the gluebook
Staying AliveView .md

The Relics

Five drop only skill items that change late game fighting. A relic is not worn for stats. It is a button. Equip one, press K, and for a few seconds you can do something nothing else in the game does.

One warning about the word. Two building materials, the iron fitting and the keystone, are also called relics on older pages. Different thing entirely. This page is about the five skill relics.

The rules

  • Drop only. No craft, no vendor, no quest. Only Lil Knacker drops them: a 2% roll per qualifying player per kill. When one drops, it is 70% rare, 25% epic, 5% legendary. A legendary is roughly one in a thousand kills. It is a story.
  • There is a floor under that roll. If 24 hours pass with no relic dropping anywhere in the world, the next boss kill is guaranteed to pay one. The clock is the world's, not yours, and it rolls from the last drop rather than resetting at midnight. It never replaces the 2%; it only catches a day the whole world came up dry.
  • One at a time. A single relic slot in the build screen. Picking your relic is picking your build.
  • Level 28 to equip. Below that you can still find, hold, trade and sell one. Only wearing it waits.
  • Tradeable at any level, player to player. Relics never list on the Exchange.
  • Everyone nearby sees a cast: the shout over your head, the effect, and a status under your name while it runs.

Rush

You swing much faster and stamina stops mattering.

tier attack speed stamina lasts cooldown
Rare Rush Relic rare 1.4x never below 50% 4s 150s
Epic Rush Relic epic 1.7x never below 75% 6s 120s
Legendary Rush Relic legendary 2.0x never drains 8s 90s

Sprinting draws from the same stamina pool, so a legendary Rush is also eight seconds of free gallop. Swings are floored at 200ms, so 2x is the true ceiling.

Tether

Your companion joins the fight. It runs to the far side of whatever you are fighting and mirrors everything you do: swings, rear kicks, dashes and floor slams. The enemy ends up flanked.

tier companion echoes lasts cooldown
Rare Tether Relic rare 25% of your damage 5s 200s
Epic Tether Relic epic 35% 7s 160s
Legendary Tether Relic legendary 50% 10s 120s

A second body, not double damage. Works against creatures only, not players. One charm exists purely for this window: the packmate, which raises the echo by 5 percentage points at common up to 20 at legendary while the tether runs.

Stick

It is a game about glue. Everything you hit is rooted where it stands, and the root refreshes on every hit inside the window.

tier root per hit window cooldown
Rare Stick Relic rare 0.8s 3s 160s
Epic Stick Relic epic 1.1s 4.5s 130s
Legendary Stick Relic legendary 1.5s 6s 100s

Works in PvP. Bosses and minibosses are immune, on purpose: five people with Stick would turn a centrepiece fight into a target dummy.

Second Wind

The one that makes you brave. Arm it, and the hit that would have killed you leaves you at 1 HP instead, with a burst of speed to get out of range.

tier stays armed escape speed cooldown
Rare Second Wind Relic rare 60s 1.2x for 1.5s 8 min
Epic Second Wind Relic epic 120s 1.3x for 2.25s 6.5 min
Legendary Second Wind Relic legendary 180s 1.4x for 3s 5 min

The cooldown starts only when it actually saves you. Arming it and not dying costs nothing: the charge is the resource, not the button. It works in PvP too, so a duel is never quite over.

Bellow

The group relic. Pull the whole room onto yourself and hold it while everyone else does the work. This is the tank slot. Bring it to a boss with friends.

tier pulls within damage taken lasts cooldown
Rare Bellow Relic rare 6 tiles 20% less 3s 180s
Epic Bellow Relic epic 8 tiles 30% less 4.5s 145s
Legendary Bellow Relic legendary 10 tiles 40% less 6s 110s

What to expect

Every duration, cooldown and magnitude lives in one config file and will be retuned if the meta sours. If a number feels wrong once you have played with it, say so. That is what the alpha is for.

Next: Cosmetics.