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Relic

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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.

See also