Relic

Revision as of 04:11, 29 November 2020 by Egocarib (talk | contribs)

Relics are randomly generated Items that can be found when exploring a Historical Site. They come with a unique set of powers that are within their own exclusive pools. Typical relics can spawn with 1-4 of any randomly* selected powers.

Relics and Relic Powers

Relic Weapons, Armor, and Shields

Major Powers

The following powers, sometimes referred to as major relic powers, can be generated on weapons, armor, and shields. 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).

Powers marked with an E require an energy cell to function.

Power Effect Applicable Items
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 E 5 to 16-22 cold damage on hit ([Tier * 1.6 + 3] - [Tier * 2.4 + 3]). [1] Weapons
Beetle Host E 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 Teleportation 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 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
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 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 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 Grants you Clairvoyance at level 1-8. If you already have Clairvoyance, its level is increased by 1-8. Armor and Shields
Blink E 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 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

Minor Enhancements

In addition, Relic weapons, armor, and shields are guaranteed to have one of the following intrinsic qualities.

Item Type Enhancement
Melee Weapons +1 PV
+2 to damage die size
+1 damage
+3 to PV bonus cap
+2 to hit
Missile Weapons Spray fire (shots do not go wild because of adjacent enemies)
+1 rate of fire
+1 PV
+2 to damage die size
+1 damage
Penetrate creatures like an  eigenrifle
Vibro projectiles
Improved accuracy
Shields Improved Block
1-2 point reduction in DV penalty
5-10 point reduction in Quickness penalty, if any
+1 AV
Armor +1 DV
+1 AV
+10 to Cold, Heat, Acid, or Electrical Resistance
+1 to Strength, Agility, Intelligence, Willpower, or Ego
+2 To-Hit
+1-5 Quickness, or a 5-10 point reduction in Quickness penalty, if any

Relic Curio

Some relics appear as a single use-items. These are called curios.

Relic Books

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
  • Codex
  • Tome
  • Volume
  • Atlas
  • Lexicon
  • Folio
  • Omnibus
  • Opus

Relic books have a commerce value of 200 + 100 * Tier, a much higher value than normal randomly generated books when sold or traded to Sheba Hagadias, Librarian of the Stilt for experience points.

Relic Tonic

Relic tonics are all based on  Eaters' nectar injectors, and can even be prepared into  drops of nectar just like they can. (Also just like Eaters' nectar injectors, unlike most tonics, they cannot cause overdose.)

Connection to Sultan Lore

The generation of sultan relics, including the tier of relic and the type of base item, are closely related to the sultan and to significant events in the sultan's life, as evidenced in sultan lore.

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  Joppa, which will always have Tier 1 relic(s).

The tier of relics found in the  sultan reliquaries in the  Tomb of the Eaters will be instead determined from the period of the sultanate during which the relic originatated, with relics from older sultans being more powerful.[2]

Sultan Period Relic Tier If Relic Is Found In...
Historic Site #1 Historic Site #2 Historic Site #3 Historic Site #4 Tomb Reliquary
1st Period Sultanate N/A N/A N/A N/A 7
2nd Period Sultanate N/A N/A N/A N/A 6
3rd Period Sultanate N/A N/A N/A N/A 5
4th Period Sultanate N/A N/A 3 4 3 or 4 (random)
5th Period Sultanate 1 2 N/A N/A 1 or 2 (random)

Relic Item Type

The type of underlying base item for each sultan can be determined from the lore associated with that relic, if such lore exists. Notably, relics generated in historic sites 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.[3]

This article has information that is missing or not up to par.
Reason: More details to be added soon about determining relic type from sultan lore fragments

References

  1. XRL.World.Parts.ModRelicFreezing.GetDamageRange()
  2. XRL.World.RelicGenerator, method GetRelicTierFromPeriod
  3. XRL.World.RelicGenerator, method GenerateBaseRelic