Relic: Difference between revisions
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Relics are randomly generated [[Items]] that can be found when exploring a [[Historical Site]]. They come with a unique set of [[Item Mods]] that are within their own exclusive pools. Typical relics can spawn with 1-4 of any randomly* selected mods. | Relics are randomly generated [[Items]] that can be found when exploring a [[Historical Site]]. They come with a unique set of [[Item Mods]] that are within their own exclusive pools. Typical relics can spawn with 1-4 of any randomly* selected mods. | ||
== | == Relic Weapons and Armor == | ||
The following mods can be generated on weapons or armor. '''{{Color|W|Gold-colored}}''' values are randomly determined. '''{{Color|C|Chrome-colored}}''' values are decided based on the Tier of the armor or weapon, which can range from 1-8 (tier 1 items will have the lowest value shown below, while tier 8 items will have the highest value shown). | |||
{| class="wikitable" | {| class="wikitable sortable" | ||
! | ! Mod | ||
! Effect | |||
! Applicable Items | |||
|- | |- | ||
| | | Powered Strength Boost | ||
| '''{{Color|W|+1-2}}''' Strength ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | |||
| Weapons and Shields | |||
|- | |- | ||
| | | Powered Cold Resistance Boost | ||
| '''{{Color|W|+20-30}}''' Cold Resistance''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | |||
| Shields | |||
|- | |- | ||
| | | Traveller's Boon - [[Movespeed]] | ||
| '''+({{Color|W|1-4}}'''+'''{{Color|C|8-32}})''' Movement speed<br>'''+({{Color|W|20-40}}'''+'''{{Color|C|0-70}})''' lbs. carry capacity.<br>''(Movement speed bonus requires [[:Category:Energy_Cells|energy cell]], carry capacity does not. This does not count as a mod for tinkering purposes.)'' | |||
| Armor and Shields | |||
|- | |- | ||
| | | Traveller's Boon - [[Teleportation]] | ||
| Grants you Teleportation at level '''{{Color|C|1-8}}'''. If you already have Teleportation, its level is increased by '''{{Color|C|1-8}}'''.<br>'''+({{Color|W|20-40}}'''+'''{{Color|C|0-70}})''' lbs. carry capacity. | |||
| Armor and Shields | |||
|- | |- | ||
| | | Powered Willpower Boost | ||
| '''{{Color|W|+1-2}}''' Willpower ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | |||
| Weapons and Shields | |||
|- | |- | ||
|[[ | | Powered Intelligence Boost | ||
| '''{{Color|W|+1-2}}''' Intelligence ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | |||
| Shields | |||
|- | |- | ||
|[[ | | Powered Ego Boost | ||
| '''{{Color|W|+1-2}}''' Ego ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | |||
| Weapons and Shields | |||
|- | |- | ||
|[[ | | Improved [[Teleportation]] | ||
| Grants you Teleportation at level '''{{Color|C|1-8}}'''. If you already have Teleportation, its level is increased by '''{{Color|C|1-8}}'''. | |||
| Weapons | |||
|- | |- | ||
|[[ | | Improved [[Light Manipulation]] | ||
| Grants you Light Manipulation at level '''{{Color|C|1-8}}'''. If you already have Light Manipulation, its level is increased by '''{{Color|C|1-8}}'''. | |||
| Weapons, Armor, and Shields | |||
|- | |- | ||
|[[ | | Improved [[Temporal Fugue]] | ||
| Grants you Temporal Fugue at level '''{{Color|C|1-8}}'''. If you already have Temporal Fugue, its level is increased by '''{{Color|C|1-8}}'''. | |||
| Weapons, Armor, and Shields | |||
|- | |- | ||
| | | Improved [[Electrical Generation]] | ||
| Grants you Electrical Generation at level '''{{Color|C|1-8}}'''. If you already have Electrical Generation, its level is increased by '''{{Color|C|1-8}}'''. | |||
| Weapons, Armor, and Shields | |||
|- | |- | ||
| +200 Reputation with | | Improved [[Clairvoyance]] | ||
|} | | Grants you Clairvoyance at level '''{{Color|C|1-8}}'''. If you already have Clairvoyance, its level is increased by '''{{Color|C|1-8}}'''. | ||
{| | | Armor and Shields | ||
|- | |||
| Loved by a Faction | |||
| +400 Reputation with <faction>. | |||
| Any | |||
|- | |||
| Liked by a Faction | |||
| +200 Reputation with <faction>. | |||
| Any | |||
|- | |||
| Faction Slayer | |||
| '''{{Color|C|1%-8%}}''' chance to behead <faction members> on hit.<br>-200 Reputation with <faction>. | |||
| Any | |||
|- | |||
| Improved Block | |||
| Your chance to block with shields is increased by 25%. | |||
| Shield | |||
|- | |||
| [[Transmute into Gem]] | |||
| '''{{Color|C|0.4%-3.2%}}''' chance to transmute any attacked target into a gemstone when it is hit. | |||
| Weapons | |||
|- | |||
| [[Glazed]] | |||
| '''{{Color|C|10-26%}}''' chance to dismember on hit. | |||
| Weapons | |||
|- | |- | ||
| +2 | | Relic [[Freezing]] | ||
| '''{{Color|C|5}}''' to '''{{Color|C|16-22}}''' cold damage on hit (''[Tier * 1.6 + 3] - [Tier * 2.4 + 3]''). <ref><code>XRL.World.Parts.ModRelicFreezing.GetDamageRange()</code></ref> Players with the [[tinkering]] skill can also stack a regular [[freezing]] mod onto the same item. | |||
| Weapons | |||
|- | |- | ||
|[[ | | [[Discharge a clockwork beetle friend|Beetle Host]] | ||
| When powered, discharges a clockwork beetle friend on hit. Drains cell power quickly. | |||
| Weapons | |||
|- | |- | ||
|[[ | | [[the Fates have their way|Fatecaller]] | ||
| 50% of the time, the Fates have their way. | |||
| Weapons | |||
|- | |- | ||
| | | Improved Attribute | ||
| '''{{Color|W|+1-2}}''' to Strength, Intelligence, Willpower, or Ego ''(Does not require power and does not count as an item mod for tinkering purposes)'' | |||
| Armor | |||
|- | |- | ||
| | | Improved Resistance | ||
| '''{{Color|W|+1-2}}''' Cold resistance ''(Does not require power and does not count as an item mod for tinkering purposes)'' | |||
| Armor | |||
|- | |- | ||
| | | [[Blink]] | ||
| Whenever you're about to take damage, there's a '''{{Color|C|6%-13%}}''' chance you blink away instead. | |||
| Armor and Shields | |||
|- | |- | ||
|[[ | | [[Reflect]] | ||
| Reflects '''{{Color|C|1%-8%}}''' damage back at your attackers, rounded up. | |||
| Shields | |||
|} | |} | ||
{| class="wikitable | |||
!Armor | === Intrinsic Boosts === | ||
In addition, Relic weapons, armor, and shields are guaranteed to have one of the following intrinsic qualities. | |||
==== Weapons ==== | |||
All relic weapons are granted a +1 penetration bonus. This does not count as an item modification. | |||
==== Shields ==== | |||
Relic shields are guaranteed to have the improved block mod: ''Your chance to block with shields is increased by 25%.'' | |||
==== Armor ==== | |||
Relic armor is guaranteed to have one of the following random intrinsic qualities. These do not count as an item modification. | |||
{| class="wikitable sortable" | |||
! Armor Quality | |||
! Effect | |||
|- | |- | ||
| | | Improved [[DV]] | ||
| +1 DV | |||
|- | |- | ||
| | | Improved [[AV]] | ||
| +1 AV | |||
|- | |- | ||
| +10 | | Cold [[Resistance]] | ||
| +10 Cold Resistance | |||
|- | |- | ||
| +10 | | Heat [[Resistance]] | ||
| +10 Heat Resistance | |||
|- | |- | ||
| +10 | | Acid [[Resistance]] | ||
| +10 Acid Resistance | |||
|- | |- | ||
| +10 | | Electrical [[Resistance]] | ||
| +10 Electrical Resistance | |||
|- | |- | ||
| + | | Improved Attribute | ||
| +1 to Strength, Agility, Intelligence, Willpower, or Ego | |||
|- | |- | ||
| | | Improved Accuracy | ||
| +2 To-Hit | |||
|- | |- | ||
| | | Improved Quickness | ||
| '''{{Color|W|+5-10}}''' Quickness | |||
|- | |- | ||
|} | |} | ||
== Relic Curio == | == Relic Curio == | ||
Line 121: | Line 196: | ||
| desc =You gain either a permanent +1 bonus to a random attribute or one mutation point (mutant) | | desc =You gain either a permanent +1 bonus to a random attribute or one mutation point (mutant) | ||
}}{{qud quote|{{qud text|You gain one attribute point (true kin).|notxml}}}} | }}{{qud quote|{{qud text|You gain one attribute point (true kin).|notxml}}}} | ||
== References == | |||
<references /> |
Revision as of 20:22, 2 September 2019
This article is a stub. You can help Caves of Qud Wiki by expanding it. |
Relics are randomly generated Items that can be found when exploring a Historical Site. They come with a unique set of Item Mods that are within their own exclusive pools. Typical relics can spawn with 1-4 of any randomly* selected mods.
Relic Weapons and Armor
The following mods can be generated on weapons or armor. Gold-colored values are randomly determined. Chrome-colored values are decided based on the Tier of the armor or weapon, which can range from 1-8 (tier 1 items will have the lowest value shown below, while tier 8 items will have the highest value shown).
Mod | Effect | Applicable Items |
---|---|---|
Powered Strength Boost | +1-2 Strength (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Powered Cold Resistance Boost | +20-30 Cold Resistance(requires energy cell. Does not count as a mod for tinkering purposes.) | Shields |
Traveller's Boon - Movespeed | +(1-4+8-32) Movement speed +(20-40+0-70) lbs. carry capacity. (Movement speed bonus requires energy cell, carry capacity does not. This does not count as a mod for tinkering purposes.) |
Armor and Shields |
Traveller's Boon - Teleportation | Grants you Teleportation at level 1-8. If you already have Teleportation, its level is increased by 1-8. +(20-40+0-70) lbs. carry capacity. |
Armor and Shields |
Powered Willpower Boost | +1-2 Willpower (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Powered Intelligence Boost | +1-2 Intelligence (requires energy cell. Does not count as a mod for tinkering purposes.) | Shields |
Powered Ego Boost | +1-2 Ego (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Improved Teleportation | Grants you Teleportation at level 1-8. If you already have Teleportation, its level is increased by 1-8. | Weapons |
Improved Light Manipulation | Grants you Light Manipulation at level 1-8. If you already have Light Manipulation, its level is increased by 1-8. | Weapons, Armor, and Shields |
Improved Temporal Fugue | Grants you Temporal Fugue at level 1-8. If you already have Temporal Fugue, its level is increased by 1-8. | Weapons, Armor, and Shields |
Improved Electrical Generation | Grants you Electrical Generation at level 1-8. If you already have Electrical Generation, its level is increased by 1-8. | Weapons, Armor, and Shields |
Improved Clairvoyance | Grants you Clairvoyance at level 1-8. If you already have Clairvoyance, its level is increased by 1-8. | Armor and Shields |
Loved by a Faction | +400 Reputation with <faction>. | Any |
Liked by a Faction | +200 Reputation with <faction>. | Any |
Faction Slayer | 1%-8% chance to behead <faction members> on hit. -200 Reputation with <faction>. |
Any |
Improved Block | Your chance to block with shields is increased by 25%. | Shield |
Transmute into Gem | 0.4%-3.2% chance to transmute any attacked target into a gemstone when it is hit. | Weapons |
Glazed | 10-26% chance to dismember on hit. | Weapons |
Relic Freezing | 5 to 16-22 cold damage on hit ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]). [1] Players with the tinkering skill can also stack a regular freezing mod onto the same item. | Weapons |
Beetle Host | When powered, discharges a clockwork beetle friend on hit. Drains cell power quickly. | Weapons |
Fatecaller | 50% of the time, the Fates have their way. | Weapons |
Improved Attribute | +1-2 to Strength, Intelligence, Willpower, or Ego (Does not require power and does not count as an item mod for tinkering purposes) | Armor |
Improved Resistance | +1-2 Cold resistance (Does not require power and does not count as an item mod for tinkering purposes) | Armor |
Blink | Whenever you're about to take damage, there's a 6%-13% chance you blink away instead. | Armor and Shields |
Reflect | Reflects 1%-8% damage back at your attackers, rounded up. | Shields |
Intrinsic Boosts
In addition, Relic weapons, armor, and shields are guaranteed to have one of the following intrinsic qualities.
Weapons
All relic weapons are granted a +1 penetration bonus. This does not count as an item modification.
Shields
Relic shields are guaranteed to have the improved block mod: Your chance to block with shields is increased by 25%.
Armor
Relic armor is guaranteed to have one of the following random intrinsic qualities. These do not count as an item modification.
Armor Quality | Effect |
---|---|
Improved DV | +1 DV |
Improved AV | +1 AV |
Cold Resistance | +10 Cold Resistance |
Heat Resistance | +10 Heat Resistance |
Acid Resistance | +10 Acid Resistance |
Electrical Resistance | +10 Electrical Resistance |
Improved Attribute | +1 to Strength, Agility, Intelligence, Willpower, or Ego |
Improved Accuracy | +2 To-Hit |
Improved Quickness | +5-10 Quickness |
Relic Curio
Some relic appear as a single use-items. These are called curios. Possible item listed below:
Relic Books
Tinkerable
|
|
---|---|
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
2/5 |
ID
|
StandaloneMarkovBook |
Relics can sometimes generate as a book, these relic books have variation based on its function which affects the description of the book. Relic books can generate as:
- Book
- Treaty
- Chronology
- Philosophy
- Hypothesis
- Account
- Allegory
- Wintry Truth
Relic Tonic
Basically, it's just Eaters' nectar injector with randomly generated names. This item is still a tonic, so it is not recommended to inject it while under the effects of another tonic.
Tinkerable
|
|
---|---|
AutotinkerableCan appear spontaneously on an
item you create with tinkering. |
yes |
Value multiplier
|
|
ID
|
NectarTonic |
You gain either a permanent +1 bonus to a random attribute or one mutation point (mutant) |
You gain one attribute point (true kin). |
References
- ↑
XRL.World.Parts.ModRelicFreezing.GetDamageRange()