Relic
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 modifications 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).
Modifications marked with an M count as an item mod for tinkering purposes (items can have a maximum of 3 tinkered mods).
Modifications marked with an E require an energy cell to function.
Mod | Effect | Applicable Items |
---|---|---|
Transmute into Gem M | 0.4%-3.2% chance to transmute any attacked target into a gemstone when it is hit. | Weapons |
Glazed M | 10-26% chance to dismember on hit. | Weapons |
Relic Freezing ME | 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 ME | When powered, discharges a clockwork beetle friend on hit. Drains cell power quickly. | Weapons |
Fatecaller M | 50% of the time, the Fates have their way. | Weapons |
Improved Teleportation M | 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 M | 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 M | 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 M | 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 M | 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 M | 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 M | Grants you Clairvoyance at level 1-8. If you already have Clairvoyance, its level is increased by 1-8. | Armor and Shields |
Blink ME | 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 M | 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 |
Intrinsic Boosts
In addition, Relic weapons, armor, and shields are guaranteed to have one of the following intrinsic qualities.
Item Type | Mod | Effect |
---|---|---|
Weapons | Improved PV | +1 penetration bonus |
Shields | Improved Block M | Your chance to block with shields is increased by 25%. |
Armor | Relic armor is randomly assigned one of the following boosts: | |
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 |
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%. This does count as an item modification.
Armor
Relic armor is guaranteed to have one of the following random intrinsic qualities. These do not count as an item modification.
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()