Relics: Difference between revisions
Accuracy audit: point links and text at the renamed item titles |
Relic effects and caps updated to the 17 September retune (Perfect Strike as of 23 September); break warnings and the relic repair fee |
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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 a little [[Gold]] on top of the usual materials — nothing for a Common or Uncommon Relic, up to 1 Gold for a Rare, 2 for a Legendary and 3 for a Mythic, scaled to how much durability the repair restores (see [[Repair#Relic fee|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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== Caps == | == Caps == | ||
* Armor Relic stats cap at ''' | * 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 | * Identical armor procs on several pieces add their chances together, up to '''100%'''. | ||
* Attack speed from Relics is capped at ''' | * 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 ''' | * 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 ''' | * 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 || + | | Common || Quickened Grip || +6% gathering action speed. | ||
|- | |- | ||
| Common || Learner's Etching || + | | Common || Learner's Etching || +6% gathering skill XP. | ||
|- | |- | ||
| Common || Spare Hand || | | Common || Spare Hand || 8% chance for a successful gathering action to produce +1 additional base resource. | ||
|- | |- | ||
| Common || Treasure Dust || + | | Common || Treasure Dust || +10% relative chance of obtaining rare gathering drops. | ||
|- | |- | ||
| Common || Sustaining Rune || | | Common || Sustaining Rune || 15% chance after a successful gathering action to restore 2 HP. | ||
|- | |- | ||
| Common || Momentum Glyph || | | Common || Momentum Glyph || 15% chance after a successful gathering action for the next gathering action to be 20% faster. | ||
|- | |- | ||
| Common || Perfect Rhythm || | | Common || Perfect Rhythm || 15% chance for a successful gather to grant 25% additional XP for that action. | ||
|- | |- | ||
| Common || Resource Whisper || | | Common || Resource Whisper || 8% chance when gathering to receive one additional copy of the gathered resource. | ||
|- | |- | ||
| Uncommon || Fleetweave || + | | Uncommon || Fleetweave || +10% gathering action speed. | ||
|- | |- | ||
| Uncommon || Scholar's Thread || + | | Uncommon || Scholar's Thread || +12% gathering skill XP. | ||
|- | |- | ||
| Uncommon || Bountiful Rune || | | Uncommon || Bountiful Rune || 12% chance to gain +1 additional resource from a successful gather. | ||
|- | |- | ||
| Uncommon || Fortune Seeker || + | | Uncommon || Fortune Seeker || +20% relative chance to receive rare gathering drops. | ||
|- | |- | ||
| Uncommon || Restoring Sigil || | | Uncommon || Restoring Sigil || 20% chance after gathering to restore 3 HP. | ||
|- | |- | ||
| Rare || Twin Harvest || | | Rare || Twin Harvest || 15% chance for the base resource output of a gathering action to be doubled. | ||
|- | |- | ||
| Rare || Relentless Hands || + | | Rare || Relentless Hands || +15% gathering action speed. | ||
|- | |- | ||
| Rare || Master's Knowledge || + | | Rare || Master's Knowledge || +18% gathering skill XP. | ||
|- | |- | ||
| Rare || Deep Fortune || + | | Rare || Deep Fortune || +30% relative chance of rare gathering drops. | ||
|- | |- | ||
| Legendary || Overflowing Harvest || | | Legendary || Overflowing Harvest || 25% chance to receive +1 additional base resource from successful gathering. | ||
|- | |- | ||
| Legendary || Sands of Time || + | | Legendary || Sands of Time || +22% gathering action speed. | ||
|- | |- | ||
| '''Mythic''' || '''Qadim's Fortune''' || | | '''Mythic''' || '''Qadim's Fortune''' || 30% chance for the base gathered resource to be doubled. | ||
|} | |} | ||
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! Effect | ! Effect | ||
|- | |- | ||
| Common || Honed Edge || + | | Common || Honed Edge || +7% sword base damage. | ||
|- | |- | ||
| Common || Keen Spark || | | Common || Keen Spark || 12% chance on a sword hit to land an empowered strike for 50% extra base damage. | ||
|- | |- | ||
| Common || Quicksteel || + | | Common || Quicksteel || +8% sword attack speed. | ||
|- | |- | ||
| Common || Vampiric Fleck || | | Common || Vampiric Fleck || 15% chance on a successful sword hit to restore 2 HP. | ||
|- | |- | ||
| Common || Ember Bite || | | Common || Ember Bite || 12% chance on a successful sword hit to deal +5 bonus damage. | ||
|- | |- | ||
| Common || Venom Thread || | | Common || Venom Thread || 12% chance on hit to deal 6 additional damage over 3 seconds. | ||
|- | |- | ||
| Common || Execution Mark || + | | Common || Execution Mark || +15% sword damage against targets below 25% HP. | ||
|- | |- | ||
| Common || Hunter's Mark || + | | Common || Hunter's Mark || +10% sword damage against PvE mobs. | ||
|- | |- | ||
| Uncommon || Warrior's Fury || + | | Uncommon || Warrior's Fury || +20% sword damage while below 40% HP. | ||
|- | |- | ||
| Uncommon || Bossbane || + | | Uncommon || Bossbane || +12% sword damage against bosses. | ||
|- | |- | ||
| Uncommon || Bloodletter || | | Uncommon || Bloodletter || 15% chance on sword hit to deal 9 additional damage over 3 seconds. | ||
|- | |- | ||
| Uncommon || Siphoning Rune || | | Uncommon || Siphoning Rune || 20% chance on a successful sword hit to restore 3 HP. | ||
|- | |- | ||
| Uncommon || Duelist's Etching || + | | Uncommon || Duelist's Etching || +10% sword damage against other players. | ||
|- | |- | ||
| Rare || Echo Strike || | | 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 || | | 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 + | | Rare || Battle Rhythm || After 3 consecutive sword hits on the same target, gain +15% attack speed while fighting it. | ||
|- | |- | ||
| Rare || Last Stand || + | | Rare || Last Stand || +30% sword damage while below 25% HP. | ||
|- | |- | ||
| Legendary || Perfect Strike || | | Legendary || Perfect Strike || 25% chance on a successful sword attack to deal +18 to +26 additional damage. | ||
|- | |- | ||
| Legendary || Reaper's Pact || | | Legendary || Reaper's Pact || Every sword kill restores 10% of maximum HP. | ||
|- | |- | ||
| '''Mythic''' || '''Qadim's Wrath''' || | | '''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 || + | | Common || Tempered Plate || +10% incoming direct damage reduction. | ||
|- | |- | ||
| Common || Heartstone || + | | Common || Heartstone || +5% maximum HP while equipped. | ||
|- | |- | ||
| Common || Fleetstep || + | | Common || Fleetstep || +4% movement speed. | ||
|- | |- | ||
| Common || Restorative Thread || + | | Common || Restorative Thread || +10% healing received from food and potions. | ||
|- | |- | ||
| Common || Venom Ward || | | Common || Venom Ward || 12% reduced damage from venomous creatures. | ||
|- | |- | ||
| Common || Bossguard || | | Common || Bossguard || 12% reduced damage from bosses. | ||
|- | |- | ||
| Common || Duelist's Guard || | | Common || Duelist's Guard || 8% reduced incoming player sword damage. | ||
|- | |- | ||
| Common || Thorn Fleck || | | Common || Thorn Fleck || 15% chance when struck by a sword to reflect 3 damage to the attacker. | ||
|- | |- | ||
| Uncommon || Stonewall || + | | Uncommon || Stonewall || +15% incoming direct damage reduction. | ||
|- | |- | ||
| Uncommon || Life Thread || + | | Uncommon || Life Thread || +8% maximum HP. | ||
|- | |- | ||
| Uncommon || Windstep || + | | Uncommon || Windstep || +6% movement speed. | ||
|- | |- | ||
| Uncommon || Medic's Rune || + | | Uncommon || Medic's Rune || +15% healing received from food and potions. | ||
|- | |- | ||
| Uncommon || Scorpion Ward || | | Uncommon || Scorpion Ward || 20% reduced damage from venomous creatures. | ||
|- | |- | ||
| Rare || Guardian Pulse || | | Rare || Guardian Pulse || 20% chance to reduce an incoming hit by 8 damage. | ||
|- | |- | ||
| Rare || Second Wind || When damage drops you below 30% HP, | | Rare || Second Wind || When damage drops you below 30% HP, restore 15 HP (45 second cooldown). | ||
|- | |- | ||
| Rare || Iron Soul || + | | Rare || Iron Soul || +20% damage reduction against PvE mobs. | ||
|- | |- | ||
| Rare || Mirage Step || + | | Rare || Mirage Step || +10% movement speed while on foot. | ||
|- | |- | ||
| Legendary || Aegis of the Dunes || + | | Legendary || Aegis of the Dunes || +30% incoming damage reduction while below 50% HP. | ||
|- | |- | ||
| Legendary || Phoenix Stitch || | | Legendary || Phoenix Stitch || Survive lethal damage at 1 HP (30 minute cooldown). | ||
|- | |- | ||
| '''Mythic''' || '''Qadim's Embrace''' || + | | '''Mythic''' || '''Qadim's Embrace''' || +25% maximum HP while equipped. | ||
|} | |} | ||
Revision as of 15:40, 23 September 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.
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.
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 a little Gold on top of the usual materials — nothing for a Common or Uncommon Relic, up to 1 Gold for a Rare, 2 for a Legendary and 3 for a Mythic, scaled to how much durability the repair restores (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.
- Tools: Iron Pickaxe, Copper Pickaxe, Silver Pickaxe, Iron Axe, Copper Axe, Silver Axe, Level 2 Fishing Rod, Fire-Resistant Fishing Rod
- 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)
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 +1 additional base resource from successful gathering. |
| 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.
Related Pages
| 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. |