====== Relics ====== Relics are a tier of randomly generated equipment found across the shard. Two distinct relic systems exist: - **Relic equipment** (helms, armour, shields) produced by the shard's relic generator. These items are flagged as relics and carry a "Relic" title tag. - **Named talisman relics** - twelve fixed talismans split across two tiers. The two systems are unrelated: talisman relics are not produced by the relic generator and are not flagged with the relic property. ===== Relic Equipment ===== ==== How a relic is built ==== Each relic generation roll produces one armour piece or hat (weapons, jewellery and clothing are never generated this way). The roll determines: - A **property level** - Low, Medium or High. - A **property tree** - Mage, Dexxer, HybridMage, HybridDexxer or Ranger, chosen uniformly at random. - Resistances and tree-specific attribute mods. - A hue keyed to the property tree. - A randomized name in the form "{Name}'s {adjective} {item}". - A "Relic" title tag, prefixed with "Quality " for Medium and "Superior " for High. ==== Property levels ==== The level controls the relic's mod budget, which seeds resistance baselines and the number of attribute roll passes. ^ Level ^ Title tag ^ Mod budget ^ | Low | Relic | 7 | | Medium | Quality Relic | 10 | | High | Superior Relic | 15 | ==== Property trees ==== Each tree biases the attribute table. Hat and armour versions of each tree share the same theme but use different mod ranges. ^ Tree ^ Default mods (armour) ^ Notable bias ^ | Mage | Spell Damage +15 | Spell damage, mana regen, lower mana cost, lower reagent cost, faster casting/recovery. Armour can also receive Mage Armor if the base allows. | | Dexxer | Weapon Damage +20 | Stamina, str/dex/hits, hit chance increase, defense chance increase, swing speed and weapon damage. | | HybridMage | Spell Damage +5, Mana +5 | Wide caster/melee mix; 50% chance for Mage Armor. | | HybridDexxer | Weapon Damage +5, Hit Chance +5 | Melee-leaning mix with some caster splash mods. | | Ranger | Luck +200 (armour) / +100 (hat) | Heavy luck baseline, balanced stats; 50% chance for Mage Armor. | ==== Resistances ==== Each generated piece rolls one of three resistance patterns, chosen uniformly: - **Flat baseline plus one spike** - every resist set to the mod budget, with one random resist receiving an additional 0-14 bonus (hats) or 0-9 bonus (armour). - **Uniform high roll** - every resist set to the mod budget plus 3-15. - **Baseline plus distributed bonuses** - every resist set to the mod budget, then a number of extra points equal to the mod budget distributed randomly across resists. All generated relics ship at 255/255 hit points. Hats receive Self Repair at a random value from {1, 3, 4, 5, 10, 20}; armour receives Self Repair from {1, 3, 4, 5, 10}. ==== Hues ==== Hues are randomized from a fixed per-tree list: ^ Tree ^ Hue pool ^ | Mage | 1150, 1154, 1152, 1153, 1159, 1366, 1156 | | Dexxer | 1109, 1175, 1420, 1654 | | HybridMage | 1150, 1151, 1171, 1173, 1282, 1284 | | HybridDexxer | 1260, 1272, 1255, 1256, 1160, 1645 | | Ranger | 1257, 1436, 1155, 1158, 1278, 1463, 1462, 1167 | ==== Naming ==== Relic names follow the pattern "{Name}'s {adjective} {item}". * Mage and HybridMage trees draw from a mage name list (Jupiter, Neptune, Zeus, Plato, and 38 more) and mage adjectives (holy, light, magical, and 54 more). * Dexxer and HybridDexxer trees draw from a dexxer name list (Bali, Bevan, Caedmon, and 37 more) and dexxer adjectives (strong, grand, great, and 39 more). * Ranger draws from a ranger name list (Agilaz, Apollo, Arash, and 20 more) and ranger adjectives (lucky, adventurous, and 16 more). ===== Drop Sources for Generated Relics ===== ^ Source ^ How you get the relic ^ | Obelisk of the Relic Finder | Each charge produces one relic. Recharges every 120 minutes. | | Random Relic Deed | Double-click to drop its stored relics into your backpack. Deed is consumed. | | Special Loot Chest Tier 2 | 1 relic (boosted chests only). | | Special Loot Chest Tier 3 | 2 relics, plus a 30% / 60% chance for a third. | | Special Loot Chest Tier 4 | 3 relics. | | Special Loot Chest Tier 5 | 4 relics, plus one more if the chest is boosted. | | Treasure chests (Level 1 and higher) | Per-tier random chance to drop a generated relic. | | Random quest rewards | 1-in-10 chance of one relic on quest turn-in. | | Taming orders with the Relics flag | If the order's Relics weight passes its check, drops 2 relics per order level. | | Demigod corpses | Drop a Random Relic Deed. | | Fleeing Fugitive PvM game | Winner's care package contains five Random Relic Deeds. | | Newbie Dungeon kill quest | Awards one Random Relic Deed on completion. | | Character Vendor Stone | Sells a 20-relic Random Relic Deed for 10 currency under "Random Reward Chest". | | Donation rewards | Bag of Relic Deeds: 20 deeds for 100; 50 deeds for 200. | ===== Named Talisman Relics ===== Twelve hand-crafted talismans split across two tiers. Every named relic talisman: * Uses talisman art randomized between four item IDs (12120-12123). * Has a 1200-second maximum recharge time. * Is removed when the wearer takes damage. * Rolls a random Blessed effect and a random Protection effect on creation. The two tiers are mechanically identical except for hue and skill bonus ranges. Tier 1 ("Old") uses fixed skill bonuses (+10 primary, +5 secondary). Tier 2 ("Preserved") rolls +10 to +15 on the primary skill and +6 to +10 on the secondary. ==== Tier 1 - Old Relics ==== ^ Relic ^ Hue ^ Primary skill (+10) ^ Secondary skill (+5) ^ Damage bonus ^ Lower Reagent Cost ^ | Old Duelist Relic | 90 | Swordsmanship | Tactics | Weapon Damage +12 | 10 | | Old Hijacker Relic | 1409 | Ninjitsu | Stealing | Weapon Damage +12 | 10 | | Old Occult Relic | 1109 | Spirit Speak | Necromancy | Spell Damage +13 | 10 | | Old Sharpshooter Relic | 292 | Archery | Tactics | Weapon Damage +12 | 10 | | Old Thaumaturgy Relic | 1153 | Magery | Evaluating Intelligence | Spell Damage +12 | 10 | | Old Zoology Relic | 72 | Animal Taming | Animal Lore | Spell Damage +12 | 10 | ==== Tier 2 - Preserved Relics ==== ^ Relic ^ Hue ^ Primary skill (+10..15) ^ Secondary skill (+6..10) ^ Damage bonus ^ Lower Reagent Cost ^ | Preserved Duelist Relic | 154 | Swordsmanship | Tactics | Weapon Damage +12 | 10 | | Preserved Hijacker Relic | 1376 | Ninjitsu | Stealing | Weapon Damage +12 | 10 | | Preserved Occult Relic | 1124 | Spirit Speak | Necromancy | Spell Damage +13 | 10 | | Preserved Sharpshooter Relic | 2442 | Archery | Tactics | Weapon Damage +12 | 10 | | Preserved Thaumaturgy Relic | 1220 | Magery | Evaluating Intelligence | Spell Damage +12 | 10 | | Preserved Zoology Relic | 96 | Animal Taming | Animal Lore | Spell Damage +12 | 10 | ==== Talisman Relic Drop Source ==== Talisman relics drop as a special gear drop from eligible creatures. - The drop chance starts from a random roll. Peerless bosses subtract 0.02 from the roll, increasing your chance. - If the roll is at most 0.03 and the creature is flagged for talisman drops, the talisman branch fires. - Within that branch: * 70% chance to drop one of the six Tier 1 (Old) relics, chosen uniformly. * 30% chance to either drop one of the six Tier 2 (Preserved) relics or, on a 1-in-7 outcome, drop a Pitiful Shield instead. ===== Storage and Identification ===== Generated relics carry both the relic flag and a "Relic" title tag, so they can be filtered cleanly by shard tools. * **Storage Keys** recognise generated relics by their "Relic" title tag and fall back to the relic flag if needed. They also filter "Epic" tagged items through the same path. * **Auto Looter** identifies relics by the "Relic" title tag. Non-equipment item types are skipped automatically. ===== Related Systems ===== * **Epic gear** shares the relic flag but is produced by a separate generator and uses a different title tag. Auto Looter and Storage Keys treat the two pipelines separately. * **Crystal of Enhancement**, which drops alongside relics in higher-tier Special Loot Chests, is a separate enhancement item - not a relic.