Relics: Difference between revisions
Import reviewed reference content |
Import reviewed reference content |
||
| (One intermediate revision by the same user not shown) | |||
| Line 8: | Line 8: | ||
* '''Find them on [[Excursions]].''' Only your first 3 successful excursions in any 24 hours (full excursions) can roll for a Common or Uncommon relic: a 10% chance per full excursion (up to 20% with excursion risk), and 1% of those finds are Uncommon, the rest Common. | * '''Find them on [[Excursions]].''' Only your first 3 successful excursions in any 24 hours (full excursions) can roll for a Common or Uncommon relic: a 10% chance per full excursion (up to 20% with excursion risk), and 1% of those finds are Uncommon, the rest Common. | ||
* '''Rare and Epic finds from strong fleets.''' Any successful excursion can also find a Rare relic, with a chance from 0.01% at 500,000 fleet power to 0.1% at 1,000,000 and at most 1%. Once fleet power alone reaches that 1% cap (about 2,000,000), the find is Epic. See [[Excursions#Rare and epic relics from strong fleets|Excursions]]. | * '''Rare and Epic finds from strong fleets.''' Any successful excursion can also find a Rare relic, with a chance from 0.01% at 500,000 fleet power to 0.1% at 1,000,000 and at most 1%. Once fleet power alone reaches that 1% cap (about 2,000,000), the find is Epic. See [[Excursions#Rare and epic relics from strong fleets|Excursions]]. | ||
* '''Dig them up''' with the Ancient dig site option of a [[Planet Events|planet event]]: a | * '''Dig them up''' with the Ancient dig site option of a [[Planet Events|planet event]]: a 35% chance, 85% Common and 15% Uncommon. | ||
Found relics need Archeotech researched and a free collection slot, and arrive at no cost. [[Void Boss Combat]] does not drop relics directly. | Found relics need Archeotech researched and a free collection slot, and arrive at no cost. [[Void Boss Combat]] does not drop relics directly. | ||
| Line 19: | Line 19: | ||
! Tier !! Xenogen !! Artifacts !! Quality range | ! Tier !! Xenogen !! Artifacts !! Quality range | ||
|- | |- | ||
| Common || 50 || 10 || | | Common || 50 || 10 || 0 to 3% | ||
|- | |- | ||
| Uncommon || 2,500 || 500 || | | Uncommon || 2,500 || 500 || 3 to 10% | ||
|- | |- | ||
| Rare || 125,000 || 25,000 || | | Rare || 125,000 || 25,000 || 10 to 25% | ||
|} | |} | ||
</div> | </div> | ||
The chosen tier is the normal result, with a '''0.1% chance''' of promotion by one tier. Quality is randomly generated within the result tier's range and displayed to two decimal places. Selecting a tier does not guarantee its maximum quality. A Rare creation can therefore exceptionally produce Epic, despite the UI help saying Epic and higher require fusion. | The chosen tier is the normal result, with a '''0.1% chance''' of promotion by one tier. Creating a Common or Uncommon relic also has a '''0.01% chance''' to skip a tier (Common to Rare, Uncommon to Epic). Quality is randomly generated within the result tier's range and displayed to two decimal places. Selecting a tier does not guarantee its maximum quality. A Rare creation can therefore exceptionally produce Epic, despite the UI help saying Epic and higher require fusion. | ||
== Combine and progress == | == Combine and progress == | ||
Select two different, uninstalled relics of the same tier and combine them. Both inputs are consumed and one result is created. There is a '''2% chance''' to advance one rarity tier, and combining two Common or two Uncommon relics also has a '''0.2% chance''' to jump two tiers (Common to Rare, Uncommon to Epic); otherwise the result stays in the input tier. Its quality is rolled from the stronger input's quality upward within the result tier, so a same-tier result can improve quality without promotion. Combining does not deduct an additional Xenogen or Artifacts fee in the current service. | Select two different, uninstalled relics of the same tier and combine them. Both inputs are consumed and one result is created. There is a '''2% chance''' to advance one rarity tier, and combining two Common or two Uncommon relics also has a '''0.2% chance''' to jump two tiers (Common to Rare, Uncommon to Epic); otherwise the result stays in the input tier. Its quality is rolled from the stronger input's quality upward within the result tier, so a same-tier result can improve quality without promotion. Combining does not deduct an additional Xenogen or Artifacts fee in the current service. | ||
Rarity order and quality ranges are Common | Rarity order and quality ranges are Common 0 to 3%, Uncommon 3 to 10%, Rare 10 to 25%, Epic 25 to 50%, Mythic 50 to 75% and Legendary 75 to 100%. Legendary does not promote further. Auto-combine pairs the available, uninstalled relics of the selected tier in one pass, leaving an odd item unpaired; it does not automatically repeat through newly generated tiers. Read the selected inputs before consuming them. | ||
== Install and manage == | == Install and manage == | ||
Archeotech offers installation on an owned, colonized '''non-home colony'''. One relic can be assigned to a planet at a time and one relic cannot be installed on two planets. Replacing the selection returns the previous relic to the available collection rather than destroying it. | Archeotech offers installation on an owned, colonized '''non-home colony'''. One relic can be assigned to a planet at a time and one relic cannot be installed on two planets. Replacing the selection returns the previous relic to the available collection rather than destroying it. A colony's '''Production''' page can also select or remove its relic, but it shows the relic selector only on planets with a bonus resource. Home planets have none, so relics in practice go on colonies. | ||
The stored relic bonus equals its quality, capped at 100%. In the current production calculation it adds percentage points to the planet-specific bonus for the '''matching assigned resource''', alongside [[Planet Resource Lab]] bonuses. It does not boost every mine at once. A planet without a matching resource assignment does not receive this bonus through that path; Thermal Borehole production also bypasses it. See [[Planets]] for resource assignment and other production limits. | The stored relic bonus equals its quality, capped at 100%. In the current production calculation it adds percentage points to the planet-specific bonus for the '''matching assigned resource''', alongside [[Planet Resource Lab]] bonuses. It does not boost every mine at once. A planet without a matching resource assignment does not receive this bonus through that path; Thermal Borehole production also bypasses it. See [[Planets]] for resource assignment and other production limits. | ||
Uninstalled relics can be permanently deleted to free collection space. Deletion gives no currency refund or salvage reward. Installed items must first be removed before fusion or deletion. There is no implemented player trade or ship-equipment workflow for these items in the inspected interfaces. | Uninstalled relics can be permanently deleted to free collection space. Deletion gives no currency refund or salvage reward. Installed items must first be removed before fusion or deletion. There is no implemented player trade or ship-equipment workflow for these items in the inspected interfaces. [[Bots]] craft, fuse and install relics on their own colonies too. | ||
[[Void Boss Combat|Earn crafting materials]] · [[Excursions]] · [[Planet Events]] · [[Artifacts]] · [[Xenogen]] · [[Void Experience]] · Archeotech · [[Main Page]] | [[Void Boss Combat|Earn crafting materials]] · [[Excursions]] · [[Planet Events]] · [[Artifacts]] · [[Xenogen]] · [[Void Experience]] · Archeotech · [[Main Page]] | ||
Latest revision as of 16:21, 3 November 2026
Relics
Relics are individual collectible items made in Archeotech from Xenogen and Artifacts. Each has a rarity tier, quality, production bonus and identifying hash. They belong to your player collection; they are not the numeric Artifacts balance and are not direct Void Boss Combat drops.
Where relics come from
You can get relics in three ways:
- Create them in Archeotech from Xenogen and Artifacts, as described below.
- Find them on Excursions. Only your first 3 successful excursions in any 24 hours (full excursions) can roll for a Common or Uncommon relic: a 10% chance per full excursion (up to 20% with excursion risk), and 1% of those finds are Uncommon, the rest Common.
- Rare and Epic finds from strong fleets. Any successful excursion can also find a Rare relic, with a chance from 0.01% at 500,000 fleet power to 0.1% at 1,000,000 and at most 1%. Once fleet power alone reaches that 1% cap (about 2,000,000), the find is Epic. See Excursions.
- Dig them up with the Ancient dig site option of a planet event: a 35% chance, 85% Common and 15% Uncommon.
Found relics need Archeotech researched and a free collection slot, and arrive at no cost. Void Boss Combat does not drop relics directly.
Unlock and create
Complete Archeotech level 1 in Biolab to unlock creation and fusion. Its first level costs 1,000 VXP, 100 Xenogen and 160 Artifacts before later-level scaling. The collection holds 20 items plus 5 per completed Archeotech level, including installed relics. Creation requires enough free slots and both currencies; a batch pays the per-item cost for each item.
Direct creation offers Common, Uncommon and Rare. Costs per relic are:
| Tier | Xenogen | Artifacts | Quality range |
|---|---|---|---|
| Common | 50 | 10 | 0 to 3% |
| Uncommon | 2,500 | 500 | 3 to 10% |
| Rare | 125,000 | 25,000 | 10 to 25% |
The chosen tier is the normal result, with a 0.1% chance of promotion by one tier. Creating a Common or Uncommon relic also has a 0.01% chance to skip a tier (Common to Rare, Uncommon to Epic). Quality is randomly generated within the result tier's range and displayed to two decimal places. Selecting a tier does not guarantee its maximum quality. A Rare creation can therefore exceptionally produce Epic, despite the UI help saying Epic and higher require fusion.
Combine and progress
Select two different, uninstalled relics of the same tier and combine them. Both inputs are consumed and one result is created. There is a 2% chance to advance one rarity tier, and combining two Common or two Uncommon relics also has a 0.2% chance to jump two tiers (Common to Rare, Uncommon to Epic); otherwise the result stays in the input tier. Its quality is rolled from the stronger input's quality upward within the result tier, so a same-tier result can improve quality without promotion. Combining does not deduct an additional Xenogen or Artifacts fee in the current service.
Rarity order and quality ranges are Common 0 to 3%, Uncommon 3 to 10%, Rare 10 to 25%, Epic 25 to 50%, Mythic 50 to 75% and Legendary 75 to 100%. Legendary does not promote further. Auto-combine pairs the available, uninstalled relics of the selected tier in one pass, leaving an odd item unpaired; it does not automatically repeat through newly generated tiers. Read the selected inputs before consuming them.
Install and manage
Archeotech offers installation on an owned, colonized non-home colony. One relic can be assigned to a planet at a time and one relic cannot be installed on two planets. Replacing the selection returns the previous relic to the available collection rather than destroying it. A colony's Production page can also select or remove its relic, but it shows the relic selector only on planets with a bonus resource. Home planets have none, so relics in practice go on colonies.
The stored relic bonus equals its quality, capped at 100%. In the current production calculation it adds percentage points to the planet-specific bonus for the matching assigned resource, alongside Planet Resource Lab bonuses. It does not boost every mine at once. A planet without a matching resource assignment does not receive this bonus through that path; Thermal Borehole production also bypasses it. See Planets for resource assignment and other production limits.
Uninstalled relics can be permanently deleted to free collection space. Deletion gives no currency refund or salvage reward. Installed items must first be removed before fusion or deletion. There is no implemented player trade or ship-equipment workflow for these items in the inspected interfaces. Bots craft, fuse and install relics on their own colonies too.
Earn crafting materials · Excursions · Planet Events · Artifacts · Xenogen · Void Experience · Archeotech · Main Page