Relic
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:
- The first 4 are available by default
- The final 4 must be unlocked with Ability Power Cores and Gold
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
- Increases Swing Range by 50% for Sword
- Decreases Cooldown by 20% for Sword
- Increases Crit Chance by 20% for Sword
- Increases Swing Range by 50% for Sword
- Increases Knockback by 100% for Sword
- Decreases Cooldown by 20% for Sword
- Increases Crit Damage by 50% for Sword
- Increases Swing Range by 50% for Sword
Greatsword
- Increases Shockwave Size by 50% for Greatsword
- Increases number of Shockwaves by 1 for Greatsword
- Increase Crit Chance by 20% for Greatsword
- Increases number of Shockwaves by 1 for Greatsword
- Increases Shockwave Size by 50% for Greatsword
- Increases number of Shockwaves by 1 for Greatsword
- Increases Crit Damage by 50% for Greatsword
- Increases number of Shockwaves by 1 for Greatsword
Hammer
- Increases shockwave Area of Effect by 50% for Hammer
- Increases number of Shockwaves by 1 for Hammer
- Increase Stun Chance by 10% for Hammer
- Increases number of Shockwaves by 1 for Hammer
- Increases shockwave Area of Effect by 50% for Hammer
- Increases number of Shockwaves by 1 for Hammer
- Increase Stun Chance by 10% for Hammer
- Increases number of Shockwaves by 1 for Hammer