Relics

Relics are a tier of randomly generated equipment found across the shard. Two distinct relic systems exist:

  1. Relic equipment (helms, armour, shields) produced by the shard's relic generator. These items are flagged as relics and carry a “Relic” title tag.
  2. Named talisman relics - twelve fixed talismans split across two tiers.

The two systems are unrelated: talisman relics are not produced by the relic generator and are not flagged with the relic property.

Each relic generation roll produces one armour piece or hat (weapons, jewellery and clothing are never generated this way). The roll determines:

  1. A property level - Low, Medium or High.
  2. A property tree - Mage, Dexxer, HybridMage, HybridDexxer or Ranger, chosen uniformly at random.
  3. Resistances and tree-specific attribute mods.
  4. A hue keyed to the property tree.
  5. A randomized name in the form “{Name}'s {adjective} {item}”.
  6. A “Relic” title tag, prefixed with “Quality ” for Medium and “Superior ” for High.

The level controls the relic's mod budget, which seeds resistance baselines and the number of attribute roll passes.

Level Title tag Mod budget
Low Relic 7
Medium Quality Relic 10
High Superior Relic 15

Each tree biases the attribute table. Hat and armour versions of each tree share the same theme but use different mod ranges.

Tree Default mods (armour) Notable bias
Mage Spell Damage +15 Spell damage, mana regen, lower mana cost, lower reagent cost, faster casting/recovery. Armour can also receive Mage Armor if the base allows.
Dexxer Weapon Damage +20 Stamina, str/dex/hits, hit chance increase, defense chance increase, swing speed and weapon damage.
HybridMage Spell Damage +5, Mana +5 Wide caster/melee mix; 50% chance for Mage Armor.
HybridDexxer Weapon Damage +5, Hit Chance +5 Melee-leaning mix with some caster splash mods.
Ranger Luck +200 (armour) / +100 (hat) Heavy luck baseline, balanced stats; 50% chance for Mage Armor.

Each generated piece rolls one of three resistance patterns, chosen uniformly:

  1. Flat baseline plus one spike - every resist set to the mod budget, with one random resist receiving an additional 0-14 bonus (hats) or 0-9 bonus (armour).
  2. Uniform high roll - every resist set to the mod budget plus 3-15.
  3. Baseline plus distributed bonuses - every resist set to the mod budget, then a number of extra points equal to the mod budget distributed randomly across resists.

All generated relics ship at 255/255 hit points. Hats receive Self Repair at a random value from {1, 3, 4, 5, 10, 20}; armour receives Self Repair from {1, 3, 4, 5, 10}.

Hues are randomized from a fixed per-tree list:

Tree Hue pool
Mage 1150, 1154, 1152, 1153, 1159, 1366, 1156
Dexxer 1109, 1175, 1420, 1654
HybridMage 1150, 1151, 1171, 1173, 1282, 1284
HybridDexxer 1260, 1272, 1255, 1256, 1160, 1645
Ranger 1257, 1436, 1155, 1158, 1278, 1463, 1462, 1167

Relic names follow the pattern “{Name}'s {adjective} {item}”.

  • Mage and HybridMage trees draw from a mage name list (Jupiter, Neptune, Zeus, Plato, and 38 more) and mage adjectives (holy, light, magical, and 54 more).
  • Dexxer and HybridDexxer trees draw from a dexxer name list (Bali, Bevan, Caedmon, and 37 more) and dexxer adjectives (strong, grand, great, and 39 more).
  • Ranger draws from a ranger name list (Agilaz, Apollo, Arash, and 20 more) and ranger adjectives (lucky, adventurous, and 16 more).
Source How you get the relic
Obelisk of the Relic Finder Each charge produces one relic. Recharges every 120 minutes.
Random Relic Deed Double-click to drop its stored relics into your backpack. Deed is consumed.
Special Loot Chest Tier 2 1 relic (boosted chests only).
Special Loot Chest Tier 3 2 relics, plus a 30% / 60% chance for a third.
Special Loot Chest Tier 4 3 relics.
Special Loot Chest Tier 5 4 relics, plus one more if the chest is boosted.
Treasure chests (Level 1 and higher) Per-tier random chance to drop a generated relic.
Random quest rewards 1-in-10 chance of one relic on quest turn-in.
Taming orders with the Relics flag If the order's Relics weight passes its check, drops 2 relics per order level.
Demigod corpses Drop a Random Relic Deed.
Fleeing Fugitive PvM game Winner's care package contains five Random Relic Deeds.
Newbie Dungeon kill quest Awards one Random Relic Deed on completion.
Character Vendor Stone Sells a 20-relic Random Relic Deed for 10 currency under “Random Reward Chest”.
Donation rewards Bag of Relic Deeds: 20 deeds for 100; 50 deeds for 200.

Twelve hand-crafted talismans split across two tiers. Every named relic talisman:

  • Uses talisman art randomized between four item IDs (12120-12123).
  • Has a 1200-second maximum recharge time.
  • Is removed when the wearer takes damage.
  • Rolls a random Blessed effect and a random Protection effect on creation.

The two tiers are mechanically identical except for hue and skill bonus ranges. Tier 1 (“Old”) uses fixed skill bonuses (+10 primary, +5 secondary). Tier 2 (“Preserved”) rolls +10 to +15 on the primary skill and +6 to +10 on the secondary.

Relic Hue Primary skill (+10) Secondary skill (+5) Damage bonus Lower Reagent Cost
Old Duelist Relic 90 Swordsmanship Tactics Weapon Damage +12 10
Old Hijacker Relic 1409 Ninjitsu Stealing Weapon Damage +12 10
Old Occult Relic 1109 Spirit Speak Necromancy Spell Damage +13 10
Old Sharpshooter Relic 292 Archery Tactics Weapon Damage +12 10
Old Thaumaturgy Relic 1153 Magery Evaluating Intelligence Spell Damage +12 10
Old Zoology Relic 72 Animal Taming Animal Lore Spell Damage +12 10
Relic Hue Primary skill (+10..15) Secondary skill (+6..10) Damage bonus Lower Reagent Cost
Preserved Duelist Relic 154 Swordsmanship Tactics Weapon Damage +12 10
Preserved Hijacker Relic 1376 Ninjitsu Stealing Weapon Damage +12 10
Preserved Occult Relic 1124 Spirit Speak Necromancy Spell Damage +13 10
Preserved Sharpshooter Relic 2442 Archery Tactics Weapon Damage +12 10
Preserved Thaumaturgy Relic 1220 Magery Evaluating Intelligence Spell Damage +12 10
Preserved Zoology Relic 96 Animal Taming Animal Lore Spell Damage +12 10

Talisman relics drop as a special gear drop from eligible creatures.

  1. The drop chance starts from a random roll. Peerless bosses subtract 0.02 from the roll, increasing your chance.
  2. If the roll is at most 0.03 and the creature is flagged for talisman drops, the talisman branch fires.
  3. Within that branch:
    • 70% chance to drop one of the six Tier 1 (Old) relics, chosen uniformly.
    • 30% chance to either drop one of the six Tier 2 (Preserved) relics or, on a 1-in-7 outcome, drop a Pitiful Shield instead.

Generated relics carry both the relic flag and a “Relic” title tag, so they can be filtered cleanly by shard tools.

  • Storage Keys recognise generated relics by their “Relic” title tag and fall back to the relic flag if needed. They also filter “Epic” tagged items through the same path.
  • Auto Looter identifies relics by the “Relic” title tag. Non-equipment item types are skipped automatically.
  • Epic gear shares the relic flag but is produced by a separate generator and uses a different title tag. Auto Looter and Storage Keys treat the two pipelines separately.
  • Crystal of Enhancement, which drops alongside relics in higher-tier Special Loot Chests, is a separate enhancement item - not a relic.