Relic

From Wiki | Soulbound
Jump to navigation Jump to search


Relic System

Relics are powerful temporary enhancements earned exclusively during dungeon runs. Unlike Upgrades, relics do not persist between runs — they disappear once the dungeon ends.

They allow players to build powerful, synergistic combat styles by enhancing weapons, abilities, and stats dynamically within a run.

How Relics Work

  • Earn Relic EXP (mentioned as Yoku in Magnetism passive relic) by defeating enemies and completing dungeon objectives.
  • When your Relic EXP bar fills, choose 1 of 3 relics.
  • Relics stack, allowing for advanced synergy.
  • Once you leave the dungeon, all relics are cleared.

Running out of Relics

From the Upgrades menu, one can see how many relics are available for each ability and the weapon. If everything is fully upgraded, one can take up to 8 weapon relics and 24 ability relics. Combined with the 32 passive relics, this gives a maximum of 64 ability/passive/weapon relics.

In the process of selecting relics, one may see repeated relics after selecting many relics. This occurs when there are less than three types of relics which are not fully upgraded in the dungeon.

  • If two are left, one of the two is repeated.
  • If one is left, it is repeated in all 3 slots.

After all the relics specific to weapon, abilities and passives have been chosen, the relic pool consists of the following default relics. This can be seen in the Hard or Extreme tier for the Everdune beacon:

Relic Effect
Extra Crit Increases Crit Chance by 3%
Extra Damage Increases Damage by 3%
Extra Health Increases Max Health by 5%

Relic Tiers

Relics follow a rarity system, indicated by color in the upgrade menu:

  • Common – White
  • Uncommon – Green
  • Rare – Blue
  • Epic – Purple
  • Legendary – Gold

Relic options are influenced by:

  • Your equipped Weapon and its upgrade level
  • Your equipped Abilities and upgrade tier
  • The relics picked so far

Types of Relics

There are three main types of relics:

  • Ability relics
  • Passive relics
  • Weapon relics

You may choose only 4 basic/passive relics per dungeon run. Once those 4 are chosen, other passive relics will not appear. This limit does not apply to weapon or ability relics.

Ability relics only appear after the ability has been unlocked - level 2 for the first ability, level 5 for the second, and level 10 for the third. Hence, the first set of relics would consist of one weapon relic and two passive relics.

Ability Relics

Each Ability has its own 8-relic pool:

Relic Pools by Ability

Each ability has 8 relics: 4 default and 4 unlockable (color-coded by rarity).

Ability Relic Type
Bomb Increases Area of Effect by 50% Default
Increases Area of Effect by 50% Default
Increases Base Damage by 20 Default
Increases Crit Damage by 50% Default
Decreases Cooldown by 30% Unlockable
Increases Crit Chance by 30% Unlockable
Increases Crit Damage by 50% Unlockable
Increases Area of Effect by 50% Unlockable
Blackhole Bomb Increases Area of Effect by 25% Default
Increases Stun Time by 0.30 sec Default
Deals Damage Over Time and increase Duration by 1s Default
Increases Cast Range by 20% Default
Increases Area of Effect by 25% Unlockable
Increases Base Damage by 5 Unlockable
Increases Stun Time by 0.30 sec Unlockable
Increases Base Damage by 10 Unlockable
Chain Lightning Increases Chain Links by 1 Default
Increases Range by 100% Default
Increases Chain Links by 1 Default
Increases Damage by 30% Default
Enemies caught between Links now also take damage Unlockable
Increases Chain Links by 1 Unlockable
Increases Range by 100% Unlockable
Increases Chain Links by 1 Unlockable
Chakram Increases Damage by 30% Default
Increases Throw Range by 40% Default
Decreases Cooldown by 30% when catching a returning chakram Default
Increases Area of Effect by 50% Default
Increases Area of Effect by 50% Unlockable
Increases Throw Range by 40% Unlockable
Decreases Cooldown by 30% when catching a returning chakram Unlockable
Increases Area of Effect by 50% Unlockable
Drone Increases Drones in orbit by 1 Default
Increases Explosion Area of Effect by 50% Default
Decreases Deploy Time by 20% Default
Increases Drones in orbit by 1 Default
Increases Drones in orbit by 1 Unlockable
Increases Explosion Area of Effect by 50% Unlockable
Decreases Deploy Time by 20% Unlockable
Increases Drones in orbit by 1 Unlockable
Fortify Increases base Shield Amount by 10 Default
Increases Pulse Amount by 1 Default
Increases Radius by 50% Default
Increases base Shield Amount by 10 Default
Increases Pulse Amount by 1 Unlockable
Increases Radius by 50% Unlockable
Increases Pulse Amount by 1 Unlockable
Fortify shields can now stack Unlockable
Gleam Twins Increases spray Arc Width by 50% Default
Increases Fire Rate by 35% Default
Increases Base Damage by 1 Default
Increases Fire Duration by 1s Default
Increases Knockback by 30% Unlockable
Increases Fire Rate by 50% Unlockable
Decreases Cooldown by 30% Unlockable
Increases Crit Chance by 25% Unlockable
Healing Pulse Increases Base Heal by 3 Default
Increases Pulse count by 1 Default
Increases Area of Effect by 25% Default
Increases Base Heal by 3 Default
Increases Pulse count by 1 Unlockable
Increases Area of Effect by 25% Unlockable
Increases Base Heal by 3 Unlockable
Increases Pulse count by 1 Unlockable
Ice Cube Increases Chill Stacks by 20 Default
Increases Freeze Chance by 25% Default
Increases Area of Effect by 50% Default
Increases Knockback by 50% Default
Increases Base Damage by 5 Unlockable
Increases Chill Stacks by 10 Unlockable
Decreases Cooldown by 20% Unlockable
Increases Area of Effect by 100% Unlockable
Kusarigama Increases Damage by 30% Default
Increases Scythe Count by 1 Default
Increases Chain Length and Speed by 75% Default
Increases Scythe Count by 1 Default
Increases Scythe Count by 1 Unlockable
Increases Chain Length and Speed by 75% Unlockable
Increases Scythe Count by 1 Unlockable
Decrease Cooldown by 25% Unlockable
Machinegun Increases Fire Rate by 50% Default
Increases Crit Chance by 25% Default
Decreases Arc Width and increases Range by 30% Default
Increases Fire Duration by 50% Default
Decreases Arc Width and increases Range by 30% Unlockable
Increases Fire Rate by 100% Unlockable
Decreases Arc Width and increases Range by 30% Unlockable
Increases Crit Damage by 100% Unlockable
Pyrosphere Increases Area of Effect by 50% Default
Increases Pyro Spheres cast by 1 Default
Increases Burn Stacks by 10 Default
Increases Pyro Spheres cast by 1 Default
Increases Damage by 50% Unlockable
Increases Pyro Spheres cast by 1 Unlockable
Increases Burn Stacks by 10 Unlockable
Increases Pyro Spheres cast by 1 Unlockable

Passive Relics

Only 4 passive relics can be selected per run. After that, no others will appear.

Relic Effects Levels
Bombardment Abilities/Thrown 1, 3, 5, 7: Reduces Cooldown by 5% for all thrown abilities

2, 4, 6, 8: Increases Damage by 20% for all thrown abilities

Deployability Abilities/Deployed 1, 3, 5, 7: Increases Damage by 20% for all deployed abilities

2, 4, 6, 8: Reduces Cooldown by 5% for all deployed abilities

Elementalist Abilities/Elemental 1, 3, 5, 7: Reduces Cooldown by 5% for all elemental abilities

2, 4, 6, 8: Increases Damage by 20% for all elemental abilities

Fleet-Footed Dodge/Speed 1, 2, 3, 5, 6, 7: Increases Dodge Chance by 5%

4, 8: Increases Movement Speed by 10%

Gunslinger Abilities/Gun 1, 3, 5, 7: Increases Fire Duration by 25% for all gun abilities

2, 4, 6, 8: Increases Damage by 20% for all gun abilities

Heartiness Health/Healing/Regeneration 1, 2, 3: Increases Max Health by 25%

4: Increases Healing Received by 50%

5, 7: Increases Max Health by 50%

6, 8: Increases Regeneration by 1%

Heavy Hitter Heavy Hit Chance All: Increases Heavy Hit Chance by 5%
Magnetism Pickup Range/Value 1, 2, 4, 6, 8: Increases Yoku Magnetism Range by 50%

3, 5, 7: Increases Yoku Value by 25%

Melee Mastery Melee Cooldown/Damage 1, 3, 5, 7: Reduces Cooldown by 5% for all melee abilities

2, 4, 6, 8: Increases Damage by 20% for all melee abilities

Precision Crit Chance/Damage 1, 2, 3, 4, 6, 7: Increases Crit Chance by 10%

5, 8: Increases Crit Damage by 75%

Supporter Buff Power/Cooldowns 1, 3, 4, 6, 7: Increases Buff Power by 25%

2, 5: Decreases Cooldowns by 5%

8: Decreases Cooldowns by 10%

Unyielding Armor/Damage Reduction 1: Increases Armor by 1

2, 4, 6: Increases Damage Reduction by 5%

3: Increases Armor by 2

5: Increases Armor by 3

7: Increases Armor by 4

8: Increases Damage Reduction by 10%

Wrecking Ball Knockback All: Increases Knockback by 20%

Weapon Relics

Weapon relics vary depending on the weapon class. The initial available weapon relics depend on the rarity of the weapon, and can be increased by upgrading the weapon. The weapon has to be equipped or in your inventory to upgrade.

Sword

  1. Increases Swing Range by 50% for Sword
  2. Decreases Cooldown by 20% for Sword
  3. Increases Crit Chance by 20% for Sword
  4. Increases Swing Range by 50% for Sword
  5. Increases Knockback by 100% for Sword
  6. Decreases Cooldown by 20% for Sword
  7. Increases Crit Damage by 50% for Sword
  8. Increases Swing Range by 50% for Sword

Greatsword

  1. Increases Shockwave Size by 50% for Greatsword
  2. Increases number of Shockwaves by 1 for Greatsword
  3. Increase Crit Chance by 20% for Greatsword
  4. Increases number of Shockwaves by 1 for Greatsword
  5. Increases Shockwave Size by 50% for Greatsword
  6. Increases number of Shockwaves by 1 for Greatsword
  7. Increases Crit Damage by 50% for Greatsword
  8. Increases number of Shockwaves by 1 for Greatsword

Hammer

  1. Increases shockwave Area of Effect by 50% for Hammer
  2. Increases number of Shockwaves by 1 for Hammer
  3. Increase Stun Chance by 10% for Hammer
  4. Increases number of Shockwaves by 1 for Hammer
  5. Increases shockwave Area of Effect by 50% for Hammer
  6. Increases number of Shockwaves by 1 for Hammer
  7. Increase Stun Chance by 10% for Hammer
  8. Increases number of Shockwaves by 1 for Hammer

See Also