
Simple and hopefully mostly complete list of active relics.
Active Relics
Anchor
Precision +25
Movement Speed -0.5
Black Pin
Learnability +5
Initiative -3
Brass Apple
AP +1
Max AP +1
Starting AP +1
Precision -15
Brick
Fortitude +20
Evasion -10
Initiative -3
Caddy
Biochemical, Cryogenic and Heat Resistance +3
Crown of Thorns
Mechanical Resistance +15
Psychic Resistance +15
Biochemical Resistance -15
Guts -4
Crumbs
Defense Class +4
Evasion -4
Dawn
Muscle +3 while affected by any damage over time status
Deep Flask
Thirst -6 per hour
Fluff
Carry Weight +40
Muscle -1
Funnel
Evasion +7
Max AP -1
Saved AP -2
Golden Ticket
Critical hits heal 50% of their strength immediately upon hit instead of dealing damage (ignoring all Resistances)
Holmes
Perception +1
Starting AP -2
Imp
Deftness +2
Fortune -4
Jolly Driller
Charisma +2 for 36 hours after resting in bed
Mobius Strip
Psyche +1 for each final death of a companion during the wanderings (only if the relic is equipped)
Necropearl
Biochemical Damage +9%
Biochemical Resistance -6
Regeneration -18
Panacea
HP +25 in every round of combat
All Attributes -1
Polyp
Psyche +1
Relic Slots +2
Charisma -3
Rainbow Disc
Detection Time +5 seconds
Radioactive
Red Shard
Critical Hit Chance +13
You receive 40 Pure Damage whenever you kill an opponent
Rocky the Relic Lithomorph
Fortune +1
Spiral
Psychic Resistance +18
Resilience -18
Sunny-Side
Mechanical Resistance +7
Evasion -10
Initiative -2
Triskele
Initiative +3
Max AP +3
Saved AP +3
Warm Knot
Cryogenic Resistance +100%
AP -2
Max AP -2
Starting AP -2
White Sphere
Resilience +20
Critical Hit Chance -5
Inactive Relics
Black Pin (Inactive)
Learnability +1
Initiative -1
Crumbs (Inactive)
Defense Class +1
Evasion -1
Caddy (Inactive)
Biochemical, Cryogenic and Heat Resistance +1
Fluff (Inactive)
Carry Weight +5
Funnel (Inactive)
Evasion +1
Saved AP -1
Panacea (Inactive)
HP +2 in every round of combat
Spiral (Inactive)
Psychic Resistance +3
Resilience -3
W.I.P.
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