Relics are a tier of randomly generated equipment found across the shard. Two distinct relic systems exist:
The two systems are unrelated: talisman relics are not produced by the relic generator and are not flagged with the relic property.
Each relic generation roll produces one armour piece or hat (weapons, jewellery and clothing are never generated this way). The roll determines:
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 |
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. |
Each generated piece rolls one of three resistance patterns, chosen uniformly:
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 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 |
Relic names follow the pattern “{Name}'s {adjective} {item}”.
| 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. |
Twelve hand-crafted talismans split across two tiers. Every named relic talisman:
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.
| 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 |
| 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 relics drop as a special gear drop from eligible creatures.
Generated relics carry both the relic flag and a “Relic” title tag, so they can be filtered cleanly by shard tools.