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:
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The NF relic temples have replaced the OF relic keeps in the same locations
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Relics will **not **be able to leave their own frontier.
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If a realm wants to capture and hold an enemy relic, they must control and defend that relic from within a captured enemy keep.
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The goal is to offer significant relic bonuses while making defense of those bonuses much more difficult.
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This naturally allows home realms to have an advantage in holding and recapturing their relics.
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Relic Bonuses:
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Holding **any **relic grants the realm +5% XP, +5% RP, +5% BP, +5% gold gain, and +10% craft speed bonuses.
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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.
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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 |