Spirit Relic (Feng Shui)

Spirit Relics are Items that can heavily influence the Feng Shui of a Room and nourish Characters with a bonus to their Properties. As most Relics are randomly generated, not every one will be useful. 
== Identifying ==
Relics spawn unidentified and are identified with Feng Shui Identifying (Miracle), a Core Shaping state Manual from Sixteen Supreme Steps Law.
== States ==
Relics have three states: Inactive (outside or in a room without a Feng Shui Building), Active (in a room, activation conditions fulfilled), or Incompatible (in a room, activation conditions not fulfilled). Relics that are currently equipped by a Character do not influence Rooms in any way. 
* Active relics provide the effect listed in their description and increase the room auspiciousness rating by +++++ (+30 points), active relics are also referred to as positive channeling.
* Incompatible relics provide the inverse of the effect listed in their description and decrease the room auspiciousness rating by ----- (-30 points), inactive relics are also referred to as negative channeling.
* Inactive relics provide no additional effect if not in a room. If they are placed inside a room with no Feng Shui buildings, they will still provide the inverse of the effect listed in their description, but will not affect the room auspiciousness rating.
== Relic Types ==
=== Spirit Relic vs Feng Shui Relic ===
A Feng Shui Relic provides a large boost to the auspiciousness rating of a room. Any item that has the line "Natural Spirit is capable of adjusting Feng Shui" in its description is a Feng Shui Relic. It is possible for some items to be a Feng Shui Relic, but not a Spirit Relic.
A Spirit Relic is a special case of a Feng Shui Relic that also has a bonus. Any item that has the line "It is a spiritual item. It can nourish the character(s) in the room" in its description is a Spirit Relic. All Spirit Relics are also Feng Shui Relics.
There are two types of relics, RNG relics (most common) and Ancient Relics.
=== RNG Relics ===
RNG Relics have their conditions and effects randomized, most of the RNG relics you will come across are useless. There are two ways of acquiring RNG Relics.
The first is pure RNG, every item created or dropped has a chance to become a relic. Boss drops, refining items, crafting items, harvesting, etc.
The second is lucking out with Ancient Caskets. Acquiring a relic is one possible result of opening Ancient Caskets, but the item and effect is always random.
=== Ancient Relics ===
Ancient Relics are unique items, meaning the player may only acquire one of each per save. Most Ancient Relics are random drops from Ancient Cultivators after defeating them in battle. The only exception is the Morality Seal, which is acquired by inquiring about the Mysterious Cavern (available as an option after day 300).
== Relic Spawn Chance ==
RNG Spirit Relics may spawn while performing a variety of different actions in-gameXiaWorld.ItemThing.set_FSItemState. 
* Performing Specter/Tao RefinementXiaWorld.ItemThing.DoSoulCrystalYouPowerUp: If the Tier of the refined item after refinement is >=7, Tier/1000 chance
* Any new item creation while in the Player SectXiaWorld.ItemThing.OnPutToGround: Tier/1000 chance, with a bonus 1% chance if the item has Quality >= 90 (isArt)
* There is a 4/23 chance of a Spirit Relic spawning when opening the Ancient CasketSettings\MapStories\MapStory_Item.xml.
== Use Cases and Considerations ==
Relics can be either extremely OP, totally useless, or somewhere in between. It all depends on how you can utilize them. There are use cases for both negative (incompatible relics) and positive (active relics) channeling.
=== Negative Channeling ===
==== Easy Very Ominous Rooms ====
Easiest and most common use. Putting an incompatible relic in a room. Makes the room Very Ominous, useful for Soul Inquiry, Spectre Refining, or farming Anguish Soul Gems in a Hellgate.
==== Base Stat Suppression ====
Another common use, using incompatible base stat affecting relics in a room to bring down outer disciple stats for Remold miracles. Very useful, but requires a large amount of base stat affecting relics for greater results. Using incompatible relics that don’t affect the base stats has no effect, it can even be harmful for the outer disciples.
==== Farming Obsessions Through Failing ====
Not a common use. Lowering the mood to trigger obsessions (to later remove them with Shendao), or lowering stats to cause failures in whatever the room members are doing. Can be used to improve the chances of creating Junk Pills with alchemy.
=== Positive Channeling ===
==== Mysterious Cavern Suppression ====
Morality Seal (Active) in a room with the Mysterious Cavern. Has the same effect as a regular VA room, but there's a lower chance that the auspiciousness gets reduced by external factors (like weather). Very useful if you’re not ready to fight the dragon yet. Not to be confused with stat suppression for remold miracles.
==== Feng Shui Boosting ====
Using compatible relics to boost the Feng Shui of the room, allowing you to use alternative door directions. Not that common, as you need the compatible relics for it.
==== Improving Stats ====
More commonly used for Ancient Relics, using the relic for their intended purpose of increasing the stats of those in the room. Due to the RNG, this is not a common use case for random Spirit Relics.
== Relic Activation Conditions ==
Feng Shui relics can have multiple requirements and all of them need to be fulfilled for a relic to be activeSettings\Language\OfficialEnglish\Settings\World\FSItemSpecial\FSItemSpecial.txt.
* Elemental compatibility is based on the elemental percentages for the tile it's on. It works the same way that auspiciousness and elemental power for cultivator is calculated, ensure the feeding element is in the majority and you shouldn't have any problems.
*Room Size requirements.
* Relic location requirements. When relics are referring to a Grandmaster's Shrine is an old translation for Ancestral Shrine. It accounts for any Buildings that provide the Founder's Hall type.
**Normal conditions
**Next to conditions
**Away from conditions
*Room Feng Shui requirementsFengShuiItemData.RoomFengshui attribute, not used for either Randomly generated relic nor any existing Ancient Relics..
*Room type requirements.
* Any special requirements, a list of them is below:
** Any requirement involving "residents" means that there must be at least one resident, vacuously true statements do not qualify.
** A resident means that there must be a bed-type building which is assigned to said character in the same room as the relic. When selecting the room, "Owner: XXX" must show with the list of residents matching the relic's conditions in order for the relic to activate. 
** Gender of the Cultivator is not affected by Feminine/Masculine trait/backgrounds. A Male Cultivator with broken/lost Phallus is regarded as None Gender for the conditions, which doesn't count towards either Male or Female requirements.
Special Activation requirements
ID 	Requirement 	Comment
1 	Room residents must all be Commoners. 	Below Qi shaping, functionally outers
2 	Room residents must all be Shapers. 	Stage at Qi Shaping
3 	Room residents must all be Core Shapers. 	Stage at Core Shaping
4 	Room residents must all be of Golden Core. 	Stage at Golden Core
5 	Room residents must all be of Primordial Spirit. 	Stage at Primordial Spirit
6 	Room residents must all be Demi-Gods. 	Stage at Demi-god
7 	Room residents must all be Inner Disciples. 	Everyone must be inners
8 	Room residents must all be Outer Disciples. 	Everyone must be outers
9 	Room residents must all be Visitors. 	Everyone must be visitors, visiting NPCs
10 	Room residents must all be older than 30 years. 	Age must be more than 30
11 	Room residents must all be older than 90 years. 	Age must be more than 90
12 	Room residents must all be older than 270 years. 	Age must be more than 270
13 	Room residents must all be older than 810 years. 	Age must be more than 810
14 	Room residents must all be older than 2,430 years. 	Age must be more than 2430
15 	Room residents must all be younger than 30 years. 	Age must be less than 30
16 	Room residents must all be younger than 90 years. 	Age must be less than 90
17 	Room residents must all be younger than 270 years. 	Age must be less than 270
18 	Room residents must all be younger than 810 years. 	Age must be less than 810
19 	Room residents must all be younger than 2,430 years. 	Age must be less than 2430
20 	Room residents must have a combined age of no more than 100 years. 	The sum of everyone's age must be less than 100
21 	Room residents must have a combined age of no more than 200 years. 	The sum of everyone's age must be less than 200
22 	Room residents must have a combined age of no more than 500 years. 	The sum of everyone's age must be less than 500
23 	Room residents must have a combined age of no more than 1,000 years. 	The sum of everyone's age must be less than 1000
24 	Room residents must have a combined age of no less than 500 years. 	The sum of everyone's age must be more than 500
25 	Room residents must have a combined age of no less than 1,000 years. 	The sum of everyone's age must be more than 1000
26 	Room residents must have a combined age of no less than 2,000 years. 	The sum of everyone's age must be more than 2000
27 	Room residents must have a combined age of no less than 4,000 years. 	The sum of everyone's age must be more than 4000
28 	Room residents must all be male. 	Everyone must be male.
29 	Room residents must all be female. 	Everyone must be female
30 	Room residents must include both males and females. 	At least 2 residents, one male and one female
31 	The room must have 1 resident. 	Exactly one resident
32 	The room must have 2 residents. 	Exactly two residents
33 	The room must have 3 residents. 	Exactly three residents
34 	The room must have 3 or more residents. 	Must have at least three residents
35 	The room must have 5 or more residents. 	Must have at least five residents
36 	The room mustn't have more than 3 residents. 	Must have less than three residents
37 	The room mustn't have more than 5 residents. 	Must have less than five residents
38 	The room must have at least 1 bed. 	Must have at least one building with the tag Sleep, both Beds and Double Beds count
39 	The room must have at least 2 beds. 	Must have at least two buildings with the tag Sleep, both Beds and Double Beds count
40 	The room must have at least 3 beds. 	Must have at least three buildings with the tag Sleep, both Beds and Double Beds count
41 	The room mustn't have more than 1 bed. 	Must have less than two (0-1) buildings with the tag Sleep, both Beds and Double Beds count
42 	The room mustn't have more than 2 beds. 	Must have less than three (0-2) buildings with the tag Sleep, both Beds and Double Beds count
43 	The room mustn't have more than 3 beds. 	Must have less than four (0-3) buildings with the tag Sleep, both Beds and Double Beds count
44 	The room must have at least 1 double bed. 	Must have at least one Double Bed
45 	The room must have at least 1 light source. 	Must have at least one building with the tag Light_FSZW, light emitting decorations work for it
46 	The room must have at least 2 light sources. 	Must have at least two buildings with the tag Light_FSZW, light emitting decorations work for it
47 	The room must have at least 3 light sources. 	Must have at least three buildings with the tag Light_FSZW, light emitting decorations work for it
48 	The room mustn't have more than 1 light source. 	Must have less than two (0-1) buildings with the tag Light_FSZW, light emitting decorations work for it
49 	The room mustn't have more than 2 light sources. 	Must have less than three (0-2) buildings with the tag Light_FSZW, light emitting decorations work for it
50 	The room mustn't have more than 3 light sources. 	Must have less than four (0-3) buildings with the tag Light_FSZW, light emitting decorations work for it
51 	The room must have at least 1 water vat. 	Must have at least one building
52 	The room must have at least 1 folding screen. 	Must have at least one building
53 	The room must have at least 1 statue. 	Must have at least one building with the tag DiaoXiang_FSZW, like the
54 	The room must have at least 1 cauldron. 	Must have at least one building with the tag Ding_FSZW, both s work
55 	The room must have at least 1 censer. 	Must have at least one building with the tag XiangLu_FSZW, both s work
56 	The room must have at least 1 plant. 	Must have at least one building with the tag PenZai_FSZW, all work
57 	The room must have at least 1 banner. 	Must have at least one building with the tag QiZhi_FSZW, specifically , ,
58 	The room must have at least 1 shelf. 	Must have at least one building
59 	The room must have at least 1 grave. 	Must have at least one building with the tag FenMu_FSZW, and both work
60 	The room must have at least 2 water vats. 	Must have at least two s
61 	The room must have at least 2 folding screens. 	Must have at least two buildings
62 	The room must have at least 2 statues. 	Must have at least two buildings with the tag DiaoXiang_FSZW, like the
63 	The room must have at least 2 cauldrons. 	Must have at least two buildings with the tag Ding_FSZW, both s work
64 	The room must have at least 2 censers. 	Must have at least two buildings with the tag XiangLu_FSZW, both s work
65 	The room must have at least 2 plants. 	Must have at least two buildings with the tag XiangLu_FSZW, both s work
66 	The room must have at least 2 banners. 	Must have at least two buildings with the tag QiZhi_FSZW, specifically , ,
67 	The room must have at least 1 shelves. 	Must have at least two buildings, the description is odd
68 	The room mustn't have any water areas. 	Must have no water Terrain in the room (Soil type Shallow water, Thin Blood or Spirit Water)
69 	The room must have at least 1 water area. 	Must have at least one water tile Terrain in the room (Soil type Shallow water, Thin Blood or Spirit Water)
70 	The room must have at least 1 spirit area. 	Must have at least one spirit tile Terrain in the room (Soil type Spirit Soil or Spirit Water)
71 	The room mustn't have any land areas. 	Must have no land tile Terrain in the room (Soil type Soil, Sand, Mud, Wet Earth, Fertile Soil, Rocky Terrain, Sand ,Spirit Soil)
72 	The room must have at least 1 building and relic with connecting elements. 	Must have at least one building that feeds the Relic element (Water building for Wood relic, etc.)
73 	The room must have at least 2 buildings and relics with connecting elements. 	Must have at least two buildings that feeds the Relic element (Water building for Wood relic, etc.)
74 	The room must have at least 3 buildings and relics with connecting elements. 	Must have at least three buildings that feeds the Relic element (Water building for Wood relic, etc.)
75 	The room mustn't have any buildings whose elements counter relics. 	Must have no buildings that counter the Relic (Metal buildings for Wood Relic, etc.)
76 	The room must have no more than 1 building and relic with counteractive elements. 	Must have less than two (0-1) buildings that counter the relic (Metal buildings for Wood Relics, etc.)
77 	The room must have no more than 2 buildings and relics with counteractive elements. 	Must have less than three (0-2) buildings that counter the relic (Metal buildings for Wood Relics, etc.)
78 	The room must have no more than 3 buildings and relics with counteractive elements. 	Must have less than four (0-3) buildings that counter the relic (Metal buildings for Wood Relics, etc.)
79 	The room must have at least 1 building and relic with the same element. 	Must have at least one building with the same element as the relic
80 	The room must have at least 2 building and relics with the same element. 	Must have at least two buildings with the same element as the relic
81 	The room must have at least 3 building and relics with the same element. 	Must have at least three buildings with the same element as the relic
82 	Must have at least 1,000 Relic Qi. 	Relic must have at least 1000 Qi in it
83 	Must have at least 5,000 Relic Qi. 	Relic must have at least 5000 Qi in it
84 	Must have at least 10,000 Relic Qi. 	Relic must have at least 10000 Qi in it
85 	Must have at least 30,000 Relic Qi. 	Relic must have at least 30000 Qi in it
86 	mustn't have more than 1,000 Relic Qi. 	Relic must have less than 1000 Qi in it
87 	mustn't have more than 5,000 Relic Qi. 	Relic must have less than 5000 Qi in it
88 	mustn't have more than 10,000 Relic Qi. 	Relic must have less than 10000 Qi in it
89 	mustn't have more than 30,000 Relic Qi. 	Relic must have less than 30000 Qi in it
90 	The Relic's location must be filled with Qi. 	The tile with the relic must have at least 300 Qi (not Qi gathering)
91 	All of the room's buildings must have ominous Feng Shui (Slightly Ominous/Ominous/Very Ominous). 	All Feng Shui nodes must have negative Feng Shui
92 	All of the room's buildings must have auspicious Feng Shui (Slightly Auspicious/Auspicious/Very Auspicious).	All Feng Shui nodes must have positive Feng Shui
93 	The room mustn't have any very auspicious buildings. 	Must have zero VA Feng Shui nodes
94 	The room must have exactly 1 very auspicious building. 	Must have one VA Feng Shui node
95 	The room mustn't have more than 1 very auspicious building. 	Must have less than two (0-1) VA Feng Shui nodes
96 	The room mustn't have more than 2 very auspicious buildings. 	Must have less than three (0-2) VA Feng Shui nodes
97 	The room must have at least 1 very ominous building. 	Must have at least one VO Feng Shui node
98 	The room must have at least 2 very ominous buildings. 	Must have at least two VO Feng Shui node
99 	The room must have exactly 1 Feng Shui Relic. 	Can't have more relics
100 	The room must have exactly 1 Feng Shui Relic. 	Can't have more relics
101 	The room must have exactly 1 Feng Shui Relic. 	Can't have more relics
102 	The room must have exactly 1 Feng Shui Relic. 	Can't have more relics
103 	The room must have exactly 1 Feng Shui Relic. 	Can't have more relics
10001	Must have at least 100,000 Relic Qi. 	Relic must have at least 100000 Qi in it
10002	The room must have at least 5 very ominous buildings. 	Must have at least five VO Feng Shui nodes
10003	The room must have exactly 1 Feng Shui Relic. 	Can't have more relics
10004	The room must have at exactly 8 light sources. 	Must have eight buildings with the tag Light_FSZW, light emitting decorations work for it
10005	The room must have at least 3 stoves. 	Must have at least 3 s
10006	The room must have at exactly 7 light sources. 	Must have seven buildings with the tag Light_FSZW, light emitting decorations work for it
10007	The room must have exactly 5 graves. 	Must have five buildings with the tag FenMu_FSZW, and both work
10008	The room must have exactly 2 censers. 	Must have two buildings with the tag XiangLu_FSZW, both s work
10009	The room must have exactly 2 banners. 	Must have two buildings with the tag QiZhi_FSZW, specifically , ,
10010	The room must have exactly 1 bed. 	Must have one building with the tag Sleep, both s and s count
10011	The room mustn't have any cushions or qi cushions. 	Must have no buildings with the tag ZuoDian_FSZW, but no Cushions in the game have that tag, making this requirement inapplicable.
20000	The room must have exactly 1 spirit relic. 	Must have one TongLingFengshuiItem, which are items with Spirit Relic effects. All Spirit Relics have this requirement.
== Relic Effects==
=== Effect strength ===
A relic can have several effects, depending on their Tier and their number of special effects, with a maximum of 1 + \frac{ItemTier}{9} (rounded down) + 1 (with 2 special effects, 0 otherwise)XiaWorld.ItemThing.MakeFengShuiItemData(). The strength of the effect is determined separately for each effect and is purely random :
* x1 with 50% chance
* x2 with 25% chance
* x3 with 12.5% chance
* x4 with 12.5% chance
Moreover, the effects are doubled on Incarnated Sentient Spirits born from Feng shui relicsXiaWorld.AreaRoom.EnableFSItemModifier() checks for a flag set in XiaWorld.TongLingMgr.CreatTongLingNpc() and XiaWorld.Npc.TongLingNpcReborn().
=== Effect list ===
Stat 	Stat 	Base Effect	ID
Overall Work Efficiency BonusGlobalEfficiency 	Overall Work Efficiency BonusGlobalEfficiency 	10% (AddP) 	FSZhenWu_1
Healing Speed BonusDrugProductSpeed 	Healing Speed BonusDrugProductSpeed 	10% (AddP) 	FSZhenWu_2
Healing Success Rate BonusTreatmentExpectQuality 	Healing Success Rate BonusTreatmentExpectQuality 	10% (AddP) 	FSZhenWu_3
Cooking Speed BonusCookingSpeed 	Cooking Speed BonusCookingSpeed 	10% (AddP) 	FSZhenWu_4
Butchering Speed BonusButcherSpeed 	Butchering Speed BonusButcherSpeed 	10% (AddP) 	FSZhenWu_5
Butchering Yield BonusButcherYieldEfficiency 	Butchering Yield BonusButcherYieldEfficiency 	5% (AddP) 	FSZhenWu_6
Stoneworking Speed BonusStoneWorkSpeed 	Stoneworking Speed BonusStoneWorkSpeed 	10% (AddP) 	FSZhenWu_7
Building Speed BonusConstructionSpeed 	Building Speed BonusConstructionSpeed 	10% (AddP) 	FSZhenWu_8
Farming Speed BonusPlantWorkSpeed 	Farming Speed BonusPlantWorkSpeed 	10% (AddP) 	FSZhenWu_9
Harvesting Speed BonusPlantHarvestSpeed 	Harvesting Speed BonusPlantHarvestSpeed 	10% (AddP) 	FSZhenWu_10
Harvest Yield BonusPlantHarvestYieldEfficiency 	Harvest Yield BonusPlantHarvestYieldEfficiency 	5% (AddP) 	FSZhenWu_11
Mining Speed BonusMiningSpeed 	Mining Speed BonusMiningSpeed 	10% (AddP) 	FSZhenWu_12
Mining Yield Bonus MiningYieldEfficiency 	Mining Yield Bonus MiningYieldEfficiency 	10% (AddP) 	FSZhenWu_13
Crafting Quality Gains BonusMadeQualityAddValue 	Crafting Quality Gains BonusMadeQualityAddValue 	2.5% (AddV)	FSZhenWu_14
Forging Speed BonusSmithingSpeed 	Forging Speed BonusSmithingSpeed 	10% (AddP) 	FSZhenWu_15
Handicraft Speed BonusHandworkSpeed 	Handicraft Speed BonusHandworkSpeed 	10% (AddP) 	FSZhenWu_16
Sewing Speed BonusTailoringSpeed 	Sewing Speed BonusTailoringSpeed 	10% (AddP) 	FSZhenWu_17
Cutting Speed BonusCuttingSpeed 	Cutting Speed BonusCuttingSpeed 	10% (AddP) 	FSZhenWu_18
Firefighting Speed BonusDisasterFightingSpeed 	Firefighting Speed BonusDisasterFightingSpeed 	10% (AddP) 	FSZhenWu_19
Cleaning Speed BonusCleanSpeed 	Cleaning Speed BonusCleanSpeed 	10% (AddP) 	FSZhenWu_20
Base Mood Value BonusBaseEmotionAddV 	Base Mood Value BonusBaseEmotionAddV 	2 (AddV) 	FSZhenWu_21
Move Speed BonusMoveSpeed 	Move Speed BonusMoveSpeed 	10% (AddP) 	FSZhenWu_22
Lowest Temperature Tolerance BonusToleranceTMin 	Lowest Temperature Tolerance BonusToleranceTMin 	5 (AddV) 	FSZhenWu_23
Highest Temperature ToleranceToleranceTMax 	Highest Temperature ToleranceToleranceTMax 	10 (AddV) 	FSZhenWu_24
Natural Resilience BonusRecoveryPower 	Natural Resilience BonusRecoveryPower 	10% (AddP) 	FSZhenWu_25
Pain Tolerance BonusPainTolerance 	Pain Tolerance BonusPainTolerance 	10% (AddP) 	FSZhenWu_26
Learning Speed BonusIntelligenceSkillEXPConstant 	Learning Speed BonusIntelligenceSkillEXPConstant 	10% (AddP) 	FSZhenWu_27
Nightmare Occurring Chance Bonus NightmareHappenPercent 	Nightmare Occurring Chance Bonus NightmareHappenPercent 	2% (AddV) 	FSZhenWu_28
Sweetdream Occurring Chance BonusNiceDreamHappenPercent 	Sweetdream Occurring Chance BonusNiceDreamHappenPercent 	2% (AddV) 	FSZhenWu_29
Energy Consumption Rate BonusFatigueConsumeConstant 	Energy Consumption Rate BonusFatigueConsumeConstant 	-10% (AddP)	FSZhenWu_30
Energy Replenishment BonusFatigueRecoveryConstant 	Energy Replenishment BonusFatigueRecoveryConstant 	10% (AddP) 	FSZhenWu_31
Food Consumption Rate BonusNutritionConsumeConstant 	Food Consumption Rate BonusNutritionConsumeConstant 	-10% (AddP)	FSZhenWu_32
Food Consumption Rate BonusNutritionConsumeConstant 	Food Consumption Rate BonusNutritionConsumeConstant 	100% (AddP)	FSZhenWu_33
Food Replenishment BonusNutritionRecoveryConstant 	Food Replenishment BonusNutritionRecoveryConstant 	10% (AddP) 	FSZhenWu_34
Water Consumption Rate BonusWaterConsumeConstant 	Water Consumption Rate BonusWaterConsumeConstant 	-10% (AddP)	FSZhenWu_35
Water Replenishment BonusWaterRecoveryConstant 	Water Replenishment BonusWaterRecoveryConstant 	10% (AddP) 	FSZhenWu_36
Recreation Consumption Rate BonusHappyConsumeConstant 	Recreation Consumption Rate BonusHappyConsumeConstant 	-10% (AddP)	FSZhenWu_37
Recreation Replenishment BonusHappyRecoveryConstant 	Recreation Replenishment BonusHappyRecoveryConstant 	10% (AddP) 	FSZhenWu_38
Essence Consumption Bonus PracticeFoodConsumeConstantNote: has no effect in-game 	Essence Consumption Bonus PracticeFoodConsumeConstantNote: has no effect in-game 	10% (AddP) 	FSZhenWu_39
Stamina Replenishment BonusPracticeFoodRecoveryConstant 	Stamina Replenishment BonusPracticeFoodRecoveryConstant 	10% (AddP) 	FSZhenWu_40
Potential BonusPotentialOfBasepracticeAddValue 	Potential BonusPotentialOfBasepracticeAddValue 	1 (AddV) 	FSZhenWu_41
Cultivation Speed BonusDeepPracticeSpeedSpecialCoefficient 	Cultivation Speed BonusDeepPracticeSpeedSpecialCoefficient 	15% (AddP) 	FSZhenWu_42
Base Mental State Bonus MindStateBaseValue 	Base Mental State Bonus MindStateBaseValue 	1 (AddV) 	FSZhenWu_43
Comprehension Intelligence MultiplierInspirationCoefficient 	Comprehension Intelligence MultiplierInspirationCoefficient 	25% (AddP) 	FSZhenWu_44
Artifact Crafting Speed BonusFabaoMake_SpeedAddV 	Artifact Crafting Speed BonusFabaoMake_SpeedAddV 	10% (AddV) 	FSZhenWu_45
Artifact Crafting Success Rate BonusFabaoMake_SuccessRateAddV 	Artifact Crafting Success Rate BonusFabaoMake_SuccessRateAddV 	10% (AddV) 	FSZhenWu_46
Artifact Crafting Grade BonusFabaoMake_LingInheritRateAddV 	Artifact Crafting Grade BonusFabaoMake_LingInheritRateAddV 	10% (AddV) 	FSZhenWu_47
Artifact Crafting Quality BonusFabaoMake_QualityAddV 	Artifact Crafting Quality BonusFabaoMake_QualityAddV 	2.5% (AddV)	FSZhenWu_48
Base artifact crafting success rate FabaoMake_TwelveRateChanceNote: It is the chance to refine T12 artifacts 	Base artifact crafting success rate FabaoMake_TwelveRateChanceNote: It is the chance to refine T12 artifacts 	2% (AddV) 	FSZhenWu_49
Alchemy Speed Bonus DanMake_SpeedAddV 	Alchemy Speed Bonus DanMake_SpeedAddV 	10% (AddV) 	FSZhenWu_50
Alchemy Success Rate BonusDanMake_SuccessRateAddV 	Alchemy Success Rate BonusDanMake_SuccessRateAddV 	10% (AddV) 	FSZhenWu_51
Alchemy Yield Bonus DanMake_YieldAddP 	Alchemy Yield Bonus DanMake_YieldAddP 	7.5% (AddV)	FSZhenWu_52
Breakthrough Chance BonusPracticeRateAddPFromDan 	Breakthrough Chance BonusPracticeRateAddPFromDan 	10% (AddP) 	FSZhenWu_53
Attainment BonusAbilityLvAddV 	Attainment BonusAbilityLvAddV 	-5 (AddV) 	FSZhenWu_54
Accuracy in BattleNpcFight_BaseHitChance 	Accuracy in BattleNpcFight_BaseHitChance 	10% (AddP) 	FSZhenWu_55
Dodge in BattleNpcFight_BaseDodgeChance 	Dodge in BattleNpcFight_BaseDodgeChance 	15% (AddV) 	FSZhenWu_56
PerceptionPerception 	PerceptionPerception 	10% (AddP) 	FSZhenWu_57
ConstitutionConstitution 	ConstitutionConstitution 	10% (AddP) 	FSZhenWu_58
CharismaCharisma 	CharismaCharisma 	10% (AddP) 	FSZhenWu_59
IntelligenceIntelligence 	IntelligenceIntelligence 	10% (AddP) 	FSZhenWu_60
LuckLuckNote: Can not be obtained in-gameImpossible to obtain this relic effect in-game due to a hard-coded restriction. See XiaWorld.ModifierMgr.RandomFSItemModifier	LuckLuckNote: Can not be obtained in-gameImpossible to obtain this relic effect in-game due to a hard-coded restriction. See XiaWorld.ModifierMgr.RandomFSItemModifier	10% (AddP) 	FSZhenWu_61
Five Attributes Note: Can not be obtained in-game 	Five Attributes Note: Can not be obtained in-game 	5% (AddP) 	FSZhenWu_62
==Tips==
*It's extremely easy to lose sight of relics. To remedy that, utilizing high priority Relics Only storage area with all options allowed is the best option.
==Sources==
Category:Spirit Relics