Relic System

The Blackthorn relic system has been thoughtfully designed to preserve classic realm pride and the RvR advantage of holding and defending relics, while avoiding the kind of overwhelming realm-wide power swings that can allow one realm to unilaterally dominate the game.

Overview:

  • The NF relic temples have replaced the OF relic keeps in the same locations

  • Relics will **not **be able to leave their own frontier.

    • If a realm wants to capture and hold an enemy relic, they must control and defend that relic from within a captured enemy keep.

    • The goal is to offer significant relic bonuses while making defense of those bonuses much more difficult.

    • This naturally allows home realms to have an advantage in holding and recapturing their relics.

Relic Bonuses:

  • Holding **any **relic grants the realm +5% XP, +5% RP, +5% BP, +5% gold gain, and +10% craft speed bonuses.

  • Holding an enemy relic grants a +5% damage and/or +5% healing effectiveness bonus (depending on the relic type).

    • These bonuses will decay by 1% per day.
  • Holding an enemy relic in a keep will double the item cooking speed in that keep. See Keep Reforging for more information.

Relic Chains:

Relic temple gates will only open when keeps are captured in the following chains:

Relic Keep 1 Keep 2 Keep 3 Keep 4
Alb Strength Caer Benowyc Caer Erasleigh Caer Sursbrooke Caer Renaris
Alb Power Caer Benowyc Caer Berkstead Caer Boldiam Caer Hurbury
Mid Strength Bledmeer Faste Blendrake Faste Hlidskialf Faste Fensalir Faste
Mid Power Bledmeer Faste Nottmoor Faste Glenlock Faste Arvakr Faste
Hib Strength Dun Crauchon Dun Bolg Dun da Behnn Dun Ailinne
Hib Power Dun Crauchon Dun Crimthain Dun nGed Dun Scathaig