Relic: Difference between revisions

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note ammo capacity increase
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|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]]
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   {| 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
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== 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}}
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{| 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
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! 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
|-
|-
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| {{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'''
|-
|-
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| {{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'''
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| {{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}}
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| '''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)''
|-
|-
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| '''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}}
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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.
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   {| 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'''''
   |-
   |-
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   |-
   |-
   ! colspan="2" | Tier 3
   ! colspan="2" | Tier 3
   | {{favilink|Carbine}}
   | {{favilink|Chain pistol}}
   |-
   |-
   ! colspan="2" | Tier 4
   ! colspan="2" | Tier 4
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= 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}}
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