Does stamina limit my attacks in The Relic: First Guardian?
No. Attacks and skills cost zero stamina. Stamina is only spent on dodging and blocking.
The Relic: First Guardian beginner guide: zero-stamina attacks, no traditional levels, Relic-driven growth, and first-hours tips for new Guardians.
Zero-stamina attacks, no traditional levels, and Relic-driven growth explained before your first run.
~7 min read
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The Relic: First Guardian is a dark fantasy action RPG from Project Cloud Games, published by Perp Games (Steam + PS5 on July 31, 2026; Xbox Series / Switch 2 later). This The Relic: First Guardian beginner guide covers the two things that trip up new Guardians: attacks cost zero stamina, and there is no traditional level system. Verified August 12, 2026 · Steam.

| Fact | Detail |
|---|---|
| Genre | Dark Fantasy Action RPG · Single-player |
| Progression | No character levels or stat points — power comes from Relics and gear |
| Stamina rule | Attacks and skills cost none; dodge/block only |
| Weapons | 5 types, all one-of-a-kind — Weapons |
| Relics | 70+ unique passive effects — Relics |
| Bosses | up to 80 Brutals, most optional — Bosses |
| Key NPCs | Blacksmith upgrades gear, Maiden resets skill trees cheaply, Alyssa strengthens Relics |
The Relic: First Guardian is built around aggression. Every weapon has its own combo timing, and a separate magic attack fills in for a heavy hit without eating a resource bar of its own.
Light and heavy weapon combos, plus most skills unlocked from the skill tree, cost zero stamina. You can chain a full combo without watching a meter — the only cost is positioning, since a bad combo leaves you open to the next boss attack.
Dodging and blocking drain stamina. Running out mid-fight against a Brutal boss means you cannot safely react to the next attack — plan dodges around the meter, not attacks.
Magic acts like an alternate heavy attack. It does not share the stamina pool; instead it fills a separate meter that needs to recharge after use. Treat it as a cooldown-gated option, not a spammable spell.
Each of the five weapon types runs its own combo string, and pressing the attack button early or late breaks the chain instead of speeding it up. Spend your first fights learning one weapon's rhythm before judging whether it "feels weak" — a mistimed combo loses more damage than a slow weapon ever does.
Once the free-attack rule and the stamina split click, the next question is how you actually get stronger, since neither of those systems levels you up on their own.
There is no experience bar, no stat allocation screen, and no character level. Everything that makes a Guardian stronger comes from what you carry and how you enhance it.

| System | What it does |
|---|---|
| Relics | 70+ unique passive effects — equip to change stats, cooldowns, or survivability |
| Weapons | Each of the 5 types is one-of-a-kind in the world; upgraded at the Blacksmith |
| Skill trees | 12 weapon-linked trees, unlocked by spending Relic Energy |
| Relic Energy | Earned from exploring ancient sites; most locations pay around 600 at a time |
Spend a minute sorting what you pick up rather than equipping the newest drop on reflex. Broadly, Relics fall into stat boosts, survival effects (extra healing, damage reduction, faster block recovery), attack boosts (raw damage, crit, combo extension), cooldown reduction for skills and magic, weapon-specific bonuses, and a smaller set of special effects like inflicting Frostbite or granting brief stealth. Picking one from each bucket beats stacking five copies of the same effect.
Early on you can only equip a handful of Relics at once. Extra slots unlock later using Relic Energy plus a rarer Awakening Shard item — prioritize the Relics that fix your current death cause over hoarding every drop.
Rather than only chasing new drops, the NPC Alyssa can reinforce a Relic you already own using crafting materials, pushing its effect past what you find in the wild. Treat one or two "main build" Relics as upgrade targets instead of spreading materials across everything in your inventory.
Growth on paper only matters once you actually apply it in a real play session, which is what the next section covers.
Matched by build plan, shared topics, and guide progression — not random related links.
Treat the opening stretch as a systems tutorial, not a race to the first big Brutal fight.
Before you spend Relic Energy on a skill node, glance at what it actually unlocks — some nodes are passive buffs and others add a new attack, and the difference changes how a weapon plays. That five-second check now saves a respec trip to the Maiden later.
Handled well, your first hours end with a working weapon and a few good Relics — which is exactly when the gear system starts to matter.
Every weapon and piece of armor found in the world exists exactly once — there is no generic "Sword +2" drop. That single rule changes how you should think about your inventory from hour one.
| Situation | What to do |
|---|---|
| You find a new weapon of a type you already carry | Compare combo feel, not just numbers — try it before selling the old one |
| Your current weapon feels underpowered | Visit the Blacksmith before switching types — an upgrade can close the gap |
| You want to try a different weapon type | Respec cheaply at the Maiden instead of hoarding unused skill points |
| You are tempted to sell an unfamiliar item | Inspect it first — one-of-a-kind gear cannot be re-obtained the same way |
Because gear is unique, the Blacksmith works on what you already own rather than selling you replacements. Upgrades cost coins plus crafting materials picked up while exploring, so a detour to a chest or field event before a big fight often pays for itself directly.
With growth, gear, and the daily checklist covered, the last thing worth locking in is the handful of mistakes that quietly cost new players the most time.
Most early frustration comes from applying stamina-management habits from other action RPGs where they simply do not apply here.
| Mistake | Fix |
|---|---|
| Holding back attacks to "save stamina" | Attacks are free — swing normally and save stamina for dodges/blocks only |
| Looking for a level-up screen | There isn’t one — check Relics and Weapons instead |
| Selling or ignoring a found weapon | Every weapon and armor piece is one-of-a-kind — inspect it before moving on |
| Forcing every Brutal boss in order | Most bosses are optional — skip and return stronger |
| Spending Relic Energy the moment you get it | Bank a couple hundred first — skill nodes start north of 1000 and climb |
| Equipping five copies of the same Relic effect | Mix stat, survival, attack, and cooldown Relics instead of stacking one type |
No. Attacks and skills cost zero stamina. Stamina is only spent on dodging and blocking.
No traditional levels or stat points. Power comes from equipped Relics, your weapon, and skill-tree nodes — see Relics and Builds.
5: Sword & Shield, Battle Staff, Daggers, Two-Handed Weapons, and Longsword — full list on Weapons.
No — most of the roster of up to 80 Brutal bosses is optional. See the bosses hub.
Not reliably — gear is one-of-a-kind, so the Blacksmith and inventory screens are there to help you inspect an item before you part with it.
The combat guide for dodge/block timing, then the walkthrough for the story route.
August 12, 2026
Matched by build plan, shared topics, and guide progression — not random related links.