Relic: Difference between revisions
(Big update based on review of RelicGenerator and related code.) |
(minor rearranging (the table organization could probably still be improved if someone wants to take a crack at it)) |
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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, Armor, and Shields = | |||
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). | 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). | ||
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! Effect | ! Effect | ||
! Applicable Items | ! Applicable Items | ||
|- | |||
| [[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 | |||
|- | |||
| 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 [[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 | |||
|- | |- | ||
| Powered Strength Boost | | Powered Strength Boost | ||
| '''{{Color|W|+1-2}}''' Strength ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | | '''{{Color|W|+1-2}}''' Strength ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | ||
| Weapons and Shields | | Weapons and Shields | ||
|- | |- | ||
| Powered Willpower Boost | | Powered Willpower Boost | ||
| '''{{Color|W|+1-2}}''' Willpower ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | | '''{{Color|W|+1-2}}''' Willpower ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | ||
| Weapons and Shields | | Weapons and Shields | ||
|- | |- | ||
| Powered Ego Boost | | Powered Ego Boost | ||
| '''{{Color|W|+1-2}}''' Ego ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | | '''{{Color|W|+1-2}}''' Ego ''(requires [[:Category:Energy_Cells|energy cell]]. Does not count as a mod for tinkering purposes.)'' | ||
| Weapons and Shields | | Weapons and Shields | ||
|- | |- | ||
| Improved [[Light Manipulation]] | | Improved [[Light Manipulation]] | ||
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| 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}}'''. | | 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 | | Weapons, Armor, and Shields | ||
|- | |- | ||
| Loved by a Faction | | Loved by a Faction | ||
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| Any | | Any | ||
|- | |- | ||
| | | 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]] | ||
| '''{{Color|C| | | 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 | ||
|- | |- | ||
| [[ | | Improved [[Clairvoyance]] | ||
| '''{{Color|C| | | 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 | ||
|- | |- | ||
| | | [[Blink]] | ||
| '' | | Whenever you're about to take damage, there's a '''{{Color|C|6%-13%}}''' chance you blink away instead. | ||
| Armor and Shields | |||
| | |||
|- | |- | ||
| Improved Attribute | | Improved Attribute | ||
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| Armor | | Armor | ||
|- | |- | ||
| Improved Resistance | | Improved Cold Resistance | ||
| '''{{Color|W|+1-2}}''' Cold resistance ''(Does not require power and does not count as an item mod for tinkering purposes)'' | | '''{{Color|W|+1-2}}''' Cold resistance ''(Does not require power and does not count as an item mod for tinkering purposes)'' | ||
| Armor | | Armor | ||
|- | |- | ||
| [[Reflect]] | | [[Reflect]] | ||
| Reflects '''{{Color|C|1%-8%}}''' damage back at your attackers, rounded up. | | Reflects '''{{Color|C|1%-8%}}''' damage back at your attackers, rounded up. | ||
| 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 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 | | Shields | ||
|} | |} | ||
== Intrinsic Boosts == | |||
In addition, Relic weapons, armor, and shields are guaranteed to have one of the following intrinsic qualities. | 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. | 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%.'' | 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. | Relic armor is guaranteed to have one of the following random intrinsic qualities. These do not count as an item modification. | ||
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| +1 AV | | +1 AV | ||
|- | |- | ||
| | | Improved [[Resistance]] | ||
| +10 Cold | | +10 to Cold, Heat, Acid, or Electrical Resistance | ||
|- | |- | ||
| Improved Attribute | | Improved Attribute | ||
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|} | |} | ||
= Relic Curio = | |||
Some relic appear as a single use-items. These are called curios. Possible item listed below: | Some relic appear as a single use-items. These are called curios. Possible item listed below: | ||
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* [[Fabricate Creature]] | * [[Fabricate Creature]] | ||
= Relic Books = | |||
{{Mod | {{Mod | ||
| title =Relic Book | | title =Relic Book | ||
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* Wintry Truth | * 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.{{Mod | 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.{{Mod | ||
| title =Relic Tonic | | title =Relic Tonic | ||
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}}{{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 /> | <references /> |
Revision as of 20:31, 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, Armor, and Shields
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 |
---|---|---|
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 Teleportation | Grants you Teleportation at level 1-8. If you already have Teleportation, its level is increased by 1-8. | Weapons |
Powered Strength Boost | +1-2 Strength (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Powered Willpower Boost | +1-2 Willpower (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Powered Ego Boost | +1-2 Ego (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
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 |
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 |
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 |
Improved Clairvoyance | Grants you Clairvoyance at level 1-8. If you already have Clairvoyance, its level is increased by 1-8. | Armor and Shields |
Blink | Whenever you're about to take damage, there's a 6%-13% chance you blink away instead. | Armor and Shields |
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 Cold Resistance | +1-2 Cold resistance (Does not require power and does not count as an item mod for tinkering purposes) | Armor |
Reflect | Reflects 1%-8% damage back at your attackers, rounded up. | Shields |
Powered Intelligence Boost | +1-2 Intelligence (requires energy cell. Does not count as a mod for tinkering purposes.) | Shields |
Powered Cold Resistance Boost | +20-30 Cold Resistance(requires energy cell. Does not count as a mod for tinkering purposes.) | 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 |
Improved Resistance | +10 to Cold, Heat, Acid, or 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()