Relics

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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 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.

Eligible gear

Earned gear only — the free trainer handouts are refused.

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.
  • Identical armor procs on several pieces combine to at most a 10% chance.
  • Attack speed from Relics is capped at 15%; gathering speed at 14% (including Momentum Glyph).
  • Every follow-up strike (empowered hits, bonus-damage procs, echo hits) is clamped at 15 damage.
  • Maximum-HP Relics can raise the health pool to at most 110.

Tool Relics

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

Tier Relic Effect
Common Quickened Grip +2% gathering action speed.
Common Learner's Etching +2% gathering skill XP.
Common Spare Hand 2% chance for a successful gathering action to produce +1 additional base resource.
Common Treasure Dust +2% relative chance of obtaining rare gathering drops.
Common Sustaining Rune 3% chance after a successful gathering action to restore 1 HP.
Common Momentum Glyph 3% chance after a successful gathering action for the next gathering action to be 5% faster.
Common Perfect Rhythm 3% chance for a successful gather to grant 5% additional XP for that action.
Common Resource Whisper 2% chance when gathering to receive one additional copy of the gathered resource.
Uncommon Fleetweave +4% gathering action speed.
Uncommon Scholar's Thread +5% gathering skill XP.
Uncommon Bountiful Rune 4% chance to gain +1 additional resource from a successful gather.
Uncommon Fortune Seeker +5% relative chance to receive rare gathering drops.
Uncommon Restoring Sigil 5% chance after gathering to restore 2 HP.
Rare Twin Harvest 5% chance for the base resource output of a gathering action to be doubled.
Rare Relentless Hands +6% gathering action speed.
Rare Master's Knowledge +7% gathering skill XP.
Rare Deep Fortune +7% relative chance of rare gathering drops.
Legendary Overflowing Harvest 8% chance to receive +1 additional base resource from successful gathering.
Legendary Sands of Time +9% gathering action speed.
Mythic Qadim's Fortune 10% chance for the base gathered resource to be doubled.

Weapon Relics

Weapon Relics improve Combat with swords.

Tier Relic Effect
Common Honed Edge +2% sword base damage.
Common Keen Spark 2% chance on a sword hit to land an empowered strike for 25% extra base damage.
Common Quicksteel +2% sword attack speed.
Common Vampiric Fleck 3% chance on a successful sword hit to restore 1 HP.
Common Ember Bite 3% chance on a successful sword hit to deal +2 bonus damage.
Common Venom Thread 3% chance on hit to deal 2 additional damage over 2 seconds.
Common Execution Mark +3% sword damage against targets below 25% HP.
Common Hunter's Mark +3% sword damage against mobs.
Uncommon Warrior's Fury +4% sword damage while below 40% HP.
Uncommon Bossbane +4% sword damage against bosses.
Uncommon Bloodletter 4% chance on sword hit to deal 3 additional damage over 3 seconds.
Uncommon Siphoning Rune 4% chance on a successful sword hit to restore 2 HP.
Uncommon Duelist's Etching +4% 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 Crushing Spark 6% chance on hit to deal an additional 4–6 damage.
Rare Battle Rhythm After 3 consecutive sword hits on the same target, gain +6% attack speed while fighting it.
Rare Last Stand +7% sword damage while below 25% HP.
Legendary Perfect Strike 8% chance on a successful sword attack to deal +5 to +8 additional damage.
Legendary Reaper's Pact 8% chance on a sword kill to restore 5% of maximum HP.
Mythic Qadim's Wrath 10% chance on a successful sword hit to deal an additional 5–10 damage.

Armor Relics

Armor Relics improve survivability while the woven piece is worn.

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