Relic
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Information may be incorrect, incomplete, or subject to change.
How Relics Work
Relics come in the different forms: passive, ability, and weapon. Passives are important because they allow players to enhance their upgraded abilities even further or add to the player's raw stat values. Only four passives may be selected at a time. If a passive shows up that is beneficial for the build, take it or it could take longer for it to reappear later. Ability relics only appear after the ability has been unlocked - level 3 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.
- Earn Relic XP (Yoku crystals) 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.
Relic Tiers
Relics follow a rarity system, indicated by color in the upgrade menu:
- Common
- Uncommon
- Rare
- Epic
- Legendary
Relic options are influenced by:
- Your equipped Weapon and its upgrade level
- Your equipped Abilities and upgrade tier
- The relics picked so far
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% |
Ability Relics
Bomb
| Cluster Bomb |
|---|
| Phase 1 Splits into 3 cluster bombs on explosion. |
| Phase 2 Clusters leave burning ground (4s, 30% damage/sec). |
| Phase 3 Each cluster splits into 2 mini-clusters on explosion. |
| Engineer |
|---|
| Phase 1 Creates a smoke cloud (6s) that stuns enemies. Allies gain +30% dodge. |
| Phase 2 Smoke cloud heals allies for 4 HP/sec. |
| Phase 3 Throwing grants +40% movement speed for 4s. |
| Fire Bomb |
|---|
| Phase 1 Converts to fire damage. Leaves a fire zone (48px, 5s). -10% fire damage, -10% fire resistance. |
| Phase 2 Fire zone ignites enemies for 3 burn ticks. |
| Physical Charge |
|---|
| Phase 1 Converts to physical damage with massive knockback. |
| Phase 2 Blast leaves an impact crater (1s). Enemies take -30% physical resistance for 3s. |
| Poison Bomb |
|---|
| Phase 1 Converts to poison damage. Leaves a toxic cloud (48px, 5s). -10% poison damage, -10% fire resistance. |
| Phase 2 Poison DoT spreads to up to 3 nearby enemies. |
| Proximity Mine |
|---|
| Phase 1 Explosions leave a proximity mine: danger zone (16s). Enemies entering trigger full detonation. |
| Phase 2 Untriggered zone arms: bigger area, stronger detonation (+60% damage, +30% radius). |
| Phase 3 Armed detonation deals +120% damage and applies Demolished (-30% all resistances, 5s). |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Big Bang | Common | +100% blast radius. |
| Blast Packing | Common | +15% AoE radius. |
| Chain Reaction | Common | Crits trigger a secondary explosion. |
| Concussive Payload | Common | +20% knockback. |
| Demolition Expert | Common | Hit 5+ enemies with one blast to reduce cooldown by 50% for 10s. |
| Demolition Sight | Common | +15% crit chance. |
| Fast Hands | Common | -20% cooldown. |
| Heavy Payload | Common | +1000% damage. |
| Long Throw | Common | +100% throw range. |
| Precision Charge | Common | +80% damage. +50% critical strike damage. |
| Quick Fuse | Common | -50% fuse timer. |
Blackhole Bomb
| Implosion |
|---|
| Phase 1 On collapse, triggers a Void implosion. |
| Phase 2 +100% damage over time. |
| Phase 3 Implosion deals +100% damage and gains massive knockback. |
| Storm Singularity |
|---|
| Phase 1 Shrinks into a storm-charged singularity and gains critical strike chance. |
| Phase 2 Has a 10% chance to trigger lightning. |
| Phase 3 Doubles stun time and empowers chain lightning to strike up to 3 enemies. |
| Wormhole Singularity |
|---|
| Phase 1 On collapse, has a 50% chance to reopen at caster's location. |
| Phase 2 Reappeared wormholes last longer and pull enemies harder. |
| Phase 3 Reappeared wormholes deal more damage and have a 50% chance to reopen one final time. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Blackhole Bomb: Longer Stun Duration | Common | +200ms stun duration. |
| Blackhole Bomb: Quick Collapse | Common | -90% fuse timer. Detonates almost immediately after landing. |
| Blackhole Bomb: Radius Size | Common | +25% area of effect. |
| Heat Death | Common | On collapse, enemies take cold damage, are frozen for 1s, and chilled for 3s. |
Chain Lightning
| Conductor |
|---|
| Phase 1 +1 chain link and +25% range. |
| Phase 2 +25% chain-through damage. |
| Phase 3 +1 chain link and +25% chain-through damage. |
| Critical Surge |
|---|
| Phase 1 +10% critical strike chance and +15 critical strike damage. |
| Phase 2 Each enemy hit grants +1% critical strike chance and +2 critical strike damage for 2s. |
| Phase 3 Critical hits have a 35% chance to trigger an electric explosion. |
| Storm Relay |
|---|
| Phase 1 -20% cooldown, +25% range, +25% stun chance, and -20% damage. |
| Phase 2 Chain hits knock back enemies, +25% stun chance, and +0.5s stun duration. |
| Phase 3 If a cast hits 10 enemies, grant 20% elemental cooldown reduction for 3s. Also grants +25% stun chance and +1s stun duration. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Deep Circuit | Common | +1 chain link. |
| Path Element: Fire | Common | Converts to fire damage with a blazing arc treatment. |
| Path Element: Void | Common | Converts to void damage with a purple arc treatment. |
| Quick Current | Common | -20% cooldown. |
| Twin Arc | Common | Fire +1 additional initial lightning bolt. |
Chakram
| Charged Blades |
|---|
| Phase 1 Converts to lightning damage. |
| Phase 2 +20% lightning damage. |
| Phase 3 100% chance to trigger Chain Lightning on hit. |
| Curved Stalker |
|---|
| Phase 1 A curved chakram orbits from the left. +50% cooldown. |
| Phase 2 +30% speed. +25 crit strike chance. |
| Phase 3 A second curved chakram orbits from the right. |
| Phantom |
|---|
| Phase 1 Fires an additional chakram in the opposite direction. |
| Phase 2 Catching a chakram grants +30% ethereal damage for 5s. |
| Phase 3 Fire 2 additional phantom chakrams that auto-aim toward enemies. |
| Trap Master |
|---|
| Phase 1 Chakram transforms into a hovering trap (8s). |
| Phase 2 Trap applies DoT on hit. |
| Phase 3 -50% trap cooldown. |
| Phase 4 Trap explodes on impact, dealing AoE damage to nearby enemies. |
| Phase 5 A second trap is cast alongside the primary chakram. |
| Void Chakram |
|---|
| Phase 1 Converts to void damage. -10% physical resistance. |
| Phase 2 +20% void damage. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Long Arc | Common | +40% throw range, +50% critical strike damage. |
| Quick Catch | Common | -30% cooldown on catching a returning chakram. |
Drone
| Heavy Payload |
|---|
| Phase 1 Drone explosions grant nearby allies +8% heavy hit chance for 4s. |
| Phase 2 Nearby allies gain +8% heavy hit chance per active drone. |
| Phase 3 Heavy Payload buffs last 50% longer and grant +50% more heavy hit chance. |
| Overclock Swarm |
|---|
| Phase 1 +1 drone in orbit. |
| Phase 2 Critical strikes grant 50% Drone cooldown reduction for 2s. |
| Phase 3 +1 drone and +10% critical strike chance. |
| Repulsor Cascade |
|---|
| Phase 1 Drone explosions gain +20% knockback. |
| Phase 2 Every 5th drone explosion unleashes a massive repulsor blast. |
| Phase 3 Massive repulsor blasts are larger, hit harder, and launch enemies farther. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Burning Payload | Common | Drone hits ignite enemies with a burning payload. |
| Cold Drone | Common | Converts Drone to COLD. Drone hits apply chill. |
| Extra Drone I | Common | +1 drone in orbit. |
| Extra Drone II | Common | +1 drone in orbit. Drone - -20% deploy time. |
| Extra Drone III | Common | +1 drone in orbit. |
| Lightning Drone | Common | Converts Drone damage to LIGHTNING. |
Fortify
| Aegis |
|---|
| Phase 1 Increases shield strength by +25%. |
| Phase 2 Increases shield strength by +25%. |
| Phase 3 Increases shield strength by +25%. |
| Bulwark |
|---|
| Phase 1 Increases pulse radius by +50%. |
| Phase 2 Reduces Fortify cooldown by 10%. |
| Phase 3 Increases pulse radius by +50% and reduces cooldown by 10%. |
| Frost Barrier |
|---|
| Phase 1 Also applies Chill to enemies for 3s. |
| Phase 2 Freezes enemies for 3s. Freeze replaces Chill on hits. |
| Phase 3 Grants +50% Cold damage for 8s. |
| Lifeward |
|---|
| Phase 1 Shielded players heal 5 HP over 5s. |
| Phase 2 Shielded players gain +20% healing received for 5s. |
| Phase 3 Shielded players receive a Healing Mark. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Stacking Bastion | Common | Shields can now stack. |
Healing Mark
| Healing Mark |
|---|
| Phase 1 Increases total bounces by 1 |
| Phase 2 Increases Heal Amount by 25 |
| Phase 3 Increases total bounces by 1 |
| Phase 4 On successful heal, grant the user and the target 20 movespeed for 5s |
| Phase 5 Increases Heal Amount by 25 |
| Phase 6 Increases total bounces by 1 |
| Phase 7 Successful heals heal the entire party by 25% |
| Phase 8 Increases Heal Amount by 25 |
Healing Pulse
| Benediction |
|---|
| Phase 1 +3 heal amount. |
| Phase 2 +3 heal amount. |
| Phase 3 +4 heal amount. |
| Consecration |
|---|
| Phase 1 Also damages enemies for the same amount it heals. Becomes consecrated. |
| Phase 2 +50% Consecrated Pulse damage. |
| Phase 3 Also applies a burn to enemies for 5s. |
| Resonance |
|---|
| Phase 1 +25% pulse size. |
| Phase 2 -10% cooldown. |
| Phase 3 +25% pulse size and -10% cooldown. |
| Sanctuary |
|---|
| Phase 1 Allies healed gain +20% healing received for 20s. |
| Phase 2 Also knocks enemies back by 32px. |
| Phase 3 Grants allies in range +10 to all attributes for 5s. |
Ice Cube
| Eternal Winter |
|---|
| Phase 1 +1.5s freeze duration, but -30% damage. |
| Phase 2 +30% area of effect. |
| Phase 3 Creates a frozen domain with extended duration that freezes all enemies inside. |
| Frostfire |
|---|
| Phase 1 Converts to fire damage. Enemies are chilled and burned. Ice Cube radius is reduced by 30%. |
| Phase 2 Deals 100% more damage. |
| Phase 3 After 3 charges, unleash a delayed blastwave that damages and heavily knocks back nearby enemies. |
| Frozen Bastion |
|---|
| Phase 1 Grants nearby allies a small fortify shield. |
| Phase 2 Allies in the area gain 30% reduced physical damage taken. |
| Phase 3 Fortify shields are 30% stronger, and Ice Cube fires freezing ice spheres on cast. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Cold Snap | Common | Reduces cooldown by 20%, but damage is reduced by 20%. |
| Frozen Tectonics | Common | Hitting an enemy has a 10% chance to spawn a tremor. |
| Piercing Chill | Common | Reduces enemy cold resistance by 30%, but increases their fire resistance by 30%. |
| Tundra | Common | Increases radius by 20%. |
Kusarigama
| Kusarigama: Binding Chains |
|---|
| Phase 1 Throws +1 additional scythe. |
| Phase 2 +25% spread width. |
| Phase 3 Hits have a 25% chance to stun enemies for 1s. |
| Kusarigama: Momentum Reaper |
|---|
| Phase 1 -20% chain length and -20% cooldown. |
| Phase 2 Killing 5 enemies with Kusarigama within 3s reduces its cooldown by 30% for 3s. |
| Phase 3 Enemy kills have a 10% chance to grant +8% critical strike chance for 5s, stacking up to 5 times. At max stacks, gain +100% critical strike chance for 3s. |
| Kusarigama: Reaper's Edge |
|---|
| Phase 1 -30% chain reach and +20% critical strike chance. |
| Phase 2 Enemy kills trigger a +40% critical damage buff for 3s. |
| Phase 3 +20% spread width, +20% scythe size, and +15% heavy hit chance. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Kusarigama: Frozen Chain | Common | Converts to cold damage. Hits apply Chill to enemies. |
| Kusarigama: More more more | Common | Throws +1 scythe. |
| Kusarigama: Storm Tempo | Common | Converts to lightning damage. -20% base damage, -20% cooldown, and hits have a 10% chance to release lightning. |
Machine Gun
| Field Medic |
|---|
| Phase 1 Hits have a 2% chance to heal you for 3. |
| Phase 2 +50% fire rate. |
| Phase 3 +50% duration. |
| Incendiary Rounds |
|---|
| Phase 1 +20% projectile speed, +20% rotation speed, and +20% duration. |
| Phase 2 +50% fire rate. |
| Phase 3 Micro explosions ignite enemies for a short burn. |
| Shrapnel Core |
|---|
| Phase 1 +1 micro explosion base impact and +20% AoE radius. |
| Phase 2 +10 crit chance. Crits grant +1% explosion radius for 3s. |
| Phase 3 Each hit grants micro explosions +0.1 crit chance for 2s. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Blast Radius | Common | +40% micro explosion AoE radius. |
| Cold Bullets | Common | Bullets and micro explosions convert to COLD. |
| Deadeye Feed | Common | +25% crit chance. |
| Execution Belt | Common | +100% crit damage. |
| Overcranked Feed | Common | +50% fire rate. |
| Rubber Bullets | Common | +50% fire rate. -80% damage for bullets and micro explosions. |
| Suppressive Resilience | Common | Crits grant +0.5% all resistances for 5s. |
| Void Bullets | Common | Bullets and micro explosions convert to VOID. |
Minigun
| Accelerator |
|---|
| Phase 1 +50% fire rate. |
| Phase 2 +50% fire rate. |
| Phase 3 +50% fire rate. |
| Blaze |
|---|
| Phase 1 Converts to fire damage. Applies Burn for 5s. |
| Phase 2 Burned enemies spread fire to nearby foes. |
| Phase 3 Gain +20% movement speed for 2s when Minigun starts firing. |
| Overdrive |
|---|
| Phase 1 +50% duration. |
| Phase 2 +40% rotation speed. |
| Phase 3 +50% duration. |
| Shatterbelt |
|---|
| Phase 1 Converts to explosive damage. Hits have a 35% chance to trigger unstable shell bursts. |
| Phase 2 Explosive shell bursts are larger and deal +20% damage. |
| Phase 3 Shell bursts have a 100% chance to trigger a heavier secondary detonation. |
| Suppressive Fire |
|---|
| Phase 1 Hits suppress enemies, reducing their physical resistance for 3s. |
| Phase 2 Suppressed enemies take more physical damage from all sources. |
| Phase 3 Hitting suppressed enemies can trigger a heavy physical burst. |
| Swarm |
|---|
| Phase 1 A second minigun fires from the opposite side. |
| Phase 2 +100% fire rate. |
| Phase 3 +32px knockback. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Extended Spin | Common | +50 % duration. |
| Glass Feed | Common | +75% fire rate. -25% damage. |
| Heavy Spin | Common | +50% knockback. |
| Quickspin | Common | +60% rotation speed. |
| Recoil Brace | Common | +50% knockback. -20% rotation speed. |
Pyrosphere
| Accelerant Core |
|---|
| Phase 2 -50% cooldown. -40% damage. |
| Critical Eruption |
|---|
| Phase 1 Critical strikes detonate a secondary explosion at impact. |
| Phase 2 Eruption crits trigger a third explosion. |
| Phase 3 Second blast deals +30% damage. Third deals +60% damage. Each blast grows larger. |
| Gravity Well |
|---|
| Phase 1 Converts to void damage. Explosions spawn black holes (2s) that pull and damage enemies. -20% damage. |
| Phase 2 Black holes last +50% longer (3s). Erupt in a void explosion on expiry. |
| Pyroclasm |
|---|
| Phase 1 -40% AoE radius. +30% damage. +20% critical strike chance. |
| Phase 2 Each crit grants +5% fire damage for 4s (max +20%, 4 stacks). |
| Phase 3 Landing a crit grants +1 projectile for 5s. |
| Pyromania |
|---|
| Phase 1 Ignites enemies with spreading burns that chain to nearby foes. |
| Phase 2 Critical hits release homing fireballs that ignite on contact. |
| Phase 3 Each impact erupts in a shockwave around you, igniting all nearby enemies. |
| Scorch |
|---|
| Phase 1 +30% damage. |
| Phase 2 +60% damage. |
| Scorched Earth |
|---|
| Phase 1 Explosions leave scorched zones that burn enemies within. |
| Phase 2 Enemies entering scorched zones trigger new burning zones. |
| Phase 3 Scorched zones erupt on expiry, damaging and burning all enemies. |
| Shockwave |
|---|
| Phase 1 +50% area of effect. |
| Phase 2 +100% area of effect. |
| Stormcaller |
|---|
| Phase 1 Converts to lightning damage. Chance to electrocute impacted enemies. -20% damage. |
| Phase 2 Lightning chains to 3 enemies. -40% lightning resistance for 3s. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Blazing Nova | Common | +100% AoE radius. +50% cooldown. |
| Deadeye | Common | +30 crit chance. |
| Flashfire | Common | +10% cooldown reduction. |
| Kindled Focus | Common | +5% critical strike chance. |
| Lingering Embers | Common | Burn effects last +25% longer. |
| Multishot | Common | Landing a crit grants +1 projectile for 5s. |
| Pinpoint Detonation | Common | -40% AoE radius. +30% damage. +20% critical strike chance. |
| Rapid Fire | Common | -50% cooldown. -40% damage. |
| Searing Contact | Common | +25% damage on direct contact. |
| Solar Reach | Common | +60% range. |
| Supernova | Common | Charges on hit (5 stacks). Next pyrosphere: +200% radius, +150% damage. |
| Volatile Core | Common | +30% damage. Burn/fire DoT effects last -50% shorter. |
| Chain Reaction | Rare | 20% chance on crit to fire an extra projectile. |
| Thundersworn | Rare | Converts to lightning damage. |
Gleam Twins
| Ballistic Twins |
|---|
| Phase 1 Converts Gleam Twins damage to PHYSICAL. |
| Phase 2 Physical rounds have a 10% chance to stun enemies for 1s. |
| Cinder Twins |
|---|
| Phase 1 Converts Gleam Twins damage to FIRE. |
| Phase 2 Fire rounds have a 25% chance to burn enemies for 2s. |
| Phase 3 Increases all fire damage dealt by +10%. |
| Crossfire |
|---|
| Phase 1 +20% range. |
| Phase 2 +50% arc width. |
| Phase 3 +25% duration. |
| Mirror Image |
|---|
| Phase 1 Spawns a phantom Gleam Twins that mirrors your assault. |
| Phase 2 +1s duration. |
| Phase 3 On use, gain +20% movement speed for 2s. |
| Needle Rounds |
|---|
| Phase 1 +20% critical strike chance. |
| Phase 2 Crits grant +1% damage for 5s. Stacks up to 30. |
| Phase 3 +50% critical strike damage. |
| Overclock |
|---|
| Phase 1 +20% fire rate. |
| Phase 2 -20% cooldown. |
| Phase 3 Damage increased by +25% and fire rate increased by +35%. |
Staff
| Ethereal Duality |
|---|
| Phase 1 Converts to explosive damage. Each cast fires a healing orb (5 HP) and a damage orb (60% damage). -40% explosive damage. |
| Phase 2 Healing orbs grant +15% attack speed (3s). Damage orbs slow enemies 40% (2s). |
| Kinetic Force |
|---|
| Phase 1 Converts to physical damage. +50% knockback. 25% stun chance (1s). -15% physical damage. -10% void resistance. |
| Phase 2 Stunned enemies take +30% damage. +100% knockback. |
| Phantom Barrage |
|---|
| Phase 1 Each cast fires a phantom sphere that seeks the nearest enemy. |
| Phase 2 On hit, a second sphere spawns and seeks a nearby enemy (50% damage). |
| Phase 3 Fire 2 phantom spheres per cast (up to 4 enemies hit per cast). |
| Void Rift |
|---|
| Phase 1 Every 5 casts, tear open a Void Rift (6s). Allies passing through gain +10% ability damage for 5s. |
| Phase 2 Enemies passing through the rift suffer -20% void resistance for 4s. |
| Phase 3 Void Rift implodes on expiry, pulling enemies in and dealing damage. |
| Void Surge |
|---|
| Phase 1 Each cast builds Void Energy (max 5, 8s). At 5 stacks, next cast fires a void burst for 200% damage. |
| Phase 2 Void burst applies -20% void resistance for 4s. |
| Phase 3 Void burst radius increased. +50% additional damage (total 250%). |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Cascading Power | Common | Each kill grants Cascading Power (4s, max 10 stacks). +5% damage per stack (max +50%). |
| Expanding Void | Common | +15% AoE radius. -5% damage. |
| Heavy Impact | Common | +100% damage. +100% cooldown. |
| Long Range | Common | +50% cast range. +50% AoE radius. |
| Rapid Fire | Common | -50% cooldown. -50% damage. |
| Rapid Invocation | Common | +10% cooldown reduction. |
| Scattered Spray | Common | +1 additional void sphere per cast. +30% cooldown. |
| Singular Focus | Common | +10% critical damage. |
| Void Acceleration | Common | +15% projectile speed. +5% critical strike chance. |
| Void Focus | Common | Each cast builds Void Focus (5s, max 5 stacks). +5% crit chance per stack (max +25%). |
| Void Power | Common | +20% damage. |
Weapon Relics
Greatsword
| Detonation |
|---|
| Phase 1 Shockwaves deal Explosive damage instead of Physical. |
| Phase 2 Explosive shockwaves grow larger and spread farther apart. |
| Event Horizon |
|---|
| Phase 1 Shockwaves deal Void damage instead of Physical. |
| Phase 2 Void shockwaves grow wider and overlap more densely. |
| Fury |
|---|
| Phase 1 Hits stack Relentless Strikes (max 3, 5s). Each stack reduces cooldown by 0.2 (max 0.6)s. |
| Phase 2 -20% cooldown. |
| Phase 3 Kills grant Rising Power: +10% damage per stack for 3s. |
| Guts |
|---|
| Phase 1 5% chance to Heal 1 HP on hit. |
| Phase 2 Hitting 5+ enemies grants +30% damage reduction for 3s. |
| Phase 3 Kills grant +100% damage for 3s. |
| Shockwave |
|---|
| Phase 1 Creates 1 additional shockwave. |
| Phase 2 Creates 1 additional shockwave. |
| Phase 3 Creates 1 additional shockwave. |
| Tremor |
|---|
| Phase 1 Creates 1 additional shockwave. |
| Phase 2 Shockwaves grow larger. |
| Phase 3 Creates fewer shockwaves, but they hit harder and cover a larger area. |
Hammer
| Bulwark |
|---|
| Phase 1 Each hit grants a Bulwark stack. At 3 stacks, next slam Fortifies, granting you and allies 5 shield for 5s. |
| Phase 2 Fortify also grants +30% weapon damage for 5s. |
| Phase 3 Shield increases to 15. Grants Unbreakable (5s): +30% hammer damage, +30% AoE radius. |
| Concussive Impact |
|---|
| Phase 1 Shockwaves have a 20% chance to stun enemies. |
| Phase 2 Stunned enemies take +60% damage from all sources. |
| Frostbreaker |
|---|
| Phase 1 Converts to cold damage. Slows enemies 50% for 3s. -10% cold damage. -10% fire resistance. |
| Phase 2 As chill fades, frozen enemies shatter, taking +50% bonus damage. |
| Stormbreaker |
|---|
| Phase 1 Converts to lightning damage, chaining to 1 enemy. -10% lightning damage. -10% physical resistance. |
| Phase 2 Lightning deals +30% damage, stuns, and chains to 3 enemies. |
| Tremors |
|---|
| Phase 1 +1 additional shockwave. |
| Phase 2 Shockwaves grow +50% larger. |
| Phase 3 +1 additional shockwave. All shockwaves generate +50% threat. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Aftershock | Common | +20% AoE radius. -10% damage. |
| Berserker | Common | +50% damage. -25% all resistances. |
| Brutal Finish | Common | +20% critical damage. |
| Crushing Odds | Common | +5% heavy hit chance. |
| Earthshaker | Common | Each hit grants Earthshaker (6s, max 20 stacks). +2% damage and +1% AoE per stack (max +40% damage, +20% AoE). |
| Juggernaut | Common | +30% AoE radius. -25% damage. |
| Momentum | Common | Heavy hits grant Momentum (5s): +40% AoE radius. Devastating blows create massive shockwaves. |
| Overwhelming Presence | Common | +50% threat generation. Enemies attacking you deal -20% damage. |
| Reckless Impact | Common | +40% AoE radius. -15% physical, fire, and poison resistance. |
| Relentless Swings | Common | +10% attack speed. |
| Shockfront | Common | +10% knockback. |
| Titans Grip | Common | +40% heavy hit chance. +20% heavy hit damage. -15% movement speed. |
Sword
| Blazing Edge |
|---|
| Phase 1 Converts to fire damage. 60% chance to ignite enemies. -10% damage. |
| Phase 2 Attacks reduce physical resistance by 15%. Burning enemies take +30% fire damage. |
| Bloodthirst |
|---|
| Phase 1 +20% damage. |
| Phase 2 +40% damage. |
| Cleave |
|---|
| Phase 1 Deals +20% physical damage and gains increased knockback. |
| Phase 2 Deals an additional +10% physical damage and swings in a 50% wider arc. |
| Hamstring |
|---|
| Phase 1 Attacks apply bleed for 6s. |
| Phase 2 Attacks slow enemies. -10% physical and -10% poison resistance. |
| Phase 3 Bleed ticks have a 40% chance to burst, damaging nearby enemies. |
| Precise Strikes |
|---|
| Phase 1 Critical strikes trigger a follow-up swing. |
| Phase 2 Follow-up swings always crit. -10% physical resistance for 2s. |
| Phase 3 Follow-up swings have a 50% chance to chain into another swing. |
| Quicksilver |
|---|
| Phase 1 +25% attack speed. |
| Phase 2 +40% attack speed. |
| Rally Cry |
|---|
| Phase 1 Critical strikes grant nearby allies +25% attack speed for 5s. |
| Phase 2 Rally also grants allies +20% weapon damage for 5s. |
| Phase 3 Landing 3 crits within 15s empowers next rally: +50% weapon damage. |
| Whetstone |
|---|
| Phase 1 +20 crit chance. |
| Phase 2 +40 crit chance. |
Standalone relics
| Name | Rarity | Description |
|---|---|---|
| Cleaving Arc | Common | +30% swing size. |
| Devastating Crits | Common | +60% critical strike damage. -15% critical strike chance. |
| Duelist's Reach | Common | +25% range. and +10% cone breadth. |
| Executioner's Edge | Common | Critical strikes deal +15% critical damage. |
| Heavy Blade | Common | +50% damage. -40% attack speed. |
| Keen Edge | Common | +10% critical strike chance. |
| Lethal Strikes | Common | Critical strikes grant +25% critical damage per stack (max +50%, 5s). |
| Quickened Strikes | Common | +10% attack speed. |
| Rapid Strikes | Common | +40% attack speed. -40% critical strike damage. |
| Reckless Precision | Common | +30% critical strike chance. -25% max HP. |
| Sweeping Form | Common | +20% cone breadth and +20% range. |
| Tempered Steel | Common | +10% damage. |
| Emberbrand | Rare | Converts damage to fire. |