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 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

Some relics appear as high-value books with randomly-generated markov chain text.

Relic books grant one of the following effects when read. The chosen skill or stat is completely random and has no relation to the sultan's themes or the place where it was found.

70% chance Teaches a random skill or power when read. [2][3]
30% chance Increases a random attribute by 1 when read.

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

Example Relic Books

Charmica

An unadorned codex of goatskin vellum. It's embossed with tiny images of tokens.

Increases the Toughness of anyone who reads it.

Weight: 1 lbs.

Perfect
Lightyca

An unadorned codex of goatskin vellum. It's stamped with fanciful depictions of jewels. It's carved with tiny images of telescopes.

Teaches Shank to anyone who reads it.

Weight: 1 lbs.

Perfect

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.[4]

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 relic can be determined from the lore associated with the sultan, 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.[5]

Sultan Relics and Historic Site Relics

Relic Item Type How It's Described in Sultan Lore Possible Items
Artifact artifact
50% Fabricate Creature curio with a random creature roughly the same tier as the relic [6]
50% Obliterate Faction curio
star-tool
Axe axe
Tier 1 bronze battle axe [5]
Tier 2 iron battle axe
Tier 3 carbide battle axe
Tier 4 folded carbide battle axe
Tier 5 fullerite battle axe
Tier 6 crysteel battle axe
Tier 7 flawless crysteel battle axe
Body Armor breastplate
Tier 1 50% Some ♦2 ○0 perch fish leather armor that weighs 15 pounds [5][7]
50% A ♦1 ○2 frock that weighs 5 pounds
Tier 2 50% Some ♦3 ○-2 ring mail that weighs 15 pounds [5]
50% Some ♦3 ○-1 chain mail that weighs 35 pounds
Tier 3 50% Some ♦4 ○-4 steel plate mail that weighs 60 pounds
50% A ♦1 ○3 elastyne skin suit that weighs 5 pounds
Tier 4 50% Some ♦5 ○-5 carbide plate armor that weighs 45 pounds
50% A ♦2 ○3 flexivest that weighs 5 pounds
Tier 5 Some ♦6 ○-6 fullerite plate mail that weighs 160 pounds
Tier 6 50% Some ♦6 ○-3, +9 Heat/+9 Cold/+9 Elec/+9 Acid resistance crysteel shardmail that weighs 40 pounds
50% A ♦4 ○2 nanoweave vest that weighs 10 pounds
Tier 7 50% Some ♦7 ○-3, +9 Heat/+9 Cold/+9 Elec/+9 Acid resistance flawless crysteel shardmail that weighs 40 pounds
50% A ♦4 ○2 nanoweave vest that weighs 10 pounds
vest
Book account
70% A high-value markov book which teaches a random skill or power when read. [2][3]

The book's commerce value will be equal to 100 * Tier + 200

30% A high-value markov book which increases a random attribute by 1 when read.

The book's commerce value will be equal to 100 * Tier + 200

allegory
chronology
horoscope reading
hypothesis
philosophy
treatise
wintry truth
Boots boots
Tiers 1 - 2 Some ♦1 ○0 perch fish leather boots that weigh 3 pounds [5][7]
Tier 3 50% Some ♦2 ○-3 chain boots that weigh 10 pounds
50% A ♦0 ○2 elastyne slippers that weigh 1 pound
Tier 4 50% Some ♦3 ○-5 carbide boots that weigh 15 pounds
50% A ♦1 ○1, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance plastifer sneakers that weigh 3 pounds
Tier 5 A ♦3 ○-4 fullerite boots that weigh 35 pounds
Tier 6 A ♦3 ○-2, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance crysteel boots that weigh 20 pounds
Tier 7 A ♦4 ○-2, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance flawless crysteel boots that weigh 20 pounds
pair of boots
Bracelet bracelet
Tiers 1 - 3 A ♦0 ○0 beaded bracelet that weighs 1 pound [5][7]
Tier 4 A ♦0 ○1 beaded bracelet that weighs 1 pound
Tiers 5 - 6 A ♦0 ○2 beaded bracelet that weighs 1 pound
Tier 7 A ♦0 ○2, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance beaded bracelet that weighs 1 pound
Cudgel hammer
Tier 1 club [5]
Tier 2 bronze mace
Tier 3 carbide hammer
Tier 4 carbide folding hammer
Tier 5 fullerite maul
Tier 6 crysteel mace
Tier 7 flawless crysteel mace
mace
pummel
Curio skull
50% Fabricate Creature curio with a random creature roughly the same tier as the relic [6]
50% Obliterate Faction curio
one-sided die
two-sided die
three-sided die
four-sided die
five-sided die
six-sided die
seven-sided die
eight-sided die
nine-sided die
ten-sided die
twelve-sided die
twenty-sided die
Face Armor mask
Tier 1 A ♦0 ○0 mask that weighs 2 pounds [5][7]
Tier 2 A ♦0 ○1 mask that weighs 2 pounds
Tier 3 A ♦0 ○1 veil that weighs 2 pounds
Tiers 4 - 6 A ♦0 ○2 veil that weighs 2 pounds
Tier 7 A ♦1 ○2 veil that weighs 2 pounds
Floating Item floating orb
Tiers 1 - 2 A floating object that weighs 1 pound [5][7]
Tiers 3 - 7 A floating glowsphere that weighs 1 pound
Food feast Eaters' nectar injector
meal
Hand Armor gloves
Tiers 1 - 2 Some ♦1 ○0 perch fish leather gloves that weigh 3 pounds [5][7]
Tier 3 50% Some ♦2 ○-3 chain gauntlets that weigh 10 pounds
50% A ♦0 ○2, +1 Agility elastyne gloves that weigh 1 pound
Tier 4 50% Some ♦3 ○-5 carbide gauntlets that weigh 18 pounds
50% A ♦1 ○1, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance plastifer gloves that weigh 3 pounds
Tier 5 A ♦3 ○-3 fullerite gauntlets that weigh 25 pounds
Tier 6 A ♦3 ○-2, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance crysteel guantlets that weigh 15 pounds
Tier 7 A ♦4 ○-2, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance flawless crysteel gauntlets that weigh 15 pounds
iron gauntlet
Head Armor helm
Tiers 1 - 2 50% A ♦1 ○0 helmet that weighs 3 pounds [5][7]
50% A ♦0 ○1 hat that weighs 3 pounds
Tier 3 50% A ♦2 ○-3 steel helmet that weighs 12 pounds
50% A ♦1 ○1, +5 Cold resistance elastyne hat that weighs 1 pound
Tier 4 50% A ♦2 ○-3 steel helmet that weighs 12 pounds
50% A ♦1 ○1, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance plastifer hat that weighs 4 pounds
Tier 5 A ♦3 ○-4 fullerite helmet that weighs 25 pounds
Tier 6 A ♦3 ○-1, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance crysteel helmet that weighs 15 pounds
Tier 7 A ♦4 ○-1, +5 Heat/+5 Cold/+5 Elec/+5 Acid resistance flawless crysteel helmet that weighs 15 pounds
helmet
Long Blade sword
Tier 1 bronze long sword [5]
Tier 2 iron long sword
Tier 3 carbide long sword
Tier 4 folded carbide long sword
Tier 5 fullerite long sword
Tier 6 crysteel long sword
Tier 7 flawless crysteel long sword
Shield shield
Tiers 1 - 2 A ♦2 ○-3 shield that weighs 9 pounds [5][7]
Tier 3 A ♦3 ○-2 steel shield that weighs 12 pounds
Tier 4 A ♦4 ○-3 carbide shield that weighs 14 pounds
Tier 5 A ♦5 ○-4 fullerite shield that weighs 20 pounds
Tier 6 A ♦6 ○-3 crysteel shield that weighs 20 pounds
Tier 7 A ♦7 ○-2 flawless crysteel shield that weighs 20 pounds
Short Blade dagger
Tier 1 bronze dagger [5]
Tier 2 iron dagger
Tier 3 carbide dagger
Tier 4 folded carbide dagger
Tier 5 fullerite dagger
Tier 6 crysteel dagger
Tier 7 flawless crysteel dagger
[Random] [8] coin A random relic item from above, of the appropriate tier
gauntlet

Additional Relic Types Obtainable Only From Historic Sites

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. The chosen item type can be any of the items listed in the previous section, but there are also some additional relic types that can only appear as historic site relics. These relics - namely, pistols and rifles, will never appear in a sultan's lore.[8]

Relic Item Type Possible Items
Pistol
Tiers 1 - 2 chrome revolver
Tiers 3 - 4 semi-automatic pistol
Rifle
Tier 1 musket
Tier 2 pump shotgun
Tier 3 Issachar rifle
Tier 4 carbine

References

This information is reliable as of patch 2.0.201.53.
  1. XRL.World.Parts.ModRelicFreezing.GetDamageRange()
  2. 2.0 2.1 XRL.World.RelicGenerator, method ApplyBasicBestowal
  3. 3.0 3.1 XRL.World.Parts.TrainingBook
  4. XRL.World.RelicGenerator, method GetRelicTierFromPeriod
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 XRL.World.RelicGenerator, method GenerateBaseRelic
  6. 6.0 6.1 XRL.World.RelicGenerator, method GenerateRelic, in the subtype == "curio" case – Uses a DynamicInheritsTable targeted at creatures of the relic's tier
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 ObjectBlueprints.xml
  8. 8.0 8.1 This may be a bug