Relic

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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

Relic Book
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.

Relic 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

  1. XRL.World.Parts.ModRelicFreezing.GetDamageRange()