Relics are a type of equipment that can be obtained mainly by killing exalted enemies. They are equipped in the single Relic slot of the character's inventory, and are always destroyed when dropped. Each relic has its own unique perk.
While relic names contain references to various enemies, the relics can drop not only from the enemies that are referred to in their names.
List of Relics[]
Minor Relics[]
The following are considered minor relics, and can spawn at any level. They are represented by a red pentagram icon.
Relic | Description | Perk |
---|---|---|
Archreaver's carapace | Minor relic, piece of archreaver's armor. | Archreaver's plating: +2 to armor and immunity from acid effects, but movement speed is reduced by 20% |
Archreaver's claw | Minor relic, the claw of a archreaver. | Acid dreams: kills create acid puddles, attacks deal double damage to armor and full immunity from acid effects, but receive 25% less healing[1] |
Cryoreaver's claw | Minor relic, the claw of a cryoreaver. | Windchill: cold status immunity, anytime you damage an enemy cold is applied, your cold status effects are 50% stronger, but -100% fire resistance |
Fiend's claw | Minor relic, the claw of a fiend. | Fiendish ferocity: +25% slash damage, but -25% for all other damage types |
Fiend's head | Minor relic, the head of a fiend. | Fiendish sight: sense biological targets around you through walls[2], but gain 10% less experience |
Fiend's heart | Minor relic, the heart of a fiend. | Fiendish resilience: grants full immunity to pain, but armor repair is only 25% effective[3] |
Fire fiend's rib | Minor relic, the rib of a fire fiend. | Fireaura: full immunity to fire status effect, things in melee range are set on fire[4], but you get a -10% damage debuff |
Ice fiend's claw | Minor relic, the claw of a ice fiend. | Iceaura: full immunity to cold status effect, your cold status effects are 50% stronger, enemies in melee range are chilled, but you get -100% fire resistance |
Toxic fiend's fang | Minor relic, the fang of a toxic fiend. | Toxic aura: full immunity to poison status effect, enemies in melee range are poisoned, but you get a -10% damage debuff |
Toxic reaver's spleen | Minor relic, the spleen of a toxic reaver. | Mephitic Curse: full immunity to poison status effect, enemies killed spawn a toxic cloud, but receive 33% less healing[1] |
Reaver's claw | Minor relic, the claw of a reaver. | Bloody Tears: bleed immunity, anytime you damage an enemy bleed is applied, your bleeding status effect are 50% stronger, -10% general damage debuff. |
Reaver's heart | Minor relic, the heart of a reaver. | Reaver's metabolism: regenerate up to 25% of your health, but healing is only 50% effective[1] |
Reaver's tendon | Minor relic, the tendon of a reaver. | Reaver's speed: +15% move speed but pain lasts twice as long |
Major Relics[]
The following are considered major relics, and can only start spawning mostly after Io 3. They are represented by a magenta pentagram icon.
Relic | Description | Perk |
---|---|---|
Cryoberos's fang | Major relic, the fang of a cryoberos. | Unholy Blizzard: all enemies in sight are constanly chilled, however you slowly lose health |
Cyberos's heart | Major relic, the heart of a cyberos. | Bloodmachine: you regenerate health by killing enemies, however standard healing solutions don't work |
Kerberos's heart | Major relic, the heart of a kerberos. | Kerberos's Rage: enter rage when under 50% health (+50% damage and +40% move speed), however when you are enraged you slowly lose health.[5] |
Kerberos's jaw | Major relic, the jaw of a kerberos. | Kerberos's Fury: +50% damage, periodically extra enemies will be spawned in your vicinity |
Kerberos's paw | Major relic, the paw of a kerberos. | Kerberos's Speed: +40% movement speed, when entering a level, all enemies are alerted to your presence |
Medusa's eye | Major relic, the eye of a medusa. | Deathgaze: every turn all visible enemies bleed, each time you enter a new level, your health permanently decays.[6] |
Medusa's fang | Major relic, the fang of a Medusa. | Kiss of Death: any damage you do to biological non-boss enemies instantly kills them, however each three such kills permanently damage your health[7] |
Medusa's tentacle | Major relic, the tentacle of a Medusa. | Slithering: you constantly are at maximum dodge, but you start each level with 20% health[8] |
Plasma ravager's arm | Major relic, the arm of a plasma ravager | Plasmic core: +50% plasma damage, exalted summons upon entering a level |
Ravager's claw | Major relic, the claw of a ravager. | Heatwave: ignore splash damage, each time you damage someone it causes a explosion (25 damage), base damage -50% |
Ravager's heart | Major relic, the heart of a ravager. | Ravager's Blood: regenerate up to 75% of your health, but healing is only 25% effective[1] and your health permanently decays (-5) on level change |
Toxiberos' tusk | Major relic, the tusk of a toxiberos. | Black Death: any biological enemy you damage is going to die, however you start each level with 20% hp and healing items are half as effective[1] |
Warlock's eye[9] | Major relic, the eye of a warlock. | Mirrored Gaze: immunity to warlock gaze, every turn all visible enemies under a warlock aura bleed. |
Warlock's horn[9] | Major relic, the horn of a warlock | Unholy Resistance: immunity to warlock gaze, and grants his resistances (50% resist for fire, toxin, acid, 100% resist bleed), however you receive 20% less exp. |
Ancient Relics[]
The following are ancient relics. Though they are still split into minor and major relics, they do not spawn naturally and instead have fixed locations that they can spawn in.
Minor[]
The following can spawn on the altars of Europa Ruins and the Frozen Temple, as well as a reward for sacrificing one or more items in the Shadow Halls.
Relic | Description | Perk |
---|---|---|
Ancient collar | Minor relic, an ancient collar. | Ancient Shelter: grants (+50%) resistances to cold and fire |
Ancient sigil | Minor relic, an ancient sigil. | Ancient Protection: grants (+50%) resistances to poison and acid |
Ancient trinket | Minor relic, an ancient trinket. | Ancient Element: grants (+25%) affinity bonus to Poisoned and Burning status effects |
Ancient legwrap | Minor relic, an ancient legwrap. | Ancient Speed: grants (+10%) move speed |
Major[]
The following can spawn as a reward for sacrificing three items in the Shadow Halls, or as a drop from the Ancient.
Relic | Description | Perk |
---|---|---|
Ancient necklace | Major relic, an ancient necklace. | Ancient Resistance: grants minor (+25%) resistances to everything |
Ancient armband | Major relic, an ancient armband. | Ancient Power: grants +25% damage bonus against demonic enemies |
Notes
- ↑ 1.0 1.1 1.2 1.3 1.4 Ancient salves still heal the character to full health. Due to a bug, this also applies to large medkits
- ↑ The sense range is 7 squares.
- ↑ Technical station's "Repair armor" option still repairs armor to its full durability.
- ↑ Enemies, allies and barrels suffer Burning 9 which is refreshed (but not stacked higher) each turn they are in melee range. This causes barrels to explode a few turns after moving within range. Crates and other destructible elements are unaffected.
- ↑ 1 HP is lost each 20 turns.
- ↑ Adds 10 stacks of Bleeding per turn, but -3 Max HP for every new level entered. Sub-levels like Strongrooms do not reduce HP.
- ↑ Each three kills decrease maximum health by 1. If a single instance of inflicted damage is enough to kill an enemy, that kill isn't counted. This maximum health penalty is the space in the end of the character's HP bar, that cannot be filled with HP. Health perks like Ironman or Medical station's "Increase health" option can still increase the length of the HP bar, and will eventually overwrite the health loss after reaching the normal cap of 160. Cannot reduce more than 79 health, and cannot reduce health below 20.
- ↑ Sets dodge to 90% regardless of Armor penalty, traits, or armor mods. Does not affect mortars or splash damage. Auto-Med (Or Marine Trait?) applies heals past 20 at the next level.
- ↑ 9.0 9.1 Can only spawn as a reward for completing the Callisto Mines mission.
Tips[]
- "Fire immunity" only grants +100% resistance, so the cryoreaver's claw and ice fiend's claw will cancel out an immunity. Having two sources of immunity will make you immune even if you have one of said relics equipped.
- Relics which cause Bleeding are very potent; most biological and semi-mechanical enemies will have a lot of trouble hitting you with a high bleed status.
- The reaver's claw is strong with multi-shot weapons. As the amount of bleeding is fixed per hit, these weapons will accumulate bleeding very quickly.
- Despite the seemingly scary drawbacks, the medusa's eye and medusa's fang are both very strong. They spawn late into the run; their benefits often outweigh the drawbacks.
Historical notes[]
Relics were introduced in the patch 0.9.11.
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