Relics are the equipment layer under every run you make, and the community’s priority for them is strict enough to follow like a recipe. This Endless Frontier 2 relics guide explains that priority, walks it from early to mid to late game, and untangles the phrase that confuses everyone at six stars: get one of each econ. Stats and set pieces below read from the game’s own relic data.
This page is part of our Endless Frontier 2 guide, and the presets here plug straight into the routines in our speed run guide.
Key Takeaways
- The priority is fixed: max allied tower HP relics first, then econ relics in this order: quest gold, quest open, quest upgrade, quest time.
- Econ means the quest economy: four stats that make quests pay more, open cheaper, upgrade cheaper, and finish faster. They compound, which is why they outrank combat stats.
- One of each econ at six stars: 6-star drops are random, so ascend duplicates until you own one 6-star relic carrying each econ stat, max those four, then chase sets.
- Presets are per job: separate loadouts for speed runs, pushes, and medals, swapped at the moments the run routine calls for.
- Budget the big costs: the free-to-play 6-star plan is about 20 relics, and maxing one ascended 6-star to level 50 runs 11,600k HC.
How Relics Work
Every relic carries one or two stats, levels up with gold and HC, and belongs to a set that grants bonuses per piece equipped. Grades run from 1 star to 6 (with rare pieces above that), higher grades level further, and relics can ascend to raise their caps again. You equip them in presets, and the presets are the point: the meta runs separate loadouts for speed runs, pushes, and medal farming, swapped mid-routine.

The Priority: Tower HP, Then Econ
The community’s tested order has two steps, and they are the same at every stage of the game:
Max the allied tower HP relics first. Your castle is the character that matters, tower HP is the stat that keeps runs alive, and every grade has a tower HP carrier to find.- Then econ relics, in order:
quest gold, then
quest open, then
quest upgrade, then
quest time.

Why this order beats stacking damage: combat stats help the units around your castle, but tower HP extends every run directly, and the econ stats compound into everything (gold levels units, units clear waves, waves pay medals). A relic point spent on quest gold keeps paying for the rest of your account’s life.
The Econ Four, Explained
Econ is shorthand for the four stats that feed the quest economy, the background engine that prints your gold. The game writes each one as a string of icons (a quest scroll, then what changes, then the direction), and once you can read those strings, every relic tooltip explains itself:

Quest gold: raises what every quest pays. First in the order because it multiplies everything downstream.
Quest open: cuts the cost of opening new quests, so new income sources arrive sooner.
Quest upgrade: cuts the cost of quest levels, so the same gold buys more income growth.
Quest time: shortens quest completion. Useful until your unlocked quests tick at 1 second each, at which point the community swaps quest time relics out for more quest upgrade.
A fifth cost stat exists (unit upgrade cost reduction), and it rides along on several of the same relics, but the four above are the ones the priority order tracks. When this guide and the community say “a relic with an econ stat,” they mean a relic whose main stats include one of these.
Early Game: Grade 1 and 2 Relics
The early roster hands you dedicated econ relics almost immediately: grade 1 pieces like Bronze Armor (quest gold), Beginner’s Crystal Staff (quest open), Bronze Helmet (quest upgrade), and Mercenary’s Cloak (quest time), with grade 2 versions right behind them. The routine:
- Open the cheap relics as they come; grade 1 and 2 pieces cost almost nothing to work with.
- Max your first allied tower HP relic as soon as one drops (the line starts at grade 3 with Wolf Hide Armor).
- Then max the econ relics in the order above.
- Do not agonize over combat stats yet; they get replaced wholesale later.
Mid Game: Sets and Presets
Mid game is when sets and presets start doing real work. Set bonuses stack per equipped piece, so completing a set often beats a slightly better lone relic, and your loadout splits into jobs:
- Speed preset: econ and game speed pieces for medal farming, swapped to a medal-leaning preset at the end of each run (the speed run guide covers the timing).
- Push preset: every allied tower HP relic you own, topped off with set bonuses like game speed.
- Medal preset: rebirth medal pieces, active at the moment you rebirth.
One rule of thumb ties relics to the rest of your account: if you can afford to max your newest unlocked quest, your quest max levels are lagging, and that is a pet problem, not a relic problem. Rapty raises quest max levels, and our pet tier list covers keeping it fed.
Late Game: the 6-Star System
At six stars the rules change: drops are random, so nobody can hand you an exact build order anymore. The community’s free-to-play plan handles the randomness:
- Collect around 20 six-star relics.
- Ascend duplicates until you own one of each econ: one 6-star relic carrying quest gold, one with quest open, one with quest upgrade, one with quest time. Which specific relics is up to your luck; the stat coverage is what matters.
- Max those four first. They replace your old econ mains.
- Then keep pulling to complete sets for the preset builds below.
That is all “one of each econ” means: at six stars you stop chasing specific relics and start chasing stat coverage, one carrier per econ stat, because the random drops make coverage the only plan you can control. Replace individual 5-star econ relics as their 6-star counterparts arrive, and replace 5-star sets with partial or full 6-star sets for medals and game speed.
Budget note: maxing a single ascended 6-star relic to level 50 costs 11,600k HC, which is why the plan maxes four econ carriers and not everything you own.
The 6-Star Preset Builds

The community maintains tested 6-star preset builds per goal. Set names below are the community’s shorthand: Abundance is the Abundance Heritage set, Beast is the Ancient Dimensional Beast set, and Yorha is the community’s nickname for a third favorite.
| Goal | Build |
|---|---|
Quest open / upgrade | 8x quest open, 7x quest upgrade relics |
Quest gold / time | Full 4-piece Abundance, two 3-piece sets, rest quest time (swap quest time for quest upgrade once quests tick at 1 second) |
Tower HP / game speed | Five 6-star tower HP relics plus one 5-star, and three 3-of-6 piece sets |
Game speed | Three 4-of-6 sets with 2 Abundance or Yorha pieces, or two 4-of-6 sets with full Beast and 2 of Abundance or Yorha |
Medals | Two full 6-piece sets plus a 3-piece, or one 6-piece with full Abundance or Yorha, 2 Beast, and a 3-piece |
A detail that makes the tower HP build possible: exactly five allied tower HP relics exist at six stars (Gold Dragon’s Earring, Frost Knight Ring, Dark Legion Commander’s Cloak, Supernova Ring, and the Insignia of the Divine Archer of Justice), which is why that preset calls for five 6-stars plus one 5-star to fill the line.
Gear for Long Idle Sessions
Idle games run for hours whether you watch them or not, so the gear that helps is a bigger screen, comfortable controls, and charging that keeps up. Prices checked August 2026.
TCL NXTPAPER 11 Plus
An 11.5-inch 120Hz Android tablet at 46% off as a renewed unit. Idle RPGs like EF2 are a different game on a screen this size.
Razer Kishi V2 (Android)
Console-style controls that clamp onto an Android phone, 37% off. Overkill for idling, exactly right for everything else you play.
Mophie Powerstation with Stand
A 10,000mAh MagSafe bank with a built-in stand, 40% off: prop the phone up and let the quests tick while it charges.
Frequently Asked Questions
What relics should I upgrade first in Endless Frontier 2?
Allied tower HP relics first, always. Then econ relics in the community’s order: quest gold, quest open, quest upgrade, quest time. Combat stat relics come last and get replaced wholesale as grades rise.
What does “one of each econ” mean in Endless Frontier 2?
At six stars, drops are random, so instead of chasing specific relics you chase stat coverage: ascend duplicates until you own one 6-star relic carrying each of the four econ stats (quest gold, quest open, quest upgrade, quest time), and max those four first.
Are relics and artifacts the same thing in Endless Frontier 2?
Players use both words for the same system. This guide says relics, matching the community’s usage; some early coverage and the original game said artifacts.
How many 6-star tower HP relics are there in Endless Frontier 2?
Five: Gold Dragon’s Earring, Frost Knight Ring, Dark Legion Commander’s Cloak, Supernova Ring, and the Insignia of the Divine Archer of Justice. The tower HP preset runs all five plus a 5-star to fill the sixth slot.
When should I stop using quest time relics?
Once every unlocked quest completes in 1 second, quest time stops adding anything. The community swaps those slots to quest upgrade relics at that point.
Summary
Tower HP first, econ in order, and presets per job. Early game maxes the cheap econ relics, mid game builds the three preset lanes, and late game plays coverage: one 6-star carrier per econ stat before anything else gets maxed. The speed run guide shows where each preset fires, and the Endless Frontier 2 guide holds the rest of the map.