items are hand-placed in the world, including hidden paths and secret areas. See the Secret Areas guide for where uniques hide.
  • No farming for a "better version" — you cannot grind a stronger copy; you forge instead.
  • Cursed weapons add a gamble — some uniques trade damage for health (risk/reward): harder hits, lost life. Equipping one is a build decision, not a straight upgrade.

Because copies never re-drop, every loot decision is permanent — where you explore, what you equip, and what you forge all matter.


Collecting the 70+ Relics

Relics are the game's main multiplier — 70+ fragments, each with its own independent passive effect (damage boosts, resistances, utility, and more):

  • Each relic is its own passive — effects are independent, so stacking the right combination is the core build loop.
  • Slots are unlocked with Shards of Awakening — found through exploration, brought to Elisa at any camp; each shard unlocks a new relic slot.
  • Relics are freely swappable — you can rebuild between fights, making a growing collection a growing set of options.
  • Collection is power — every new fragment can be slotted in at any time. See the Runes Guide for the fragment system in depth.

The 12 Skill Trees: Cooldowns, Not Costs

There are 12 skill trees — two per weapon family — and the confirmed economy behind them is unusual:

  • Skills are bought with Relic Energy, earned from defeating Brutals and finding Ancient Relic Blessings.
  • Skills run on cooldowns with no resource cost — once bought, every skill is free to use; its only limit is the timer.
  • Trees cover offense, defense, and utility — some nodes raise Health or Stamina, some buff specific relics.
  • The two-tree structure per family is the game's "class system" — blending defines your build.

Because skills cost nothing to cast, buying nodes is pure upside: your rotation grows longer with every Relic Energy purchase.


What to Save vs Spend: Resource Priorities

  • Shards of Awakening — spend immediately: relic slots are the highest-value progression in the game.
  • Shards of Esser — spend immediately: potion capacity is survival (start with 3 potions).
  • Relic Energy — spend on your main family's trees; HP/stamina nodes first, then damage.
  • Forge materials — spend selectively: they upgrade uniques that never re-drop, so commit to long-term weapons.
  • Unused uniques — hold on to them: only one copy exists, and no verified selling/dismantling system exists.

What Is NOT Verified (Drop Rates & Costs)

ClaimStatus
Every weapon/armor piece is unique, no duplicate dropsConfirmed
70+ relics, each with an independent passiveConfirmed
12 skill trees (two per family), skills on cooldownsConfirmed
Growth comes from gear + relics + skills, not levelsConfirmed
Cursed weapons trade damage for healthConfirmed
Exact drop rates for any item or relicUnconfirmed — no verified drop tables exist
Exact upgrade/forging costsUnconfirmed — costs vary and are still being documented
Total number of Shards of Awakening / Esser per playthroughUnconfirmed
Exact skill node costs and tree namesUnconfirmed

Treat any guide that quotes precise drop percentages, upgrade price tables, or shard counts as speculative until verified in-game.


Common Questions

Q: Is there a level system?

A: No. There are no character levels or XP. You grow by collecting unique gear, stacking relic passives, and buying skill tree nodes.

Q: Can I farm for better loot?

A: No. Every weapon and armor piece is unique — there are no duplicate drops. Exploration and bosses are the only sources.

Q: How do I get more relic slots?

A: Find Shards of Awakening through exploration and bring them to Elisa at a camp — each unlocks a new slot.

Q: What are the exact drop rates?

A: Unconfirmed. No verified drop tables exist at launch. The only confirmed rule is that nothing drops duplicates.

Q: Are cursed weapons worth using?

A: They trade damage for health — strong if you have healing relics and confident dodges, a trap otherwise. See the Best Builds Guide for pairing advice.


Verification

Last checked: 2026-08-11

Game version: 1.0

Sources checked: Official Steam patch notes, Steam Community discussions, developer announcements, player reports.

Found an error or outdated info? Let us know. This is an unofficial community guide. Game mechanics may change with updates.