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 | |
|---|---|---|---|---|---|
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rare | 1.4x | never below 50% | 4s | 150s |
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epic | 1.7x | never below 75% | 6s | 120s |
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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 | |
|---|---|---|---|---|
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rare | 25% of your damage | 5s | 200s |
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epic | 35% | 7s | 160s |
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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 | |
|---|---|---|---|---|
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rare | 0.8s | 3s | 160s |
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epic | 1.1s | 4.5s | 130s |
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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 | |
|---|---|---|---|---|
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rare | 60s | 1.2x for 1.5s | 8 min |
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epic | 120s | 1.3x for 2.25s | 6.5 min |
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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 | |
|---|---|---|---|---|---|
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rare | 6 tiles | 20% less | 3s | 180s |
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epic | 8 tiles | 30% less | 4.5s | 145s |
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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.














