Relics: Difference between revisions

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Venom Wards stack on top of the 10% damage cap; a Relic is lost if its item breaks; what happens to it on death (accuracy audit 3)
Overflowing Harvest: extra resources equal to the base yield (+1, or +2 when your tool doubles the yield)
 
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A Relic belongs to the '''item''', not the player. It shows on the item's [[Marketplace]] listing, and transfers with the item when it is sold or traded. Items carrying a Relic can't be stored in a [[Guilds|guild bank]].
A Relic belongs to the '''item''', not the player. It shows on the item's [[Marketplace]] listing, and transfers with the item when it is sold or traded. Items carrying a Relic can't be stored in a [[Guilds|guild bank]].
The [https://kintara.com/#index-relics Index] on kintara.com has a '''Relics''' tab: for every Relic in the game it shows how many exist, how many players hold one, its tier, its slot (weapon, tool or armor) and the cheapest one listed on the [[Marketplace]], with rarity and slot filters.


== Weaving ==
== Weaving ==
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|}
|}


The three '''Mythic''' Relics — '''Qadim's Fortune''' (tools), '''Qadim's Wrath''' (weapons), and '''Qadim's Embrace''' (armor) — sit at the top of the ladder, above Legendary.
The three '''Mythic''' Relics — '''Qadim's Fortune''' (tools), '''Qadim's Wrath''' (weapons), and '''Qadim's Embrace''' (armor) — sit at the top of the ladder, above Legendary. A weave or reroll that lands a Mythic gets a [[Rare Finds|rare-find]] reveal and share card.


== Rerolling ==
== Rerolling ==
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A Relic can never be detached or moved to another item. The only way to be rid of one is to destroy the item that carries it: drag the item onto the '''Trash''' slot in your inventory. The game warns ''"Destroy item AND its relic?"'' — the Relic is destroyed with the item and can never be recovered.
A Relic can never be detached or moved to another item. The only way to be rid of one is to destroy the item that carries it: drag the item onto the '''Trash''' slot in your inventory. The game warns ''"Destroy item AND its relic?"'' — the Relic is destroyed with the item and can never be recovered.


A Relic also goes wherever its item goes. If a woven tool or armor piece runs out of durability, it breaks and the Relic is lost with it (a [[Repair]] keeps it safe). A woven item that drops into your tombstone when you die in the Wilderness, Emberstone or the Dunes keeps its Relic, for you or whoever loots it; one you carry or wear when you die in the Glade Cave is destroyed along with its Relic.
A Relic also goes wherever its item goes. If a woven tool, sword or armor piece runs out of durability, it breaks and the Relic is lost with it (a [[Repair]] keeps it safe). The game warns you before that happens: once when the item drops to 10% durability, and a last time at 2%. Repairing woven gear costs only the usual materials, whatever the Relic's tier (see [[Repair#Relics|Repair]]). A woven item that drops into your tombstone when you die in the Wilderness, Emberstone or the Dunes keeps its Relic, for you or whoever loots it; one you carry or wear when you die in the Glade Cave is destroyed along with its Relic.


== Eligible gear ==
== Eligible gear ==
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'''Earned gear only''' — the free trainer handouts are refused.
'''Earned gear only''' — the free trainer handouts are refused.


* '''Tools''': [[Lvl 2 Pickaxe|Iron Pickaxe]], Copper Pickaxe, Silver Pickaxe, [[Lvl 2 Axe|Iron Axe]], Copper Axe, Silver Axe, [[Level 2 Fishing Rod]], [[Fire-Resistant Fishing Rod]]
* '''Tools''': [[Iron Pickaxe]], Copper Pickaxe, Silver Pickaxe, [[Iron Axe]], Copper Axe, Silver Axe, [[Level 2 Fishing Rod]], [[Fire-Resistant Fishing Rod]]
* '''Weapons''': [[Lvl 2 Sword|Iron Sword]], Copper Sword, Silver Sword
* '''Weapons''': [[Iron Sword]], Copper Sword, Silver Sword
* '''Armor''': every Iron and Silver piece ([[Iron Helmet]], [[Iron Body Armor]], [[Iron Legguards]], [[Iron Boots]], [[Silver Helmet]], [[Silver Body Armor]], [[Silver Legguards]], [[Silver Boots]])
* '''Armor''': every Iron and Silver piece ([[Iron Helmet]], [[Iron Body Armor]], [[Iron Legguards]], [[Iron Boots]], [[Silver Helmet]], [[Silver Body Armor]], [[Silver Legguards]], [[Silver Boots]])


== Caps ==
== Caps ==


* Armor Relic stats cap at '''10%''' per stat across all worn armor Relics. All armor damage-reduction Relics together, conditional ones included, give at most '''10%''' on any single hit. Venom Ward and Scorpion Ward are counted separately, with their own 10% cap, and apply on top of that against venomous creatures.
* Armor Relic stats cap at '''30%''' per stat across all worn armor Relics. All armor damage-reduction Relics together, conditional ones included, give at most '''30%''' on any single hit. Venom Ward and Scorpion Ward are counted separately, with their own 30% cap, and apply on top of that against venomous creatures.
* Identical armor procs on several pieces combine to at most a '''10%''' chance.
* Identical armor procs on several pieces add their chances together, up to '''100%'''.
* Attack speed from Relics is capped at '''15%'''; gathering speed at '''14%''' (including Momentum Glyph).
* Attack speed from Relics is capped at '''25%'''; gathering speed at '''25%''' (including Momentum Glyph).
* Every follow-up strike (empowered hits, bonus-damage procs, echo hits) is clamped at '''15 damage'''.
* Every follow-up strike (empowered hits, bonus-damage procs, echo hits) is clamped at '''45 damage'''.
* Maximum-HP Relics can raise the health pool to at most '''110'''.
* Maximum-HP Relics can raise the health pool to at most '''130'''.


== Tool Relics ==
== Tool Relics ==
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! Effect
! Effect
|-
|-
| Common || Quickened Grip || +2% gathering action speed.
| Common || Quickened Grip || +6% gathering action speed.
|-
|-
| Common || Learner's Etching || +2% gathering skill XP.
| Common || Learner's Etching || +6% gathering skill XP.
|-
|-
| Common || Spare Hand || 2% chance for a successful gathering action to produce +1 additional base resource.
| Common || Spare Hand || 8% chance for a successful gathering action to produce +1 additional base resource.
|-
|-
| Common || Treasure Dust || +2% relative chance of obtaining rare gathering drops.
| Common || Treasure Dust || +10% relative chance of obtaining rare gathering drops.
|-
|-
| Common || Sustaining Rune || 3% chance after a successful gathering action to restore 1 HP.
| Common || Sustaining Rune || 15% chance after a successful gathering action to restore 2 HP.
|-
|-
| Common || Momentum Glyph || 3% chance after a successful gathering action for the next gathering action to be 5% faster.
| Common || Momentum Glyph || 15% chance after a successful gathering action for the next gathering action to be 20% faster.
|-
|-
| Common || Perfect Rhythm || 3% chance for a successful gather to grant 5% additional XP for that action.
| Common || Perfect Rhythm || 15% chance for a successful gather to grant 25% additional XP for that action.
|-
|-
| Common || Resource Whisper || 2% chance when gathering to receive one additional copy of the gathered resource.
| Common || Resource Whisper || 8% chance when gathering to receive one additional copy of the gathered resource.
|-
|-
| Uncommon || Fleetweave || +4% gathering action speed.
| Uncommon || Fleetweave || +10% gathering action speed.
|-
|-
| Uncommon || Scholar's Thread || +5% gathering skill XP.
| Uncommon || Scholar's Thread || +12% gathering skill XP.
|-
|-
| Uncommon || Bountiful Rune || 4% chance to gain +1 additional resource from a successful gather.
| Uncommon || Bountiful Rune || 12% chance to gain +1 additional resource from a successful gather.
|-
|-
| Uncommon || Fortune Seeker || +5% relative chance to receive rare gathering drops.
| Uncommon || Fortune Seeker || +20% relative chance to receive rare gathering drops.
|-
|-
| Uncommon || Restoring Sigil || 5% chance after gathering to restore 2 HP.
| Uncommon || Restoring Sigil || 20% chance after gathering to restore 3 HP.
|-
|-
| Rare || Twin Harvest || 5% chance for the base resource output of a gathering action to be doubled.
| Rare || Twin Harvest || 15% chance for the base resource output of a gathering action to be doubled.
|-
|-
| Rare || Relentless Hands || +6% gathering action speed.
| Rare || Relentless Hands || +15% gathering action speed.
|-
|-
| Rare || Master's Knowledge || +7% gathering skill XP.
| Rare || Master's Knowledge || +18% gathering skill XP.
|-
|-
| Rare || Deep Fortune || +7% relative chance of rare gathering drops.
| Rare || Deep Fortune || +30% relative chance of rare gathering drops.
|-
|-
| Legendary || Overflowing Harvest || 8% chance to receive +1 additional base resource from successful gathering.
| Legendary || Overflowing Harvest || 25% chance to receive extra base resources equal to the base yield from successful gathering: +1, or +2 when your tool doubles the yield.
|-
|-
| Legendary || Sands of Time || +9% gathering action speed.
| Legendary || Sands of Time || +22% gathering action speed.
|-
|-
| '''Mythic''' || '''Qadim's Fortune''' || 10% chance for the base gathered resource to be doubled.
| '''Mythic''' || '''Qadim's Fortune''' || 30% chance for the base gathered resource to be doubled.
|}
|}


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! Effect
! Effect
|-
|-
| Common || Honed Edge || +2% sword base damage.
| Common || Honed Edge || +7% sword base damage.
|-
|-
| Common || Keen Spark || 2% chance on a sword hit to land an empowered strike for 25% extra base damage.
| Common || Keen Spark || 12% chance on a sword hit to land an empowered strike for 50% extra base damage.
|-
|-
| Common || Quicksteel || +2% sword attack speed.
| Common || Quicksteel || +8% sword attack speed.
|-
|-
| Common || Vampiric Fleck || 3% chance on a successful sword hit to restore 1 HP.
| Common || Vampiric Fleck || 15% chance on a successful sword hit to restore 2 HP.
|-
|-
| Common || Ember Bite || 3% chance on a successful sword hit to deal +2 bonus damage.
| Common || Ember Bite || 12% chance on a successful sword hit to deal +5 bonus damage.
|-
|-
| Common || Venom Thread || 3% chance on hit to deal 2 additional damage over 2 seconds.
| Common || Venom Thread || 12% chance on hit to deal 6 additional damage over 3 seconds.
|-
|-
| Common || Execution Mark || +3% sword damage against targets below 25% HP.
| Common || Execution Mark || +15% sword damage against targets below 25% HP.
|-
|-
| Common || Hunter's Mark || +3% sword damage against mobs.
| Common || Hunter's Mark || +10% sword damage against PvE mobs.
|-
|-
| Uncommon || Warrior's Fury || +4% sword damage while below 40% HP.
| Uncommon || Warrior's Fury || +20% sword damage while below 40% HP.
|-
|-
| Uncommon || Bossbane || +4% sword damage against bosses.
| Uncommon || Bossbane || +12% sword damage against bosses.
|-
|-
| Uncommon || Bloodletter || 4% chance on sword hit to deal 3 additional damage over 3 seconds.
| Uncommon || Bloodletter || 15% chance on sword hit to deal 9 additional damage over 3 seconds.
|-
|-
| Uncommon || Siphoning Rune || 4% chance on a successful sword hit to restore 2 HP.
| Uncommon || Siphoning Rune || 20% chance on a successful sword hit to restore 3 HP.
|-
|-
| Uncommon || Duelist's Etching || +4% sword damage against other players.
| Uncommon || Duelist's Etching || +10% sword damage against other players.
|-
|-
| Rare || Echo Strike || 5% chance on a successful sword hit to immediately deal an additional hit worth 35% of the base hit.
| Rare || Echo Strike || 20% chance on a successful sword hit to immediately deal an additional hit worth 50% of the base hit.
|-
|-
| Rare || Crushing Spark || 6% chance on hit to deal an additional 4–6 damage.
| Rare || Crushing Spark || 20% chance on hit to deal an additional 8–12 damage.
|-
|-
| Rare || Battle Rhythm || After 3 consecutive sword hits on the same target, gain +6% attack speed while fighting it.
| Rare || Battle Rhythm || After 3 consecutive sword hits on the same target, gain +15% attack speed while fighting it.
|-
|-
| Rare || Last Stand || +7% sword damage while below 25% HP.
| Rare || Last Stand || +30% sword damage while below 25% HP.
|-
|-
| Legendary || Perfect Strike || 8% chance on a successful sword attack to deal +5 to +8 additional damage.
| Legendary || Perfect Strike || 25% chance on a successful sword attack to deal +18 to +26 additional damage.
|-
|-
| Legendary || Reaper's Pact || 8% chance on a sword kill to restore 5% of maximum HP.
| Legendary || Reaper's Pact || Every sword kill restores 10% of maximum HP.
|-
|-
| '''Mythic''' || '''Qadim's Wrath''' || 10% chance on a successful sword hit to deal an additional 5–10 damage.
| '''Mythic''' || '''Qadim's Wrath''' || 20% chance on a successful sword hit to strike again for the full base damage.
|}
|}


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! Effect
! Effect
|-
|-
| Common || Tempered Plate || +2% incoming direct damage reduction.
| Common || Tempered Plate || +10% incoming direct damage reduction.
|-
|-
| Common || Heartstone || +2% maximum HP while equipped.
| Common || Heartstone || +5% maximum HP while equipped.
|-
|-
| Common || Fleetstep || +2% movement speed.
| Common || Fleetstep || +4% movement speed.
|-
|-
| Common || Restorative Thread || +2% healing received from food and potions.
| Common || Restorative Thread || +10% healing received from food and potions.
|-
|-
| Common || Venom Ward || 3% reduced damage from venomous creatures.
| Common || Venom Ward || 12% reduced damage from venomous creatures.
|-
|-
| Common || Bossguard || 3% reduced damage from bosses.
| Common || Bossguard || 12% reduced damage from bosses.
|-
|-
| Common || Duelist's Guard || 2% reduced incoming player sword damage.
| Common || Duelist's Guard || 8% reduced incoming player sword damage.
|-
|-
| Common || Thorn Fleck || 3% chance when struck by a sword to reflect 1 damage to the attacker.
| Common || Thorn Fleck || 15% chance when struck by a sword to reflect 3 damage to the attacker.
|-
|-
| Uncommon || Stonewall || +4% incoming direct damage reduction.
| Uncommon || Stonewall || +15% incoming direct damage reduction.
|-
|-
| Uncommon || Life Thread || +4% maximum HP.
| Uncommon || Life Thread || +8% maximum HP.
|-
|-
| Uncommon || Windstep || +4% movement speed.
| Uncommon || Windstep || +6% movement speed.
|-
|-
| Uncommon || Medic's Rune || +5% healing received from food and potions.
| Uncommon || Medic's Rune || +15% healing received from food and potions.
|-
|-
| Uncommon || Scorpion Ward || 5% reduced damage from venomous creatures.
| Uncommon || Scorpion Ward || 20% reduced damage from venomous creatures.
|-
|-
| Rare || Guardian Pulse || 5% chance to reduce an incoming hit by 5 damage.
| Rare || Guardian Pulse || 20% chance to reduce an incoming hit by 8 damage.
|-
|-
| Rare || Second Wind || When damage drops you below 30% HP, 6% chance to restore 5 HP (30 second cooldown).
| Rare || Second Wind || When damage drops you below 30% HP, restore 15 HP (45 second cooldown).
|-
|-
| Rare || Iron Soul || +6% damage reduction against mobs.
| Rare || Iron Soul || +20% damage reduction against PvE mobs.
|-
|-
| Rare || Mirage Step || +6% movement speed while on foot.
| Rare || Mirage Step || +10% movement speed while on foot.
|-
|-
| Legendary || Aegis of the Dunes || +8% incoming damage reduction while below 50% HP.
| Legendary || Aegis of the Dunes || +30% incoming damage reduction while below 50% HP.
|-
|-
| Legendary || Phoenix Stitch || 8% chance to survive lethal damage at 1 HP (10 minute cooldown).
| Legendary || Phoenix Stitch || Survive lethal damage at 1 HP (30 minute cooldown).
|-
|-
| '''Mythic''' || '''Qadim's Embrace''' || +10% maximum HP while equipped.
| '''Mythic''' || '''Qadim's Embrace''' || +25% maximum HP while equipped.
|}
|}



Latest revision as of 07:34, 28 October 2026

Relics are permanent bonuses woven onto earned gear by Qadim the Relicweaver in The Dunes East. Bring an eligible item and 5 Gold, and the shard rolls one of the 60 Relics — 20 for tools, 20 for weapons, and 20 for armor. The item only ever draws from its own category: a tool receives a tool Relic, a sword a weapon Relic, an armor piece an armor Relic.

A Relic belongs to the item, not the player. It shows on the item's Marketplace listing, and transfers with the item when it is sold or traded. Items carrying a Relic can't be stored in a guild bank.

The Index on kintara.com has a Relics tab: for every Relic in the game it shows how many exist, how many players hold one, its tier, its slot (weapon, tool or armor) and the cheapest one listed on the Marketplace, with rarity and slot filters.

Weaving

  • The weave costs 5 Gold per item.
  • Qadim takes items from your carried inventory, hotbar, or worn Armor row — never from the Bank.
  • The Relic tier is rolled first, then a Relic of that tier from the item's category.
Tier Chance Relics per category
Common 60% 8
Uncommon 25% 5
Rare 10% 4
Legendary 4% 2
Mythic 1% 1

The three Mythic Relics — Qadim's Fortune (tools), Qadim's Wrath (weapons), and Qadim's Embrace (armor) — sit at the top of the ladder, above Legendary. A weave or reroll that lands a Mythic gets a rare-find reveal and share card.

Rerolling

An already-woven item can be brought back to Qadim for a fresh roll:

  • Each reroll costs 5 Gold and replaces the item's Relic with a freshly rolled one.
  • A reroll is a fresh roll at the normal odds, so it can land a lower tier than the Relic it replaces, or even the same Relic again.
  • An item can be rerolled at most 10 times. After the tenth reroll it locks with whatever it holds.
  • The item itself — its durability and identity — is unchanged; only the Relic is replaced.

Removal

A Relic can never be detached or moved to another item. The only way to be rid of one is to destroy the item that carries it: drag the item onto the Trash slot in your inventory. The game warns "Destroy item AND its relic?" — the Relic is destroyed with the item and can never be recovered.

A Relic also goes wherever its item goes. If a woven tool, sword or armor piece runs out of durability, it breaks and the Relic is lost with it (a Repair keeps it safe). The game warns you before that happens: once when the item drops to 10% durability, and a last time at 2%. Repairing woven gear costs only the usual materials, whatever the Relic's tier (see Repair). A woven item that drops into your tombstone when you die in the Wilderness, Emberstone or the Dunes keeps its Relic, for you or whoever loots it; one you carry or wear when you die in the Glade Cave is destroyed along with its Relic.

Eligible gear

Earned gear only — the free trainer handouts are refused.

Caps

  • Armor Relic stats cap at 30% per stat across all worn armor Relics. All armor damage-reduction Relics together, conditional ones included, give at most 30% on any single hit. Venom Ward and Scorpion Ward are counted separately, with their own 30% cap, and apply on top of that against venomous creatures.
  • Identical armor procs on several pieces add their chances together, up to 100%.
  • Attack speed from Relics is capped at 25%; gathering speed at 25% (including Momentum Glyph).
  • Every follow-up strike (empowered hits, bonus-damage procs, echo hits) is clamped at 45 damage.
  • Maximum-HP Relics can raise the health pool to at most 130.

Tool Relics

Tool Relics improve gathering with Woodcutting, Mining, and Fishing tools.

Tier Relic Effect
Common Quickened Grip +6% gathering action speed.
Common Learner's Etching +6% gathering skill XP.
Common Spare Hand 8% chance for a successful gathering action to produce +1 additional base resource.
Common Treasure Dust +10% relative chance of obtaining rare gathering drops.
Common Sustaining Rune 15% chance after a successful gathering action to restore 2 HP.
Common Momentum Glyph 15% chance after a successful gathering action for the next gathering action to be 20% faster.
Common Perfect Rhythm 15% chance for a successful gather to grant 25% additional XP for that action.
Common Resource Whisper 8% chance when gathering to receive one additional copy of the gathered resource.
Uncommon Fleetweave +10% gathering action speed.
Uncommon Scholar's Thread +12% gathering skill XP.
Uncommon Bountiful Rune 12% chance to gain +1 additional resource from a successful gather.
Uncommon Fortune Seeker +20% relative chance to receive rare gathering drops.
Uncommon Restoring Sigil 20% chance after gathering to restore 3 HP.
Rare Twin Harvest 15% chance for the base resource output of a gathering action to be doubled.
Rare Relentless Hands +15% gathering action speed.
Rare Master's Knowledge +18% gathering skill XP.
Rare Deep Fortune +30% relative chance of rare gathering drops.
Legendary Overflowing Harvest 25% chance to receive extra base resources equal to the base yield from successful gathering: +1, or +2 when your tool doubles the yield.
Legendary Sands of Time +22% gathering action speed.
Mythic Qadim's Fortune 30% chance for the base gathered resource to be doubled.

Weapon Relics

Weapon Relics improve Combat with swords.

Tier Relic Effect
Common Honed Edge +7% sword base damage.
Common Keen Spark 12% chance on a sword hit to land an empowered strike for 50% extra base damage.
Common Quicksteel +8% sword attack speed.
Common Vampiric Fleck 15% chance on a successful sword hit to restore 2 HP.
Common Ember Bite 12% chance on a successful sword hit to deal +5 bonus damage.
Common Venom Thread 12% chance on hit to deal 6 additional damage over 3 seconds.
Common Execution Mark +15% sword damage against targets below 25% HP.
Common Hunter's Mark +10% sword damage against PvE mobs.
Uncommon Warrior's Fury +20% sword damage while below 40% HP.
Uncommon Bossbane +12% sword damage against bosses.
Uncommon Bloodletter 15% chance on sword hit to deal 9 additional damage over 3 seconds.
Uncommon Siphoning Rune 20% chance on a successful sword hit to restore 3 HP.
Uncommon Duelist's Etching +10% sword damage against other players.
Rare Echo Strike 20% chance on a successful sword hit to immediately deal an additional hit worth 50% of the base hit.
Rare Crushing Spark 20% chance on hit to deal an additional 8–12 damage.
Rare Battle Rhythm After 3 consecutive sword hits on the same target, gain +15% attack speed while fighting it.
Rare Last Stand +30% sword damage while below 25% HP.
Legendary Perfect Strike 25% chance on a successful sword attack to deal +18 to +26 additional damage.
Legendary Reaper's Pact Every sword kill restores 10% of maximum HP.
Mythic Qadim's Wrath 20% chance on a successful sword hit to strike again for the full base damage.

Armor Relics

Armor Relics improve survivability while the woven piece is worn.

Tier Relic Effect
Common Tempered Plate +10% incoming direct damage reduction.
Common Heartstone +5% maximum HP while equipped.
Common Fleetstep +4% movement speed.
Common Restorative Thread +10% healing received from food and potions.
Common Venom Ward 12% reduced damage from venomous creatures.
Common Bossguard 12% reduced damage from bosses.
Common Duelist's Guard 8% reduced incoming player sword damage.
Common Thorn Fleck 15% chance when struck by a sword to reflect 3 damage to the attacker.
Uncommon Stonewall +15% incoming direct damage reduction.
Uncommon Life Thread +8% maximum HP.
Uncommon Windstep +6% movement speed.
Uncommon Medic's Rune +15% healing received from food and potions.
Uncommon Scorpion Ward 20% reduced damage from venomous creatures.
Rare Guardian Pulse 20% chance to reduce an incoming hit by 8 damage.
Rare Second Wind When damage drops you below 30% HP, restore 15 HP (45 second cooldown).
Rare Iron Soul +20% damage reduction against PvE mobs.
Rare Mirage Step +10% movement speed while on foot.
Legendary Aegis of the Dunes +30% incoming damage reduction while below 50% HP.
Legendary Phoenix Stitch Survive lethal damage at 1 HP (30 minute cooldown).
Mythic Qadim's Embrace +25% maximum HP while equipped.

Venomous creatures (Venom Ward, Scorpion Ward) are King Scorpia, the Venomweaver, the Glade Cave spiders and the Giant Scorpions of the Dunes.

Page Why it matters
Qadim the Relicweaver The NPC who weaves and rerolls Relics.
Update:Relics The original Relics release notes.
Armor Every Iron and Silver piece can carry a Relic.
Marketplace Relics show on listings and travel with the item.
Gold Currency for each weave and reroll.
The Dunes East Where Qadim's house stands.