Relic: Difference between revisions

713 bytes added ,  01:28, 25 October 2022
note ammo capacity increase
No edit summary
(note ammo capacity increase)
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{tocright}}
Relics are procedurally generated items that have special significance within the [[world generation|generated history]] of {{gamename}}. Relics are most often found in [[historic site]]s or [[sultan reliquary|sultan reliquaries]], but can also be found in procedurally generated ruins or even held by random creatures. Relics can generate with unique relic powers that are not typically available on normal items or through [[tinkering]]. A typical relic may spawn with 1-4 unique relic powers.{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GenerateRelic}} Relics cannot have additional mods added tinkering and cannot generate with normal [[item mods]].{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GenerateBaseRelic|name=GenerateBaseRelic}}
Relics are procedurally generated items that have special significance within the [[world generation|generated history]] of {{gamename}}. Relics are most often found in [[historic site]]s or [[sultan reliquary|sultan reliquaries]], but can also be found in procedurally generated ruins or even held by random creatures. Relics can generate with unique relic powers that are not typically available on normal items or through [[tinkering]]. A typical relic may spawn with 1-4 unique relic powers.{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GenerateRelic}} Relics cannot have additional mods added tinkering and cannot generate with normal [[item mods]].{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GenerateBaseRelic|name=GenerateBaseRelic}}


Line 137: Line 138:
|Spray fire (shots do not go wild because of adjacent enemies)
|Spray fire (shots do not go wild because of adjacent enemies)
|-
|-
| +1 rate of fire
| +1 rate of fire (on magazine-fed weapons, also increases ammo capacity by 1 if ammo capacity would become less than rate of fire)
|-
|-
| +1 [[PV]]
| +1 [[PV]]
Line 218: Line 219:
   {| class="wikitable"
   {| class="wikitable"
   ! 70% chance
   ! 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 [[skill]] when read. {{Code Reference|name=Book1|namespace=XRL.World|class=RelicGenerator|method=ApplyBasicBestowal}}{{Code Reference|name=Book2|class=TrainingBook}}
   |-
   |-
   ! 30% chance
   ! 30% chance
Line 271: Line 272:


== Relic Tier ==
== 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 {{favilink|Joppa}}, which will always have Tier 1 relic(s).
The eight [[historic sites]] in the game contain relic items that progress from Tier 1 to Tier 8, starting with the Historic site nearest to {{favilink|Joppa}}, which will always have Tier 1 relic(s).


The tier of relics found in the {{favilink|sultan reliquary|plural}} in the {{favilink|tomb of the eaters}} will be instead determined from the period of the sultanate during which the relic originated, with relics from older sultans being more powerful.{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GetRelicTierFromPeriod}}
The tier of relics found in the {{favilink|sultan reliquary|plural}} in the {{favilink|tomb of the eaters}} will be instead determined from the period of the sultanate during which the relic originated, with relics from older sultans being more powerful.{{Code Reference|namespace=XRL.World|class=RelicGenerator|method=GetRelicTierFromPeriod}}
Line 277: Line 278:
{| class="wikitable"
{| class="wikitable"
! rowspan="2" | Sultan Period
! rowspan="2" | Sultan Period
! colspan="5" | Relic Tier If Relic Is Found In...
! colspan="9" | Relic Tier If Relic Is Found In...
|-
|-
! Historic Site #1
! Historic Site #1
Line 283: Line 284:
! Historic Site #3
! Historic Site #3
! Historic Site #4
! Historic Site #4
! Historic Site #5
! Historic Site #6
! Historic Site #7
! Historic Site #8
! Tomb Reliquary
! Tomb Reliquary
|-
|-
Line 290: Line 295:
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| '''8'''
| '''7'''
| '''7'''
|-
|-
Line 296: Line 305:
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| '''7'''
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| '''6'''
| '''6'''
Line 302: Line 315:
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| '''5'''
| '''6'''
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
Line 311: Line 328:
| '''3'''
| '''3'''
| '''4'''
| '''4'''
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| '''3''' or '''4''' ''(random)''
| '''3''' or '''4''' ''(random)''
|-
|-
Line 316: Line 337:
| '''1'''
| '''1'''
| '''2'''
| '''2'''
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
| {{qud text|&KN/A}}
Line 324: Line 349:
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 site]]s 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.<ref name="GenerateBaseRelic" />
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 site]]s 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.<ref name="GenerateBaseRelic" />


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.
Historic sites can often contain relics that are not directly associated with sultan lore. Generally this is the case whenever a 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.
===Melee Relics===
===Melee Relics===
Melee weapons have a 80% chance to be one-handed and a 20% chance to be two-handed, and are always generated from the base weapon with material equal to the relic's tier:
Melee weapons have a 80% chance to be one-handed and a 20% chance to be two-handed, and are always generated from the base weapon with material equal to the relic's tier:
{| class="wikitable"
{| class="wikitable"
   ! rowspan="1" | Tier 1
   ! rowspan="1" | Tier 1
   |Iron
   |{{qud text|Iron}}
   |-
   |-
   ! rowspan="1" | Tier 2
   ! rowspan="1" | Tier 2
   |Steel
   |{{qud text|&YSteel}}
   |-
   |-
   ! rowspan="1" | Tier 3
   ! rowspan="1" | Tier 3
   |Carbide
   |{{qud text|&bCarbide}}
   |-
   |-
   ! rowspan="1" | Tier 4
   ! rowspan="1" | Tier 4
   |Folded Carbide
   |{{qud text|&BFolded Carbide}}
|-
|-
   ! rowspan="1" | Tier 5
   ! rowspan="1" | Tier 5
   |Fullerite
   |{{qud text|&KFullerite}}
|-
|-
   ! rowspan="1" | Tier 6
   ! rowspan="1" | Tier 6
   |Crysteel
   |{{qud shader|crysteel|Crysteel}}
|-
|-
   ! rowspan="1" | Tier 7
   ! rowspan="1" | Tier 7
   |Flawless Crysteel
   |{{qud text|&KFlawless}} {{qud shader|crysteel|Crysteel}}
|-
|-
   ! rowspan="1" | Tier 8
   ! rowspan="1" | Tier 8
   |Zetachrome
   |{{qud shader|zetachrome|Zetachrome}}
   |}
   |}
===Non-Melee Relics===
===Non-Melee Relics===
Other relics generate in more complex ways based on tier.
Other relics generate in more complex ways based on tier.
Line 432: Line 458:
   {| class="wikitable"
   {| class="wikitable"
   ! 70%
   ! 70%
   | A high-value [[Book|markov book]] which teaches a random [[Skills and Powers|skill or power]] when read. <ref name="Book1" /><ref name="Book2" />
   | A high-value [[Book|markov book]] which teaches a random [[skill]] when read. <ref name="Book1" /><ref name="Book2" />
The book's commerce value will be equal to '''''100 * Tier + 200'''''
The book's commerce value will be equal to '''''100 * Tier + 200'''''
   |-
   |-
Line 690: Line 716:
   |-
   |-
   ! colspan="2" | Tier 3
   ! colspan="2" | Tier 3
   | {{favilink|Carbine}}
   | {{favilink|Chain pistol}}
   |-
   |-
   ! colspan="2" | Tier 4
   ! colspan="2" | Tier 4
Line 801: Line 827:


= Trivia =
= Trivia =
* Prior to patch [https://store.steampowered.com/news/app/333640/view/4639224265629184703 2.0.200.86] (August 14, 2020), it was possible to mod [[relic]] items, allowing a player to combine relic powers with other powerful tinkering mods. For example, relic freezing + normal [[freezing]] could be combined on an item for a very powerful overall freezing effect. However, it is no longer possible to add normal mods to relic items.<ref name="GenerateBaseRelic" />
* Prior to patch [https://store.steampowered.com/news/app/333640/view/4639224265629184703 2.0.200.86] (August 14, 2020), it was possible to mod [[relic]] items, allowing a player to combine relic powers with other powerful tinkering mods. For example, relic freezing + normal [[freezing]] could be combined on an item for a very powerful overall freezing effect, [[:File:Double freeze relic.jpg|like this one]]. However, it is no longer possible to add normal mods to relic items.<ref name="GenerateBaseRelic" />


{{references h1|2.0.203.35}}
{{references h1|2.0.203.35}}
671

edits