Relic
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
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 |
---|---|---|
Powered Strength Boost | +1-2 Strength (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Powered Cold Resistance Boost | +20-30 Cold Resistance(requires energy cell. Does not count as a mod for tinkering purposes.) | Shields |
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 |
Powered Willpower Boost | +1-2 Willpower (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Powered Intelligence Boost | +1-2 Intelligence (requires energy cell. Does not count as a mod for tinkering purposes.) | Shields |
Powered Ego Boost | +1-2 Ego (requires energy cell. Does not count as a mod for tinkering purposes.) | Weapons and Shields |
Improved Teleportation | Grants you Teleportation at level 1-8. If you already have Teleportation, its level is increased by 1-8. | Weapons |
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 |
Improved Clairvoyance | Grants you Clairvoyance at level 1-8. If you already have Clairvoyance, its level is increased by 1-8. | 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 |
Improved Block | Your chance to block with shields is increased by 25%. | Shield |
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 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 Resistance | +1-2 Cold resistance (Does not require power and does not count as an item mod for tinkering purposes) | Armor |
Blink | Whenever you're about to take damage, there's a 6%-13% chance you blink away instead. | Armor and Shields |
Reflect | Reflects 1%-8% damage back at your attackers, rounded up. | 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 |
Cold Resistance | +10 Cold Resistance |
Heat Resistance | +10 Heat Resistance |
Acid Resistance | +10 Acid Resistance |
Electrical Resistance | +10 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
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()