Contributor: Nerds
Table of Contents
Introduction
The Dismal Maze is a harder version of the regular Labyrinth which gives more rewards, unlocking after completing chapter 26 in campaign and completing 30 runs of the normal Labyrinth. You only get relics on certain camps and the camp will tell you which relic it gives beforehand (other than the boss at the end of each floor, that is still a choice of 3). You can only use 4 random factions, 2 of the 4 main factions, and 2 from Celestial, Hypogean, and Dimensional. You will also have 3 random debuffs, with one extra debuff
taking effect for every floor you progress. The debuffs and faction restrictions are reset every week.
Special Tiles

The Divine Fountain is a combination of both the Mystic and the Fountain of Vitality. It heals all heroes by 50% of their max HP and revives one random allied hero. This building is generally unnecessary due to the fact Dura’s tears exist, but if you do need it then use it.

The Witch’s Den is a tile where you can trade one of the relics you own for one of a selection of three random relics. You cannot see the relics which it offers until you select this tile. This tile is extremely valuable as relics are extremely limited in Dismal and getting the right ones can be extremely important, especially on difficult rotations.
General Tips
- Consider the allowed factions and debuffs before going into Dismal. The worst thing to happen is you not being able to complete it fully
- Get strong mercenaries. Mercenaries can be extremely helpful due to the fact you may need heroes you don’t have with the restricted factions. You can also use 1 mercenary for each fight, making them important if you struggle to beat two-team fights.
- Skip the two-team fights if you need to. There’ll be a little abandon button at the bottom of every two-team fight so you can just skip it completely if you aren’t able to beat it.
- Always do the harder camps over the smaller ones if possible as they give more rewards. However, you do not want to take 1 hard over 2 easy as that will give less rewards in total.
All Relics
- Timepiece of Courage: After 10 seconds of battle, allied heroes receive an Attack and Defense Rating increase of 40% which lasts until the end of the battle. This relic is good if the effect triggers, but realistically fights almost never last that long. Mediocre relic.

- Dispelling Arrow: Removes the majority of an enemy’s buff effects when the target is struck by an allied hero’s Normal Attack. This is mainly just a convenient Brutus counter. Doesn’t really do anything else. Mediocre relic.

- War Axe of Courage: Allied heroes Normal Attacks and abilities deal an additional 100% damage to enemies that currently have more than 50% of their max health.Can be very strong with teams that want to burst the enemies down quickly. Very strong relic.

- Dawnbreaker: Raises the Attack Rating of the allied hero with the highest Attack Rating by a further 80%. This relic is extremely strong if your team is based around one hero doing all the damage. If it’s a combined effort then it’s less valuable but more attack is still welcome. Very strong relic.

- The Harmonious Vigor: Increases allied hero’s health regeneration by 60% during battles. Additional healing is always welcome since Labyrinth is all about sustainability. Very strong relic.

- Perceptive Spyglass: Increases the Attack Rating of backline allied heroes by 80% whenever there are no nearby enemies. 80% attack is a lot, but heroes such as Cecilia or Athalia are very common so it’s situational. However, in spite of that, it’s still strong if it is active. Strong relic.

- Knight’s Fury: Allied heroes Critical Strikes cause enemy targets to become stunned for 2 seconds. Each enemy may only be stunned once every 5 seconds. The CC this relic can provide is very valuable if you use it to its fullest potential. It won’t benefit heroes like Ainz who just burst the entire team in one ultimate though. Very strong relic.

- The Watchful Eye: Increases the duration of the majority of debuffs affecting enemy heroes by 60%. If you’re running a CC dependant team, this relic is your best friend. The extended duration can help CC enemies more reliably and is a massive boost. Strong relic.

- Divine Chalice: After 10 seconds of battle, divine light shines upon all allied heroes, healing them for 60% of the health they have already lost. If you need to sustain, this relic is invaluable for keeping your heroes alive. The heal is also very large. Extremely strong relic.

- Warden of Salvation: When an allied hero’s health is lower than 50%, damage received is reduced by 50%. This relic is quite bad since your heroes should not be commonly dropping below 50% HP anyways. The effect itself is also quite bad since it simply doesn’t do enough for keeping your heroes alive. Mediocre relic.

- The Onyx Vow: Reduces the duration of enemy buffs by 50%. This effect is simply horrible since no enemies rely on their buffs to be a threat. And 50% isn’t enough if that were the case. It is just a worse version of Dispelling Arrow. Very mediocre relic.

- Honor’s Call: Increases allied heroes Attack Ratings by 40%. Just a straight-up 40% attack boost, no secondary conditions. Always welcome to have. Very strong relic.

- Golden Impalers: Increases allied heroes Crit Ratings by 40 points. Crit rating only increases hero’s chance to make a critical hit. So you can simply retry until you get good RNG. Mediocre relic.

- Gladiator’s Scarf: Increases allied heroes Crit Amplifications by 50 points. Crit amplification is a very strong stat. So naturally, this relic will increase your damage by a lot. Strong relic.

- Legionnaire’s Assult Banner: Increases allied heroes Attack Ratings on the third floor of the Labyrinth by 60%. The third floor of Dismal is the only one that usually gives any difficulties anyways due to the two team fights. So that drawback is small. Extremely strong relic.

- Legionnaire’s Defense Banner: Allied heroes receive 30% less damage on the third floor of the Labyrinth. The third floor is really the only one that’s difficult anyway, but the effect is still pretty small. But it’s not bad. strong relic.

- Praetorian Helmet: Reduces the amount of damage allied heroes receive by 25%. The effect is rather unnoticeable but it’s always active. It’s not amazing but you could pick something worse. Strong relic

- Nosferatu’s Fang: Increases allied heroes Life Leech by 30 points. Life leech is only helpful for your damage dealers. It won’t help any of your supports and whatnot. Mediocre relic

- Winged Spurs: Increases allied heroes Dodge by 120 points. Dodge is another thing that you can just retry until you get good RNG. Additionally, 120 dodge isn’t really all that much. Mediocre relic.

- Sunstone: Allied heroes recover 1.5% of their max health per second during battles. If a player possesses the relic Moonstone, the effect is multiplied 3 times. 1.5% per second is really insignificant. And getting both Sunstone and Moonstone at the same time is extremely unlikely. Mediocre relic.

- Moonstone: Allied heroes recover 10 Energy points per second during battles. If a player possesses the relic Sunstone, the effect is multiplied 3 times. 10 energy is just a bit less than call, which makes the effect strong. But getting both Sunstone and Moonstone at the same time is unlikely. Strong relic.

- Heartseeker: Increases the Crit Amplification of allied heroes by 25 points. However, if a player possesses the relic Shadowfall, Crit Amplification is increased by 80 points. The normal effect is just ok. Getting both Heartseeker and Shadowfall is unlikely though. Mediocre relic.

- Shadowfall: Increases the Crit rating of allied heroes by 20 points. However, if a player possesses the relic Heartseeker, Crit rating is increased by 50 points. You can just retry for RNG if you want your heroes to crit. And getting the relic combination is unlikely. Very mediocre relic.

- Call to Arms: Allied heroes recover 250 Energy points at the start of battles. You should be turning off auto accordingly so that your heroes have max energy anyways, so this isn’t amazing. But it can be nice to top your heroes off if you need. strong relic.

- Vanguard’s War Flag: Frontline allied heroes receive 40% less damage from enemies, and recover 50% more Energy when injured. The damage reduction is good but it only affects 2 allies of which are probably not the ones who need protecting. The energy portion is also pretty bad. Mediocre relic.

- Supporter’s War Flag: Backline allied heroes deal 30% more damage to enemies, and recover 60% more Energy when attacking enemies. 30% more damage is really nice since the backline is usually where your damage comes from. Energy is also ok but you should be turning off auto to get max energy anyways. Strong relic.

- Pendant of Betrayal: If an enemy is dealt damage within the first 10 seconds of battle, all other enemies shall be dealt damage equal to 15% of the original attack damage. Extremely strong effect since the first 10 seconds are almost always the make or break of the fight. 15% to all enemies can add up very fast with heroes like Ainz or anyone else with AOE damage. Extremely strong relic.

- Sands of Time: All allies gain 50 Haste points for the first 15 seconds of battles. The first few seconds of the battle are the most defining, and haste is one of the strongest stats in the game. Extremely strong relic.

- Pendant of Betrayal: All enemies lose 50% of their current health at the beginning of the battle and gradually regain it over 10 seconds. 50% of the enemies HP is a massive amount which makes it much easier to kill them quickly. This relic synergizes with any burst heroes. Very strong relic.

- The Unmounted Heart: All enemies are dealt damage equal to 30% of their respective max health values and are stunned for 5 seconds after the first 12 seconds of battle. Very strong effect. The stun is incredibly valuable and the HP cut is too. But 12 seconds in is very late and is mainly the cleanup stage. Strong relic.

- The Heavenly Soul: Deals damage to all enemies equal to 20% of their max health and stuns them for 5 seconds at the beginning of battles. The stun is the most important part. It gives your heroes the time to do what they need to do. The HP cut is a nice bonus. Extremely strong relic.

- The Angelic Thorn: Reduces the duration of the majority of debuffs affecting allied heroes by 50%. This effect is pretty bad. Debuffs aren’t a very big problem for any hero. Very mediocre relic.

- Deathly Embrace: Enemy heroes with health lower than 30% will have their souls reaped by the God of Death after 2.5 seconds. Damage immunity effects are ignored. This effect is really good since it effectively cut enemies HP down by 30%, but it also goes through things like Brutus immunity and Mehira bats. Very strong relic.

- War Horn: When an enemy is slain, all allied heroes (excluding the hero that slayed the enemy) shall deal 40% more damage and receive 20% less damage for 10 seconds. This relic is really good if your team has more than one damage hero. If not, the damage reduction is still good but the attack part is wasted. strong relic.

- Vowed Spire: Divine light shines upon the most injured allied hero every 3 seconds, healing them for 40% worth of the health they have already lost. The sustain you get from this relic is actually very large. Good if you’re lacking sustain. Very strong relic.

- The Ancient Protector: All allied heroes receive a shield at the beginning of battle which exists for 10 seconds that is able to mitigate damage equal to 50% of their max health. The shield is very nice for helping your heroes survive early burst so that they can get ramped up. As a bonus, it blocks Thoran taint as well as any CC that has a damage component.

- Aegis of Preservation: All allied heroes receive a shield for 3 seconds that is able to mitigate damage equal to 60% of their max health when an enemy uses an ultimate ability for the first time. The shield is quite big, but enemies using their ultimate ability don’t happen very often. Additionally, the shield length is also quite short. Mediocre relic.

- Scales of Benevolence: Mitigates 70% of the damage the weakest allied hero takes. The value of the mitigated damage is then borne by all other allied heroes. This relic is supposed to lighten the load on the weakest hero by sharing the damage to all other allies. However, there are simply a lot of much better relics for keeping your heroes alive since this relic doesn’t take away any damage, just spreads it out. Very mediocre relic.

- Frozen Star: When an allied hero is dealt fatal damage, they generate a barrier that mitigates all damage for 5 seconds, during which time they recover 8% of their max health per second. This ability can only be activated once per battle. This relic functions as a superior version of the Barricade artifact. It’s a good safety net but slightly redundant if you have a hero wearing Barricade on your team already. Solid relic.

- The Pearl Oath: Allied hero’s damage output increases the lower their health falls. Damage can be increased up to 70%. This relic doesn’t take effect very often since having low HP heroes is both extremely dangerous and hard to manipulate. Mediocre relic.

- Heaven’s Grace: Raises allied heroes received healing by 60% during battles. This relic is identical to “The Harmonious Vigor” as far as can be told. As such it is quite strong as it bolsters your sustainability. Very strong relic.

- Warlord’s Protection: Every time allied heroes use their Ultimate abilities, the casting hero will receive a shield that exists 10 seconds that is able to mitigate damage equal to 30% of their max health. This relic is really good if you manual so that you have maximum energy at the start of every fight. The shield is a bit small though. Strong relic.

- Branch from the Yggdrasil: All surviving allied heroes recover 60% of the health they lost when the battle ends. Absolutely massive heals and super clutch if you don’t have good sustainability. If you can already sustain yourself well then it’s less important but still helpful. Extremely strong relic.

- Idol of Savagery: Heroes that have more than 95% health at the beginning of a battle have their Attack Ratings increased by 60% until the end of the battle. The increased attack is absolutely massive. But the relic is only strong if you’re able to keep your HP high with strong sustainability. Very strong relic.

- Book of War: Backline allied heroes receive 70% less damage while frontline heroes are alive. The drawback of this relic is a complete non factor since both frontline heroes dying is extremely unlikely if you sustain yourself well. The effect itself is amazing at keeping your heroes alive. Extremely strong relic.

- Insolence: Frontline enemy heroes are entranced for 5 seconds at the start of battles. This effect can be really useful when it hits heroes such as Eironn or Lorsan who have very strong openers. However in general it’s just for getting the enemy pressure off your own team. Solid relic.

- Hellspawn Head: Allies standing on the enemy side of the battlefield receive 40% less damage and deal 40% more damage. This relic is only useful if you’re running heroes that invade the enemy team, such as Tidus or Athalia. So it’s very situational. But the effect if you do activate it is decently strong. Mediocre relic.

- Champion’s Buffer: Enemies standing on the allied side of the battlefield receive 25% more damage and deal 40% less damage. This relic is only useful if you have heroes that pull enemies to your side, such as Eironn. Or vs enemies that invade such as Athalia. The effect itself is quite average. Mediocre relic.

- Spider Thread Gloves: All enemies are cocooned for up to 5 seconds. Enemies are immediately released from the cocoon after losing 25% of their max health. 5 seconds is a very long amount of time and allows your heroes to ramp up. The 25% release trigger can be problematic, but you still get a good CC that shuts down any openers.

- Idol of Hastening: Allied heroes Haste attributes are increased by 40 points whenever there are no enemies on the allied side of the battlefield. 40 haste is a very large amount of haste, but if there are any invaders such as Tidus or Cecilia, the effect is completely negated. But it’s a big effect so it’s worth it. Very strong relic.

- Orb of Agility: When allied heroes have less than 50% health remaining, their Haste is raised by 40 points and their Dodge is raised by 40 points. The effect is good, but the fact that you have to go below 50% HP is way too big of a problem. Going that low is both dangerous and hard to do. Mediocre relic.

- Orb of Fevor: When allied heroes have less than 50% health remaining, their Attack Ratings are raised by 60% and their Life Leech is raised by 25 points. The effect is good, but the fact that you have to go below 50% HP is way too big of a problem. Going that low is both dangerous and hard to do. Mediocre relic.

- Eagle Strike: A volley of arrows falls upon enemy heroes every 15 seconds. Each volley of arrows may contain 8 to 16 arrows. Every arrow deals damage equal to 5% of each enemy hero’s max health.
The damage of the arrows is rather small, totaling to 80% of max HP with 16 arrows. Realistically it’s going to be even less than that. The damage is made even more insignificant as it’s spread out on all 5 enemies. The nail in the coffin is that 15 seconds in is far too late for it to have any real effect on the battle. Very mediocre relic.

- Destiny’s Chord: Arrows are fired towards the enemy side of the battlefield every 15 seconds, dealing damage equal to 30% of each enemy’s max health, also reducing their Accuracy by 50 points for 5 seconds. The arrows do a very good amount of damage. However, the accuracy buff is all but worthless. The arrows can also miss if the enemies are on your side of the field. And 15 seconds is way too late in the battle. Mediocre relic.

- The Spiker: When an enemy is affected by a crowd control ability, rocks will fall down upon them, dealing damage equal to 30% of their max health. Each enemy may only be targeted once every 3 seconds by this effect. This relic does a lot of damage and has a very easy activation. The cooldown is also very short. Very strong relic.

- Demon’s Plight: Enemies are unable to use their Ultimate abilities for the first 30 seconds of battles. Enemies not being able to use their ultimate is incredible, especially for heroes like Mehira or Thoran who commonly survive to it. The duration is irrelevant as 30 seconds is far more than enough time to kill everything. Very strong relic.

- Overload: Whenever an enemy’s Energy points exceed 900 for the first time, they become stunned for 5 seconds. This relic is useful on paper, however, it can only target one enemy for the entire battle. Very mediocre relic

- The Silent Hope: The first allied hero to use their Ultimate ability is able to recover 1000 energy over 5 seconds. Can be used once per battle. This relic is like a bootleg Rosaline ultimate, so it synergizes with ultimates that deal a lot of damage such as Ainz. This relic may require some manual because it only applies to the first person on your team to use an ultimate. Very solid relic.

- Zealous Crusader: Allied heroes deal 100% more damage to any enemies that currently have less than 300 Energy points. This relic works well with teams that do a lot of damage early on in the fight before enemies have a chance to gain any energy. The damage increase is the largest of all the relics that exist. Very strong relic.

- Angel’s Aura: The first time an Ultimate ability is used by an allied hero during battles causes all enemy heroes to fall asleep for 4 seconds. Once enemies awaken, they shall receive 25% of the damage that was dealt with them while they were asleep. This relic puts all enemies to sleep, shutting down any openers or other skills. And it deals 25% of the damage they took while they were asleep, which is a very big amount if you’re running a burst heavy team. Very strong relic.
