Relic
Relics are procedurally generated items that have special significance within the generated history of Caves of Qud. Relics are most often found in historic sites or sultan reliquaries, but can also be found in procedurally generated ruins or even held by random creatures. Relics can generate with unique relic powers that are not typically available on normal items or through tinkering. A typical relic may spawn with 1-4 unique relic powers.[1] Relics cannot have additional mods added tinkering and cannot generate with normal item mods.[2]
Relics are perhaps most iconic for their place in sultan lore. For example, a relic might be a mighty weapon that helped a sultan win a decisive battle, or a relic might be a memorable gift that was given to a sultan on their wedding day. If a sultan retains a relic until their death, it will be found within the sultan's reliquary in the Tomb of the Eaters. In other cases, the sultan might lose the relic before their death. Such relics can sometimes be found in historic sites, if the location where it was lost still exists in contemporary Qud.
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]). [3][4] If overloaded, 8-10 to 19-27 cold damage on hit ([(Tier+2) * 1.6 + 3] - [(Tier+2) * 2.4 + 3]). |
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 (on magazine-fed weapons, also increases ammo capacity by 1 if ammo capacity would become less than 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 | |
+2 MA | |
+10 to Cold, Heat, Acid, or Electrical Resistance | |
+1 to Strength, Agility, Toughness, Intelligence, Willpower, or Ego | |
+2 To-Hit | |
+1-5 Quickness, or a 5-10 point reduction in Quickness penalty, if any |
Relic Curio
The subject of this section has no official name presented in-game. As a result, a name for it was chosen at the discretion of wiki editors. |
Some relics appear as a single use-items. These are called curios, and there are two variants:
Fabricate Creature curios will fabricate a random legendary creature roughly the same tier as the relic. [5]
Example Relic Curios
Tiny glyphs are inscribed on each exterior face of the handheld box. It's embossed with beautiful blocks of ice.
Fabricates one mechanical learned root cherub, cognitively altered to like you.
Weight: 1 lbs.
Tiny glyphs are inscribed on each exterior face of the handheld box. It's adorned with tiny images of light bulbs.
On activation, this item obliterates all nearby members of a faction chosen from among those that existed during the time of the sultanate.
Weight: 1 lbs.
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 when read. [6][7] |
---|---|
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. Because trading books to Sheba Hagadias, Librarian of the Stilt provides experience proportional to the square of the book's value, these books can be traded in for an extremely large number of experience points.
Example Relic Books
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.
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.
Relic Tonic
Relic tonics are all based on Eaters' nectar injectors. They cannot be preserved into drops of nectar, but they provide double the bonus: +2 to a random attribute or two mutation points. (Also just like Eaters' nectar injectors, unlike most tonics, they cannot cause overdose.)
Example Relic Tonic
A slender metal tube, used to deliver various tonics directly into the bloodstream. It's carved with tiny images of salt.
You gain either a permanent +2 bonus to a random attribute or two mutation points.
This item is a tonic. Applying one tonic while under the effects of another may produce undesired results.
Weight: 0 lbs.
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 eight historic sites in the game contain relic items that progress from Tier 1 to Tier 8, 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 originated, with relics from older sultans being more powerful.[8]
Sultan Period | Relic Tier If Relic Is Found In... | ||||||||
---|---|---|---|---|---|---|---|---|---|
Historic Site #1 | Historic Site #2 | Historic Site #3 | Historic Site #4 | Historic Site #5 | Historic Site #6 | Historic Site #7 | Historic Site #8 | Tomb Reliquary | |
1st Period Sultanate | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 8 | 7 |
2nd Period Sultanate | N/A | N/A | N/A | N/A | N/A | N/A | 7 | N/A | 6 |
3rd Period Sultanate | N/A | N/A | N/A | N/A | 5 | 6 | N/A | N/A | 5 |
4th Period Sultanate | N/A | N/A | 3 | 4 | N/A | N/A | N/A | N/A | 3 or 4 (random) |
5th Period Sultanate | 1 | 2 | N/A | N/A | N/A | N/A | 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.[2]
Historic sites can often contain relics that are not directly associated with sultan lore. Generally this is the case whenever a 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.
Melee Relics
Melee weapons have a 80% chance to be one-handed and a 20% chance to be two-handed, and are always generated from the base weapon with material equal to the relic's tier:
Tier 1 | Iron |
---|---|
Tier 2 | Steel |
Tier 3 | Carbide |
Tier 4 | Folded Carbide |
Tier 5 | Fullerite |
Tier 6 | Crysteel |
Tier 7 | Flawless Crysteel |
Tier 8 | Zetachrome |
Non-Melee Relics
Other relics generate in more complex ways based on tier.
Relic Item Type | How It's Described in Sultan Lore | Possible Items | ||||||||||||||||||||||||||||||||||||
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Artifact | artifact |
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star-tool | ||||||||||||||||||||||||||||||||||||||
Body Armor | breastplate |
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vest | ||||||||||||||||||||||||||||||||||||||
Book | account |
| ||||||||||||||||||||||||||||||||||||
allegory | ||||||||||||||||||||||||||||||||||||||
chronology | ||||||||||||||||||||||||||||||||||||||
horoscope reading | ||||||||||||||||||||||||||||||||||||||
hypothesis | ||||||||||||||||||||||||||||||||||||||
philosophy | ||||||||||||||||||||||||||||||||||||||
treatise | ||||||||||||||||||||||||||||||||||||||
wintry truth | ||||||||||||||||||||||||||||||||||||||
Boots | boots |
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pair of boots | ||||||||||||||||||||||||||||||||||||||
Bracelet | bracelet |
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Cloak | cloak |
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Curio | skull |
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coin | ||||||||||||||||||||||||||||||||||||||
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 |
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Floating Item | floating orb |
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Food | feast | Eaters' nectar injector | ||||||||||||||||||||||||||||||||||||
meal | ||||||||||||||||||||||||||||||||||||||
Hand Armor | gloves |
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gauntlet | ||||||||||||||||||||||||||||||||||||||
iron gauntlet | ||||||||||||||||||||||||||||||||||||||
Head Armor | helm |
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helmet | ||||||||||||||||||||||||||||||||||||||
Pistol | pistol |
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Rifle | rifle |
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Shield | shield |
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Trivia
- Prior to patch 2.0.200.86 (August 14, 2020), it was possible to mod relic items, allowing a player to combine relic powers with other powerful tinkering mods. For example, relic freezing + normal freezing could be combined on an item for a very powerful overall freezing effect, like this one. However, it is no longer possible to add normal mods to relic items.[2]
References
This information is reliable as of patch 2.0.203.35. |
- ↑
XRL.World.RelicGenerator
, methodGenerateRelic
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12
XRL.World.RelicGenerator
, methodGenerateBaseRelic
- ↑
XRL.World.Parts.ModRelicFreezing
, methodGetLowDamage
- ↑
XRL.World.Parts.ModRelicFreezing
, methodGetHighDamage
- ↑ 5.0 5.1 5.2
XRL.World.RelicGenerator
, methodGenerateRelic
, in thesubtype == "curio"
case – Uses a DynamicInheritsTable targeted at creatures of the relic's tier - ↑ 6.0 6.1
XRL.World.RelicGenerator
, methodApplyBasicBestowal
- ↑ 7.0 7.1
XRL.World.Parts.TrainingBook
- ↑
XRL.World.RelicGenerator
, methodGetRelicTierFromPeriod
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8
ObjectBlueprints.xml