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.