Viltho · Updated 14 September 2026
Weapons, accessories, relics and spirits
Equip versus owned effects, awakening, relic level bands, spirit levels and partners, soul weapon completion, the Sealed Shrine and the Black Orb, with worked numbers.
Gear in Slayer Legends looks simple: equip the best weapon and accessory you have. But every piece you own keeps working even when it isn’t equipped, and relics, spirits, soul weapons, the Sealed Shrine and the Black Orb each follow their own rules. This guide covers how each scales and where the big jumps are. All of them live in the analyzer’s Equips tab, under Weapons, Accessories, Relics (with the Sealed Shrine beside them), Spirits, Soul Weapons and Black Orb.
Tiers and grades
Weapons and accessories come in seven tiers, from weakest to strongest: Common, Great, Rare, Epic, Legendary, Mythic and Immortal. Every tier except Immortal has four grades, numbered from 4 (weakest) to 1 (strongest), so “Epic 1” beats “Epic 4”. Immortal is a single grade.
Equip effect and owned effect
Each weapon and accessory has two effects:
- Equip effect = the grade’s multiplier × a level factor (× the awakened multiplier for Immortal). Only the grade you have equipped gives this.
- Owned effect = 30% of the equip effect. Every grade you own gives this, equipped or not.
Both go into the same group: weapons raise ATK, accessories raise HP and HP Recovery. So levelling grades you don’t use still adds power. That’s easy to overlook when the game only shows the equipped item. Tick a grade as owned in the analyzer, or its level counts for nothing.
Grade multipliers
| Tier | Weapon grades 4 / 3 / 2 / 1 |
|---|---|
| Common | 7 / 10 / 15 / 20 |
| Great | 35 / 50 / 80 / 120 |
| Rare | 170 / 240 / 330 / 460 |
| Epic | 800 / 1,500 / 2,500 / 4,000 |
| Legendary | 10,000 / 15,000 / 24,000 / 30,000 |
| Mythic | 100,000 / 300,000 / 850,000 / 3,000,000 |
| Immortal | 10,000,000 |
Accessories match weapons up to Legendary, then diverge. Mythic accessories are 100,000 / 180,000 / 300,000 / 1,000,000 and the Immortal accessory is 3,000,000. The jumps inside Mythic are enormous: a Mythic 1 weapon is thirty times a Mythic 4, and a Mythic 1 accessory ten times.
Level factor and awakening
The level factor starts at 1 at level 0 and rises quickly at first, then steadily: about 1.375 at level 1, 3.54 at 10, 8.99 at 100, 25.7 at 500, 50.5 at 1,000 and 82.96 at 1,700.
Awakening is set once for all weapons (Orr) and once for all accessories (Orb), from 0 to 30. It raises the max level of every grade: 200 at awakening 0, plus 50 per awakening, up to 1,700 at awakening 30. At 24 stars of awakening Immortal weapons and accessories count as Ancient, and at 30 they reach the dark blue tier above it.
The Immortal grade also gains an awakened multiplier on top: ×1.18 at the first awakening, ×3.65 at 6, ×21.9 at 18 and ×153 at 30 for the weapon (the accessory is close, ×155.7 at 30). That’s why an Immortal item keeps growing long after lower tiers have flattened out.
Some worked numbers:
- A Common 4 accessory at level 297 gives about 109.9% equip and 33.0% owned.
- A Legendary 1 weapon at level 100 gives 30,000 × 8.986 ≈ 269,581% equip and about 80,874% owned.
- An Immortal weapon at awakening 6 and level 500 gives about 938 million percent equip.
Secondary stats
Every owned weapon from Rare upward also adds crit damage, and it grows with level: (level + 10) × the grade’s rate ÷ 10, so a Legendary 1 at level 100 adds 110 × 0.065 ÷ 10 = +71.5%. At level 0 it adds nothing. Mythic and Immortal weapons add gold as well, and the Immortal weapon’s crit and gold rates rise with awakening.
Owned accessories add a flat amount of mana recovery from Rare upward (0.5% for Rare, 1% Epic, 2% Legendary, 3% Mythic), and the same amount of Max Mana from Legendary upward. These don’t grow with level. Mythic and Immortal accessories also add EXP, which does. The Immortal accessory’s mana and EXP rise with awakening.
Relics
A relic’s value is its level × a factor for the band that level falls in. Most relics step their factor up every ten levels, with a last jump at level 100: Strength Gloves go from 99 × 0.18 = +1,782% at level 99 to 100 × 0.22 = +2,200% at level 100. Invisible Cloak steps less often, and Lucky Pendant and Bracelet of Speed use a single factor throughout. Level 0 means not owned.
| Relic | Stat | At max level |
|---|---|---|
| Strength Gloves | Extra ATK | +2,200% |
| Hunter’s Eye | Crit damage multiplier | +400% |
| HP Ring | Extra HP | +1,400% |
| Recovery Totem | Extra HP Recovery | +420% |
| Lucky Pendant | Monster gold | +500% |
| Focus Ring | Accuracy | +1,400 |
| Invisible Cloak | Dodge | +700 |
| Bracelet of Speed (max level 50) | Attack speed | +35% |
| Silence Flame, Abyss’s Water Drop, Eye of Typoon, Emperor Ring | Fire, Water, Wind, Earth damage | +300% each |
Every relic except Bracelet of Speed maxes at level 100. For example, Strength Gloves at level 50 uses the 50–59 factor of 0.08: 50 × 0.08 = +400%. Hunter’s Eye deserves special attention because it has a crit damage group all to itself, so its +400% multiplies every other crit damage source.
Relic levels are attempts that can fail. The analyzer’s upgrade plans price them as expected attempts: the success chance starts near 100% and falls to 10% from level 54, so the last levels cost far more than the first.
Spirits
There are twelve spirits, three per element: Bo, Mum and Sala (Fire); Ark, Luga and Todd (Water); Herh, Kart and Zappy (Wind); Loar, Noah and Radon (Earth). Each gives ATK, HP, gold and EXP from a personal ratio × a factor set by its awakening tier and level. The tiers are Common, Great, Rare and Epic, then Legendary, Mythic and Immortal with six awakening steps each (A0–A5, shown as stars), then Ancient A0, the highest.
The factor climbs steeply with tier. At level 100 it’s about 48 for Common, 192 for Legendary A0, 1,200 for Mythic A0, 3,526 for Immortal A0 and 10,910 for Ancient A0. Below Immortal the factor stops rising at level 500; Immortal and Ancient spirits keep growing past it. Loar, with an ATK ratio of 1.1, gives about 211% ATK at Legendary A0 level 100, before amplifiers.
Four rules shape spirit planning:
- Only the three spirits in your active spirit preset add stats, and you can keep five presets.
- The first slot of the preset is the partner. The partner levels to 1,000; every other spirit stops at 700. The partner’s spirit skill is also 10% stronger, and the analyzer highlights its slot.
- Mark six spirits as “Main 6”. Once all six are owned, every other spirit counts at the level of the lowest main spirit, so you don’t have to level all twelve.
- Spirit ATK and HP = base × (1 + the Fountain of Circulation companion effect for that stat’s slot) × (1 + the matching element’s Interaction passive). The passives are Ellie’s Wind Interaction, Zeke’s Earth Interaction, Miho’s Communion of Flames and Luna’s Sea Interaction, each +1% a level, so +100% at level 100. Gold and EXP get the same two amplifiers.
Enter the four Awakened Fountain of Circulation companion effects in the Spirits tab, as the game shows them. Settings has your Forest of Circulation level, which shows the Fountain grade it gives: one grade every 30 Forest levels, with 240 being grade 9. Spirit levels cost cubes and Mana Crystals.
Spirit skills
Each spirit’s skill has five levels, set by its enhance (1–5), and works whenever the spirit is in the active preset. At enhance 5:
- Bo, Wild Heart: +500% total HP, counted in the Stats Summary.
- Sala, Breath of Fire: every 12 seconds, damage equal to 10% of the enemy’s remaining HP.
- Noah, Last Fight: double damage in the last 5 seconds of the battle.
- Loar, Wilderness Roar: +80% skill damage to bosses.
- Mum, Reign: +80% skill damage to normal monsters.
- Radon, Leveling: +80% damage while the enemy is above 70% HP.
- Zappy, Judge’s Torpedo: kills normal monsters below 30% HP at once.
- Kart, Thief Wind: the first hit on a normal monster takes 25% of its HP.
- Herh, Wind Force: skill cooldowns recover 6% every 10 seconds.
- Ark, Time Freeze: stops time for 10 seconds, 8 seconds into the battle. The partner bonus doesn’t lengthen it.
- Todd and Luga: 80% chance of double gold (Todd) or EXP (Luga) when you gain it.
Every skill except Bo’s, Todd’s and Luga’s acts in the fights on the Analysis tab. Todd and Luga change drops rather than stats, so the analyzer doesn’t count them.
Soul weapons
There are 97 soul weapons in three colours: green, blue and red. Only the equipped one counts. Its ATK adds alongside your base ATK and ranges from 6,300 for Innocence to about 3.7 billion for the last one. That ATK is raised by the Soul Weapon ATK bonus: your soul gems’ engraving effects plus the Sealed Shrine’s Statue of Chaos.
A completed engraving plate also gives a completion effect: a percentage bonus to ATK and to HP (which also raises HP Recovery), each in a group of its own. Tick “Completed” on the weapon in the analyzer. The effect is:
weapon’s completion % × (1 + its colour’s companion passive) × (1 + chaos bonus)
The passives are Ellie’s Spirit’s Touch for green, Miho’s Casting for red and Luna’s Rune Magic for blue, each +1% a level, so +100% at level 100. For example, Illusion (red) has a 54.6% ATK completion, which becomes +109.2% with Casting at 100. Afterglow (green) goes from 60% to +120% with Spirit’s Touch at 100. The chaos bonus comes from your chaos level; enter it as the game shows it.
Plates are filled with tetromino-shaped soul gems, and you can enter eight. The shape decides the gem’s stat: L gives ATK, J gives HP, T gives HP Recovery, O gives crit damage, I gives gold, S gives Accuracy and Z gives Dodge. Enter each gem’s value and its engraving effect (Soul Weapon ATK) as the game shows them. Every gem you enter counts. Gem ATK raises the ATK from enhance, growth and Growing Knowledge, not the soul weapon’s own ATK.
Sealed Shrine
The Sealed Shrine has four statues. At max level:
- Statue of Dragon (level 17): amplifies Latent Power growth, +80% STR and +60% HP, VIT, CRI and LUK.
- Statue of Order (level 73): +18% amplification to each element’s damage.
- Statue of Chaos (level 17): +35% Soul Weapon ATK and +45% character ATK.
- Statue of Demon (level 37): +160% character HP and +166% skill damage amplification, used in the fights.
Black Orb
The Black Orb has four accessories, one per element. Each has an element damage stat and four option lines. A line amplifies its element’s damage, and counts double on the accessory of that same element; an “All” line amplifies every element. The orb’s own level adds boss and monster damage, and unlocks more at three points:
- Level 16, resonance: once the four accessories total 50 levels, adds ATK and HP, and from 72 total levels an amplification to every element.
- Level 20, awakening: each line’s “+” level adds to its value, and the total “+” levels raise the accessory’s element damage.
- Level 24, bonus effects: two lines of the accessory’s own element give +5% to it, three give +10%, and all four give +10% to every element.
In the fights, boss damage multiplies every hit on a boss and monster damage every hit on a normal monster. Following the workbook, twice the boss damage is added to HP and twice the monster damage to HP Recovery. Element amplification from the Black Orb, the Statue of Order and the Constellation of Light multiplies your element damage.
Enter your gear in the Equips tab of the analyzer to see the equip and owned effects at your exact levels, and the Stats Summary on the Analysis tab for the totals. For why owned effects and separate groups matter so much, see how stats are calculated. The companion passives that amplify spirits and soul weapons are covered in companions and beasts, and the fights in promotion fights.