Relic: Difference between revisions
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{| class="wikitable" | {| class="wikitable" | ||
! 70% | ! 70% chance | ||
| Teaches a random [[Skills and Powers|skill or power]] when read. {{Code Reference|name=Book1|namespace=XRL.World|class=RelicGenerator|method=ApplyBasicBestowal}}{{Code Reference|name=Book2|class=TrainingBook}} | | Teaches a random [[Skills and Powers|skill or power]] when read. {{Code Reference|name=Book1|namespace=XRL.World|class=RelicGenerator|method=ApplyBasicBestowal}}{{Code Reference|name=Book2|class=TrainingBook}} | ||
|- | |- | ||
! 30% | ! 30% chance | ||
| Increases a random [[attribute]] by 1 when read. | | Increases a random [[attribute]] by 1 when read. | ||
|} | |} |
Revision as of 22:02, 29 November 2020
Relics are randomly generated Items that can be found when exploring a Historical Site. They come with a unique set of powers that are within their own exclusive pools. Typical relics can spawn with 1-4 of any randomly* selected powers.
Relics and Relic Powers
Relic Weapons, Armor, and Shields
Major Powers
The following powers, sometimes referred to as major relic powers, can be generated on weapons, armor, and shields. 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).
Powers marked with an E require an energy cell to function.
Power | 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 E | 5 to 16-22 cold damage on hit ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]). [1] | Weapons |
Beetle Host E | 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 E | +1-2 Strength | Weapons and Shields |
Powered Willpower Boost E | +1-2 Willpower | Weapons and Shields |
Powered Ego Boost E | +1-2 Ego | 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>. | Weapons, Armor, and Shields |
Liked by a Faction | +200 Reputation with <faction>. | Weapons, Armor, and Shields |
Faction Slayer | 1%-8% chance to behead <faction members> on hit. (behead chance only applies when using the item itself as a weapon) -200 Reputation with <faction>. |
Weapons, Armor, and Shields |
Traveller's Boon - Movespeed E | +(1-4+8-32) Movement speed +(20-40+0-70) lbs. carry capacity. (Movement speed bonus requires energy cell, carry capacity does not.) |
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 E | 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 | Armor |
Improved Cold Resistance | +1-2 Cold resistance | Armor |
Reflect | Reflects 1%-8% damage back at your attackers, rounded up. | Shields |
Powered Intelligence Boost E | +1-2 Intelligence | Shields |
Powered Cold Resistance Boost E | +20-30 Cold Resistance | Shields |
Minor Enhancements
In addition, Relic weapons, armor, and shields are guaranteed to have one of the following intrinsic qualities.
Item Type | Enhancement |
---|---|
Melee Weapons | +1 PV |
+2 to damage die size | |
+1 damage | |
+3 to PV bonus cap | |
+2 to hit | |
Missile Weapons | Spray fire (shots do not go wild because of adjacent enemies) |
+1 rate of fire | |
+1 PV | |
+2 to damage die size | |
+1 damage | |
Penetrate creatures like an eigenrifle | |
Vibro projectiles | |
Improved accuracy | |
Shields | Improved Block |
1-2 point reduction in DV penalty | |
5-10 point reduction in Quickness penalty, if any | |
+1 AV | |
Armor | +1 DV |
+1 AV | |
+10 to Cold, Heat, Acid, or Electrical Resistance | |
+1 to Strength, Agility, Intelligence, Willpower, or Ego | |
+2 To-Hit | |
+1-5 Quickness, or a 5-10 point reduction in Quickness penalty, if any |
Relic Curio
Some relics appear as a single use-items. These are called curios.
Relic Books
Some relics appear as high-value books with randomly-generated markov chain text.
Relic books grant one of the following effects when read. The chosen skill or stat is completely random and has no relation to the sultan's themes or the place where it was found.
70% chance | Teaches a random skill or power when read. [2][3] |
---|---|
30% chance | Increases a random attribute by 1 when read. |
Relic books have a commerce value of 100 * Tier + 200, a much higher value than normal randomly generated books when sold or traded to Sheba Hagadias, Librarian of the Stilt for experience points.
Example Relic Books
An unadorned codex of goatskin vellum. It's embossed with tiny images of tokens.
Increases the Toughness of anyone who reads it.
Weight: 1 lbs.
An unadorned codex of goatskin vellum. It's stamped with fanciful depictions of jewels. It's carved with tiny images of telescopes.
Teaches Shank to anyone who reads it.
Weight: 1 lbs.
Relic Tonic
Relic tonics are all based on Eaters' nectar injectors, and can even be prepared into drops of nectar just like they can. (Also just like Eaters' nectar injectors, unlike most tonics, they cannot cause overdose.)
Connection to Sultan Lore
The generation of sultan relics, including the tier of relic and the type of base item, are closely related to the sultan and to significant events in the sultan's life, as evidenced in sultan lore.
Relic Tier
The four historic sites in the game contain relic items that progress from Tier 1 to Tier 4, starting with the Historic site nearest to Joppa, which will always have Tier 1 relic(s).
The tier of relics found in the sultan reliquaries in the Tomb of the Eaters will be instead determined from the period of the sultanate during which the relic originatated, with relics from older sultans being more powerful.[4]
Sultan Period | Relic Tier If Relic Is Found In... | ||||
---|---|---|---|---|---|
Historic Site #1 | Historic Site #2 | Historic Site #3 | Historic Site #4 | Tomb Reliquary | |
1st Period Sultanate | N/A | N/A | N/A | N/A | 7 |
2nd Period Sultanate | N/A | N/A | N/A | N/A | 6 |
3rd Period Sultanate | N/A | N/A | N/A | N/A | 5 |
4th Period Sultanate | N/A | N/A | 3 | 4 | 3 or 4 (random) |
5th Period Sultanate | 1 | 2 | N/A | N/A | 1 or 2 (random) |
Relic Item Type
The type of underlying base item for each relic can be determined from the lore associated with the sultan, if such lore exists. Notably, relics generated in historic sites do not always have a fragment of sultan lore associated with them, depending on randomization factors during world generation. These types of relics are often recognizable because they are typically named after the historic site or the floor of the historic site where they are found, rather than being named as based on a fragment of sultan lore.[5]
Sultan Relics and Historic Site Relics
Relic Item Type | How It's Described in Sultan Lore | Possible Items | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Artifact | artifact |
| |||||||||||||||||||||||||||||||||
star-tool | |||||||||||||||||||||||||||||||||||
Axe | axe |
| |||||||||||||||||||||||||||||||||
Body Armor | breastplate |
| |||||||||||||||||||||||||||||||||
vest | |||||||||||||||||||||||||||||||||||
Book | account |
| |||||||||||||||||||||||||||||||||
allegory | |||||||||||||||||||||||||||||||||||
chronology | |||||||||||||||||||||||||||||||||||
horoscope reading | |||||||||||||||||||||||||||||||||||
hypothesis | |||||||||||||||||||||||||||||||||||
philosophy | |||||||||||||||||||||||||||||||||||
treatise | |||||||||||||||||||||||||||||||||||
wintry truth | |||||||||||||||||||||||||||||||||||
Boots | boots |
| |||||||||||||||||||||||||||||||||
pair of boots | |||||||||||||||||||||||||||||||||||
Bracelet | bracelet |
| |||||||||||||||||||||||||||||||||
Cudgel | hammer |
| |||||||||||||||||||||||||||||||||
mace | |||||||||||||||||||||||||||||||||||
pummel | |||||||||||||||||||||||||||||||||||
Curio | skull |
| |||||||||||||||||||||||||||||||||
one-sided die | |||||||||||||||||||||||||||||||||||
two-sided die | |||||||||||||||||||||||||||||||||||
three-sided die | |||||||||||||||||||||||||||||||||||
four-sided die | |||||||||||||||||||||||||||||||||||
five-sided die | |||||||||||||||||||||||||||||||||||
six-sided die | |||||||||||||||||||||||||||||||||||
seven-sided die | |||||||||||||||||||||||||||||||||||
eight-sided die | |||||||||||||||||||||||||||||||||||
nine-sided die | |||||||||||||||||||||||||||||||||||
ten-sided die | |||||||||||||||||||||||||||||||||||
twelve-sided die | |||||||||||||||||||||||||||||||||||
twenty-sided die | |||||||||||||||||||||||||||||||||||
Face Armor | mask |
| |||||||||||||||||||||||||||||||||
Floating Item | floating orb |
| |||||||||||||||||||||||||||||||||
Food | feast | Eaters' nectar injector | |||||||||||||||||||||||||||||||||
meal | |||||||||||||||||||||||||||||||||||
Hand Armor | gloves |
| |||||||||||||||||||||||||||||||||
iron gauntlet | |||||||||||||||||||||||||||||||||||
Head Armor | helm |
| |||||||||||||||||||||||||||||||||
helmet | |||||||||||||||||||||||||||||||||||
Long Blade | sword |
| |||||||||||||||||||||||||||||||||
Shield | shield |
| |||||||||||||||||||||||||||||||||
Short Blade | dagger |
| |||||||||||||||||||||||||||||||||
[Random] [8] | coin | A random relic item from above, of the appropriate tier | |||||||||||||||||||||||||||||||||
gauntlet |
Additional Relic Types Obtainable Only From Historic Sites
Historic sites can often contain relics that are not directly associated with sultan lore. Generally this is the case whenever a fourth-period or fifth-period sultan did not lose one of their relics at a location in the historic site. These type of relics are generated with a randomized underlying item base type, since there is no driving lore to dictate their item type. The chosen item type can be any of the items listed in the previous section, but there are also some additional relic types that can only appear as historic site relics. These relics - namely, pistols and rifles, will never appear in a sultan's lore.[8]
Relic Item Type | Possible Items | ||||||||
---|---|---|---|---|---|---|---|---|---|
Pistol |
| ||||||||
Rifle |
|
References
This information is reliable as of patch 2.0.201.53. |
- ↑
XRL.World.Parts.ModRelicFreezing.GetDamageRange()
- ↑ 2.0 2.1
XRL.World.RelicGenerator
, methodApplyBasicBestowal
- ↑ 3.0 3.1
XRL.World.Parts.TrainingBook
- ↑
XRL.World.RelicGenerator
, methodGetRelicTierFromPeriod
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13
XRL.World.RelicGenerator
, methodGenerateBaseRelic
- ↑ 6.0 6.1
XRL.World.RelicGenerator
, methodGenerateRelic
, in thesubtype == "curio"
case – Uses a DynamicInheritsTable targeted at creatures of the relic's tier - ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7
ObjectBlueprints.xml
- ↑ 8.0 8.1 This may be a bug