Relic: Difference between revisions

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(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 and Armor ==
= 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 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
| 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 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
| 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 [[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]]  
| 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
|-
| 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
| Loved by a Faction
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| Any
| Any
|-
|-
| Improved Block
| Traveller's Boon - [[Movespeed]]
| Your chance to block with shields is increased by 25%.
| '''+({{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.)''
| Shield
| Armor and Shields
|-
|-
| [[Transmute into Gem]]
| Traveller's Boon - [[Teleportation]]
| '''{{Color|C|0.4%-3.2%}}''' chance to transmute any attacked target into a gemstone when it is hit.
| 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.
| Weapons
| Armor and Shields
|-
|-
| [[Glazed]]
| Improved [[Clairvoyance]]
| '''{{Color|C|10-26%}}''' chance to dismember on hit.
| Grants you Clairvoyance at level '''{{Color|C|1-8}}'''. If you already have Clairvoyance, its level is increased by '''{{Color|C|1-8}}'''.
| Weapons
| Armor and Shields
|-
|-
| Relic [[Freezing]]
| [[Blink]]
| '''{{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.
| Whenever you're about to take damage, there's a '''{{Color|C|6%-13%}}''' chance you blink away instead.
| Weapons
| Armor and Shields
|-
| [[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
| 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
|-
| [[Blink]]
| Whenever you're about to take damage, there's a '''{{Color|C|6%-13%}}''' chance you blink away instead.
| Armor and Shields
|-
|-
| [[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 ===
== 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 ====
=== 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 ====
=== 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 ====
=== 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
|-
|-
| Cold [[Resistance]]
| Improved [[Resistance]]
| +10 Cold Resistance
| +10 to Cold, Heat, Acid, or Electrical Resistance
|-
| Heat [[Resistance]]
| +10 Heat Resistance
|-
| Acid [[Resistance]]
| +10 Acid Resistance
|-
| Electrical [[Resistance]]
| +10 Electrical Resistance
|-
|-
| Improved Attribute
| Improved Attribute
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|}
|}


== Relic Curio ==
= 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 ==
= Relic Books =
{{Mod
{{Mod
| title      =Relic Book
| title      =Relic Book
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* Wintry Truth
* Wintry Truth


== Relic Tonic ==
= 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 />
<references />

Revision as of 20:31, 2 September 2019

This article is a stub. You can help Caves of Qud Wiki by expanding it.
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

Relic Book
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.

Relic 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

  1. XRL.World.Parts.ModRelicFreezing.GetDamageRange()