Relics

**Relics** are a type of equipment that can be obtained mainly by killing exalted enemies. They are equipped in the single Relic slot of the character's inventory, and are always destroyed when dropped. Each relic has its own unique perk.

While relic names contain references to various enemies, the relics can drop not only from the enemies that are referred to in their names.

## List of Relics

### Minor Relics

The following are considered minor relics, and can spawn at any level. They are represented by a red pentagram icon.

### Major Relics

The following are considered major relics, and can only start spawning mostly after Io 3. They are represented by a magenta pentagram icon.

### Ancient Relics

The following are ancient relics. Though they are still split into minor and major relics, they do not spawn naturally and instead have fixed locations that they can spawn in.

#### Minor

The following can spawn on the altars of Europa Ruins and the Frozen Temple, as well as a reward for sacrificing one or more items in the Shadow Halls.

 Ancient sigil | Minor relic, an ancient sigil.
 Ancient trinket | Minor relic, an ancient trinket.
 Ancient legwrap | Minor relic, an ancient legwrap.

#### Major

The following can spawn as a reward for sacrificing three items in the Shadow Halls, or as a drop from the Ancient.

 Ancient armband | Major relic, an ancient armband.

### Notes

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ancient salves still heal the character to full health. Due to a bug, this also applies to large medkits
2. ↑ The sense range is 7 squares.
3. ↑ Technical station's "Repair armor" option still repairs armor to its full durability.
4. ↑ Enemies, allies *and barrels* suffer Burning 9 which is refreshed (but not stacked higher) each turn they are in melee range. This causes barrels to explode a few turns after moving within range. Crates and other destructible elements are unaffected.
5. ↑ 1 HP is lost each 20 turns.
6. ↑ Adds 10 stacks of Bleeding per turn, but -3 Max HP for every new level entered. Sub-levels like Strongrooms do not reduce HP.
7. ↑ Each three kills decrease maximum health by 1. If a single instance of inflicted damage is enough to kill an enemy, that kill isn't counted. This maximum health penalty is the space in the end of the character's HP bar, that cannot be filled with HP. Health perks like Ironman or Medical station's "Increase health" option can still increase the length of the HP bar, and will eventually overwrite the health loss after reaching the normal cap of 160. Cannot reduce more than 79 health, and cannot reduce health below 20.
8. ↑ Sets dodge to 90% regardless of Armor penalty, traits, or armor mods. Does not affect mortars or splash damage.

Auto-Med (Or Marine Trait?) applies heals past 20 at the next level.
9. ↑ 9.0 9.1 Can only spawn as a reward for completing the Callisto Mines mission.

## Tips

* "Fire immunity" only grants +100% resistance, so the cryoreaver's claw and ice fiend's claw will cancel out an immunity. Having two sources of immunity will make you immune even if you have one of said relics equipped.
* Relics which cause Bleeding are very potent; most biological and semi-mechanical enemies will have a lot of trouble hitting you with a high bleed status.
	+ The reaver's claw is strong with multi-shot weapons. As the amount of bleeding is fixed per hit, these weapons will accumulate bleeding very quickly.
* Despite the seemingly scary drawbacks, the medusa's eye and medusa's fang are both very strong. They spawn late into the run; their benefits often outweigh the drawbacks.

## Historical notes

Relics were introduced in the patch 0.9.11.