Ancient Relics: Difference between revisions

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{{V|1.2}}{{Otheruses|the Adventure game mode|a strategy guide|Ancient Relics/Guide}}
{{RequiresAoD}}
{{MessageBox|img=[[File:Melvor Logo.svg|60x60px|center|link=]]
{{HasGuide}}
| This page is currently a work in progress following the release of the Atlas of Discovery expansion|This page is currently incomplete and may contain some inaccurate information until it is fully updated.}}[[File:Ancient Relics.png|thumb|right]]
{{UserContentVersion|1.3}}
'''{{PAGENAME}}''' mode is a [[Game Mode]] in which players start with a maximum Skill Level cap of Level 10 and must defeat [[Dungeons]] to increase it. It includes the following changes:


* Ancient Relics can be located in all Skills to gain unique permanent modifiers (6 per Skill).
<onlyinclude>'''Ancient Relics''' mode is a [[Game Mode]] in which players start with a maximum Skill Level cap of Level 10 and must defeat [[Dungeons]] to increase it. Any experience earned beyond the skill cap -1 experience from the next level will be deleted.
* Maximum Skill Levels are initially capped at Level 10.
* Defeat Dungeons to increase maximum Skill Level for five randomized Skills (Choice of 2).
* {{Icon|Combat}} Levels, except {{Skill|Prayer}} and {{Skill|Slayer}}, automatically increase when defeated a Dungeon.
* {{Skill|Fishing}} and {{Skill|Cooking}} are locked until completion of {{ZoneIcon|Impending Darkness Event}}.
* Dungeons also provide {{ItemIcon|Food Box I|Food Crates}} upon completion as a reward.
* All preservation and doubling is disabled.
* Harsher penalties applied against the player in Combat.


== Acquiring Ancient Relics ==<!--TODO: Make a table showing relic drop rates based on how many relics are acquired. Also add list of Ancient Relics-->
Ancient relics can be located in all Skills to gain unique permanent modifiers. There are 5 Relics that can be found for each skill. Upon locating all 5 Relics, you will immediately be awarded with the Master Relic. A random guaranteed Melvor Realm Relic is awarded when the respective skill reaches level 20 and level 99, given there are still relics to locate for that skill. Similarly, Abyssal Realm Relics are awarded at Abyssal level 10 and Abyssal level 60.
*Players can find Ancient Relics by gaining XP in a Skill. The drop rate depends on the type of Skill and how many relics the player already has:
 
** '''1/200,000''' (0.0005%) in Non-Combat Skills, rolled once for each available relic. With no relics unlocked, the rate is '''1/40,000''' (0.0025%).
=== Melvor Realm Changes ===
** '''1/100,000''' (0.001%) in Passive Skills, rolled once for each available relic. With no relics unlocked, the rate is '''1/20,000''' (0.005%).
* {{Icon|Lesser Relics}} can be acquired while doing most Non-Combat skills at a rate of '''1/1,000''' (0.1%) per action and will always drop 300 at a time.
*** {{Skill|Farming}} will roll for relics on every plot harvested.
* {{Skill|Fishing}} and {{Skill|Cooking}} are locked until {{ZoneIcon|Impending Darkness Event}} (IDE) has been completed.
*** {{Skill|Township}} will roll for relics 10 times every tick (1hr), and once for each building constructed or repaired.
* Defeating a dungeon for the first time awards you with 5 level cap increases. This allows you to choose between 2 random Non-Combat skills (including {{Skill|Prayer}} and {{Skill|Slayer}}). Each choice increases the respective skill's level cap by 15 (20 for {{Skill|Cartography}} and {{Skill|Archaeology}}).
** '''1/133,333''' (0.00075%) in Combat Skills per attack turn. With no relics unlocked, the rate is '''1/26,666''' (0.00375%).
* {{Icon|Combat}} level caps automatically increase by 5 when defeating a [[Dungeons|Dungeon]] for the first time.
*'''All Skills earn one random relic at Levels 20 and 99.'''
* Before completing the {{ZoneIcon|Impending Darkness Event}}, skills can reach a maximum of Level 99, except for Cartography and Archaeology which can reach level 120. When Impending Darkness is completed, every skill will have their level caps set to 100. Archaeology and Cartography will have their caps set to 120.
* Lesser Relics can be acquired in all Non-Combat Skills at a rate of '''1/1,000''' (0.1%). It will drop 300 at a time. Lesser Relics are consumable items that provide an interval decrease or some other combat-related bonus.
* After Impending Darkness, each completed {{TotH}} Dungeon will increase all Combat skill caps by 3 (including Slayer). The amount of Random skill increases is bumped up to 6 and award 8 levels each. When {{ZoneIcon|Throne of the Herald}} is completed, every skill will have their caps set to 120.
* Certain Skills are able to gain back their resource preservation through Ancient Relic bonuses.
** Finishing a pre-IDE dungeon after Impending Darkness will not allow you to increase skills beyond level 99. Due to a bug, it is highly recommended you complete the optional dungeons ({{ZoneIcon|Miolite Caves}} and {{ZoneIcon|Infernal Stronghold}}) before completing IDE.
* Dungeons also provide {{ItemIcon|Food Box I|notext=true}}{{ItemIcon|Food Box II|Food Crates}} upon completion as a reward.
* All standard preservation and doubling is disabled. There are certain relics that can bypass this limitation for Ammo, Runes. The Fletching Master Relic gives 10% Global Preservation which works for all Non-Combat skills as well as Digsite map charges.
* {{PAGENAME}} uses the {{Icon|Hardcore}} [[Combat Triangle]].
* After {{ZoneIcon|Throne of the Herald}} has been defeated, all skills will be capped at 115.126.837 experience (level 121 -1 experience).
* A number of requirement changes have been made:
** Barrier dungeons no longer require anything from Archaeology or Cartography. Combat Areas and Slayer Areas are unaffected.
** {{ZoneIcon|Golem Territory}} requires 1 completion of {{ZoneIcon|Frozen Cove}}.
** Into the Mist no longer requires Slayer.
** Impending Darkness requires 1 clear of {{ZoneIcon|Underwater City}}.
** {{Icon|Cooking Upgrade 1}} can be purchased for {{GP|5000000}} after 1 clear of {{ZoneIcon|Bandit Base}}.
 
=== Abyssal Realm Changes ===
* {{Icon|Lesser Relics}} can be acquired while doing most Non-Combat skills at a rate of '''1/1,000''' (0.1%) per action and will always drop 300 at a time.
*Defeating a dungeon for the first time awards you with 8 level cap increases. This allows you to choose between 2 random Non-Combat skills (including {{Skill|Prayer}}). Each choice increases the respective skill's level cap by 15.
* {{Icon|Combat}} level caps automatically increase by 10 when defeating an [[The Abyss|Abyss]] for the first time.
* Upon completion of {{ZoneIcon|The Final Depth}}, all Abyssal level caps will be set to 60. Abyssal Experience will be capped at 4,945,300,024 experience (abyssal level 61 -1 experience).
* {{PAGENAME}} uses the {{Icon|Hardcore}} [[Combat_Triangle#Reversed_Combat_Triangle|Reversed Combat Triangle]].
 
=== Acquiring Ancient Relics ===
Ancient Relics can be obtained whenever you gain experience in a skill, even if that experience goes into the void due to level caps. The drop rate of relics depends on the type of Skill and how many relics the player already has. This is because when rolling for a relic, every relic that has not been found (for that skill) will get a roll.
 
Ancient Relics are rolled for with each action so decreasing action time will increase your chances over time. Melvor Realm combat relics can only be obtained while fighting in [[Combat Areas]], [[Slayer Areas]], [[Dungeons]] and [[Strongholds]]. Abyssal Realm combat relics can only be obtained in [[Combat_Areas#Abyssal Realm|Abyssal Combat Areas]], [[Slayer Areas#Abyssal Realm|Abyssal Slayer Areas]], [[The Abyss]] and [[Strongholds|Abyssal Strongholds]]. {{Skill|Prayer}} relics are only rolled while using prayers and {{Skill|Slayer}} relics are only rolled while on a slayer task.
 
==== Melvor Realm Relics ====
{{Skill|Corruption}} and {{Skill|Harvesting}} do not have any Melvor Realm Relics.
* '''1/200,000''' (0.0005%) in Non-Combat Skills. With no relics unlocked, the rate is '''1/40,000''' (0.0025%).
** An action in {{Skill|Archaeology}} is a an action that results in an Artefact. Actions that result in {{ItemIcon|Bones}} or Nothing will not roll for relics.
* '''1/33,333''' (0.003%) for {{Skill|Farming}}. With no relics unlocked, the rate is '''1/6,666''' (0.015%).
** Farming will roll for relics on every plot harvested. There is no difference between Harvesting each individual plot and using Harvest All.
* '''1/66,666''' (0.0015%) for {{Skill|Township}}. With no relics unlocked, the rate is '''1/13,333''' (0.0075%).
** Township will roll for relics 10 times every tick (1 hour), once when a building constructed and whenever a building has been repaired.
* '''1/133,333''' (0.00075%) for all Combat Skills. With no relics unlocked, the rate is '''1/26,666''' (0.00375%).
** Combat Skills only roll for Ancient Relics when more than 1 damage has been dealt. Rolls are done per attack turn, not per hit.
** {{Skill|Hitpoints}} relic 4 is an exception with a chance of '''1/200,000''' (0.0005%).
 
==== Abyssal Realm Relics ====
{{Skill|Cartography}} and {{Skill|Archaeology}} do not have any Abyssal Realm Relics.
* '''1/400,000''' (0.00025%) in Non-Combat Skills. With no relics unlocked, the rate is '''1/80,000''' (0.00125%).
* '''1/33,333''' (0.003%) for {{Skill|Farming}}. With no relics unlocked, the rate is '''1/6,666''' (0.015%).
** Farming will roll for relics on every plot harvested. There is no difference between Harvesting each individual plot and using Harvest All.
* '''1/40''' (2.5%) for {{Skill|Township}}. With no relics unlocked, the rate is '''1/8''' (12.5%).
** Township will roll for abyssal relics once for every Abyssal Wave fight.
* '''1/363,636''' (0.000275%) for {{Skill|Slayer}} and {{Skill|Prayer}}. With no relics unlocked, the rate is '''1/72,727''' (0.001375%).
* '''1/500,000''' (0.0002%) for {{Skill|Hitpoints}}. With no relics unlocked, the rate is '''1/100,000''' (0.001%).
* '''1/266,666''' (0.000375%) for all the other Combat Skills. With no relics unlocked, the rate is '''1/53,333''' (0.001875%).
** Combat Skills only roll for Ancient Relics when more than 1 damage has been dealt. Rolls are done per attack turn, not per hit.
** {{Skill|Corruption}} relics are only rolled for when the enemy is corrupted.
</onlyinclude>
 
== List of Ancient Relics ==
===Melvor Realm===
 
{|class="wikitable sortable lighttable stickyHeader"
! colspan="2"| Skill
!Relic
!Modifiers
|-
| rowspan="6" | {{Skill|Agility|notext=true}} || rowspan="6" | [[Agility]] || 1 || +50% Agility Mastery XP for Melvor Realm only
|-
| 2 || Item cost reduction in Agility can now reach 100% <br> -10% Melvor Realm Agility Obstacle Item Costs
|-
| 3 || -10% Attack Interval
|-
| 4 || -10% Melvor Realm Agility Obstacle Build Costs
|-
| 5 || +10% chance to convert a successful hit from the Target into a miss
|-
| 6 || Remove all debuffs from Agility Obstacles
|-
| rowspan="6" | {{Skill|Archaeology|notext=true}} || rowspan="6" | [[Archaeology]] || 1 || +50% Archaeology Mastery XP
|-
| 2 || +3 levels of the Brush Tool in Archaeology <br> +3 levels of the Shovel Tool in Archaeology <br> +3 levels of the Trowel Tool in Archaeology <br> +3 levels of the Sieve Tool in Archaeology
|-
| 3 || +1 base primary resource quantity gained in Archaeology
|-
| 4 || +2 dig site map slots
|-
| 5 || +10 GP gained per Archaeology Skill Level when locating no Artefact from an excavation action
|-
| 6 || x2 Consumable Items received from Archaeology
|-
| rowspan="6" | {{Skill|Astrology|notext=true}} || rowspan="6" |  [[Astrology]] || 1 || +50% Astrology Mastery XP for Melvor Realm only
|-
| 2 || +25% Mastery XP for Melvor Realm only
|-
| 3 || 1% increased chance to locate Ancient Relics
|-
| 4 || +25% Mastery Pool XP Cap
|-
| 5 || -20% Astrology Interval
|-
| 6 || All modifiers in a completed Astrology Constellation for Melvor Realm are doubled
|-
| rowspan="6" | {{Skill|Attack|notext=true}} || rowspan="6" |  [[Attack]] || 1 || +10% of Maximum Hit added to Minimum Hit
|-
| 2 || +25% Melee Accuracy Rating
|-
| 3 || +10 Hidden Attack Level
|-
| 4 || -15% Melee Attack Interval
|-
| 5 || Gives the Enemy: -10% Damage Reduction
|-
| 6 || Apply -1% Melee Evasion to the Target per hit, stacking up to 30 times and lasts until the end of the fight
|-
| rowspan="6" | {{Skill|Cartography|notext=true}} || rowspan="6" |  [[Cartography]] || 1 || -25% Cartography Interval
|-
| 2 || +50% map excavation actions when upgrading in Cartography
|-
| 3 || +5 Cartography sight range
|-
| 4 || +5 Cartography survey range
|-
| 5 || -30% Cartography travel costs
|-
| 6 || -100% dig site map refinement cost
|-
| rowspan="6" | {{Skill|Cooking|notext=true}} || rowspan="6" |  [[Cooking]] || 1 || +50% Cooking Mastery XP for Melvor Realm only
|-
| 2 || +15% Chance to gain +1 additional resource in Cooking (Cannot be doubled)
|-
| 3 || +30% Food Healing Value
|-
| 4 || +100% Global Perfect Cook chance
|-
| 5 || -25% Passive Cook Interval
|-
| 6 || +10% Lifesteal
|-
| rowspan="6" | {{Skill|Crafting|notext=true}} || rowspan="6" |  [[Crafting]] || 1 || +50% Crafting Mastery XP for Melvor Realm only
|-
| 2 || +10 base primary resource quantity gained in Crafting for Bags nodes
|-
| 3 || -25% Crafting Interval
|-
| 4 || All Mastery Tokens grant +0.1% of the maximum Mastery Pool XP for the respective Skill
|-
| 5 || +100% chance to gain 1 random gem from Crafting when making Jewelry (Cannot be doubled)
|-
| 6 || +90% chance for Urns produced in Crafting to be Enchanted
|-
| rowspan="6" | {{Skill|Defence|notext=true}} || rowspan="6" |  [[Defence]] || 1 || +10% Reflect Damage
|-
| 2 || +25% Global Evasion
|-
| 3 || +10% chance to convert a successful hit from the Target into a miss
|-
| 4 || +10 Hidden Defence Level
|-
| 5 || +3% Damage Reduction
|-
| 6 || Gains up to +150% Global Evasion Rating every 2 turns (Lasts 2 turns)
|-
| rowspan="6" | {{Skill|Farming|notext=true}} || rowspan="6" |  [[Farming]] || 1 || +50% Farming Mastery XP for Melvor Realm only
|-
| 2 || +100% chance to preserve Compost applied to Farming Plots when harvesting Melvor Realm crops (Bypass Gamemode Limitation)
|-
| 3 || -25% Farming Interval
|-
| 4 || -1 seed cost to plant Allotments in Farming (Cost cannot go below 1)
|-
| 5 || 10% increased chance to locate a Skill Pet
|-
| 6 || +100% base primary resource quantity gained in Farming for Melvor Realm only
|-
| rowspan="6" | {{Skill|Firemaking|notext=true}} || rowspan="6" |  [[Firemaking]] || 1 || +50% Firemaking Mastery XP for Melvor Realm only
|-
| 2 || +250% GP gained from Firemaking
|-
| 3 || +5% chance to gain 1 Diamond from Firemaking (Cannot be doubled)
|-
| 4 || +100% chance to gain Stardust in Firemaking
|-
| 5 || 1% increased chance to locate Ancient Relics
|-
| 6 || +5% chance to apply Burn when attacking
|-
| rowspan="6" | {{Skill|Fishing|notext=true}} || rowspan="6" |  [[Fishing]] || 1 || +50% Fishing Mastery XP for Melvor Realm only
|-
| 2 || +100% GP from Raw Fish Sales
|-
| 3 || -25% Fishing Interval
|-
| 4 || +100% chance to receive a random gem when gaining a gem from Mining or Fishing
|-
| 5 || +50% chance to gain +1 additional resource in Fishing (Cannot be doubled)
|-
| 6 || +100% chance to gain 1 cooked version of a fish when Fishing
|-
| rowspan="6" | {{Skill|Fletching|notext=true}} || rowspan="6" |  [[Fletching]] || 1 || +50% Fletching Mastery XP for Melvor Realm only
|-
| 2 || +1 base primary resource quantity gained in Fletching for Standard Javelins nodes
|-
| 3 || +1 base primary resource quantity gained in Fletching for Standard Arrows nodes
|-
| 4 || +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes
|-
| 5 || -25% Fletching Interval
|-
| 6 || +10% Chance to Preserve Resources in Skills (Bypass Gamemode Limitation)
|-
| rowspan="6" | {{Skill|Herblore|notext=true}} || rowspan="6" |  [[Herblore]] || 1 || +50% Herblore Mastery XP for Melvor Realm only
|-
| 2 || +10 Charges per Potion
|-
| 3 || 1% increased chance to locate Ancient Relics
|-
| 4 || -25% Herblore Interval
|-
| 5 || +30% Chance to gain +1 additional resource in Herblore (Cannot be doubled)
|-
| 6 || +2 additional quantity of primary resource gained in Herblore (Cannot be doubled)
|-
| rowspan="6" | {{Skill|Hitpoints|notext=true}} || rowspan="6" |  [[Hitpoints]] || 1 || +8% Lifesteal
|-
| 2 || Gives the Enemy: -15% Maximum Hitpoints
|-
| 3 || -3s Hitpoint Regeneration interval
|-
| 4 || +100% Auto Eat HP Limit <br> +100% Auto Eat Efficiency
|-
| 5 || +50 Maximum Hitpoints
|-
| 6 || -30% Damage taken when affected by Stun, Freeze or Crystallize
|-
| rowspan="6" | {{Skill|Magic|notext=true}} || rowspan="6" |  [[Magic]] || 1 || +10% chance to apply Frostburn when attacking
|-
| 2 || +40 Magic Minimum Hit
|-
| 3 || +20% Rune Preservation (Bypass Gamemode Limitation)
|-
| 4 || +10 Hidden Magic Level
|-
| 5 || +5% chance to apply Sleep to the Attacker for 1 Attack turn when hit by an attack
|-
| 6 || Start the fight with 100% Magic Critical Hit chance, which decreases by 20% each time you are hit.
|-
| rowspan="6" | {{Skill|Mining|notext=true}} || rowspan="6" |  [[Mining]] || 1 || +50% Mining Mastery XP for Melvor Realm only
|-
| 2 || +50 Mining Node HP
|-
| 3 || +15% chance to receive the bar version of an ore when Mining
|-
| 4 || +1 Coal Ore per Ore Mined. (Item doubling does not apply)
|-
| 5 || +30% Chance to gain +1 additional resource in Mining (Cannot be doubled)
|-
| 6 || +690 Mining Node HP
|-
| rowspan="6" | {{Skill|Prayer|notext=true}} || rowspan="6" |  [[Prayer]] || 1 || +2% chance to apply Burn when attacking
|-
| 2 || +2.5% of all damage taken is added as Prayer Points (Rounded down)
|-
| 3 || 1% increased chance to locate Ancient Relics
|-
| 4 || -2 Prayer Point Cost for Prayers
|-
| 5 || +100% Prayer Points gained from burying Bones
|-
| 6 || +5% chance to apply the Decay Curse when attacking
|-
| rowspan="6" | {{Skill|Ranged|notext=true}} || rowspan="6" |  [[Ranged]] || 1 || +20% Ammo Preservation (Bypass Gamemode Limitation)
|-
| 2 || +20% Ranged Accuracy Rating
|-
| 3 || +10 Hidden Ranged Level
|-
| 4 || +10% Ranged Strength Bonus from Equipment
|-
| 5 || +2% chance to apply Poison when hitting with an attack
|-
| 6 || +10% Ranged critical hit chance
|-
| rowspan="6" | {{Skill|Runecrafting|notext=true}} || rowspan="6" |  [[Runecrafting]] || 1 || +50% Runecrafting Mastery XP for Melvor Realm only
|-
| 2 || +10 additional quantity of primary resource gained in Runecrafting for Combination Runes nodes (Cannot be doubled)
|-
| 3 || +3 additional quantity of primary resource gained in Runecrafting for Standard Runes nodes (Cannot be doubled)
|-
| 4 || +1 base primary resource quantity gained in Mining for Essence nodes
|-
| 5 || -25% Runecrafting Interval
|-
| 6 || +4 base primary resource quantity gained in Mining for Essence nodes
|-
| rowspan="6" | {{Skill|Slayer|notext=true}} || rowspan="6" |  [[Slayer]] || 1 || +100% of Poison damage dealt is gained as Slayer Coins
|-
| 2 || +25% Global Slayer Coins (except Item Sales)
|-
| 3 || +10% Damage To Slayer Tasks
|-
| 4 || -0.3s Monster Respawn Timer
|-
| 5 || +50% GP from Slayer Task Monster drops
|-
| 6 || Bypass All Slayer Area item requirements
|-
| rowspan="6" | {{Skill|Smithing|notext=true}} || rowspan="6" |  [[Smithing]] || 1 || +50% Smithing Mastery XP for Melvor Realm only
|-
| 2 || -25% Smithing Interval
|-
| 3 || +50% Chance to gain +1 additional resource in Smithing (Cannot be doubled)
|-
| 4 || +100 Melee Defence Bonus
|-
| 5 || 1% increased chance to locate Ancient Relics
|-
| 6 || Remove Coal costs for Smithing recipes (Melvor Realm only)
|-
| rowspan="6" | {{Skill|Strength|notext=true}} || rowspan="6" |  [[Strength]] || 1 || +20% Melee Max Hit
|-
| 2 || +10% Melee Strength Bonus from Equipment
|-
| 3 || +2% chance to apply Stun for 1 Attack turn(s) when hitting with a Melee attack
|-
| 4 || +10 Hidden Strength Level
|-
| 5 || +10% Damage To Bosses
|-
| 6 || Apply 1 stack of Rage to self per Attack Turn, stacking up to 10 times and resetting at max stacks
|-
| rowspan="6" | {{Skill|Summoning|notext=true}} || rowspan="6" |  [[Summoning]] || 1 || +50% Summoning Mastery XP for Melvor Realm only
|-
| 2 || -25% Summoning Interval
|-
| 3 || +15 base primary resource quantity gained in Summoning
|-
| 4 || +100% Summoning Max Hit
|-
| 5 || +30% Cost Reduction for Summoning, excluding Shards
|-
| 6 || All Summoning Synergies are unlocked
|-
| rowspan="6" | {{Skill|Thieving|notext=true}} || rowspan="6" |  [[Thieving]] || 1 || +50% Thieving Mastery XP for Melvor Realm only
|-
| 2 || +30% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for Melvor Realm only
|-
| 3 || +50% GP gained from Thieving
|-
| 4 || +150 Stealth while Thieving
|-
| 5 || NPCs in Thieving deal no damage (Melvor Realm only)
|-
| 6 || +0.5% chance to receive Thieving Area Unique Item
|-
| rowspan="6" | {{Skill|Township|notext=true}} || rowspan="6" |  [[Township]] || 1 || +60% minimum Township building efficiency
|-
| 2 || +50% Township Happiness <br> +50% Township Education
|-
| 3 || +50% Township Max Storage
|-
| 4 || There is a 20% chance of a Nightfall Season occurring in Township <br> There is a 20% chance of a Solar Eclipse Season occurring in Township
|-
| 5 || There is a 20% chance of a Lemon Season occurring in Township
|-
| 6 || Township Health no longer degrades
|-
| rowspan="6" | {{Skill|Woodcutting|notext=true}} || rowspan="6" |  [[Woodcutting]] || 1 || 50% Woodcutting Mastery XP for Melvor Realm only
|-
| 2 || +25% Chance to gain +1 additional resource in Woodcutting (Cannot be doubled)
|-
| 3 || +300% GP from Log Sales
|-
| 4 || +0.3% chance to gain 1 Chest of Gems from Woodcutting (Cannot be doubled)
|-
| 5 || 5% increased chance to receive Global Rare Items, Mastery Tokens, Bird Nests from Woodcutting, Gems from Mining, and Coal from Firemaking
|-
| 6 || +1 Tree Cut Limit
|-
|}
 
===Abyssal Realm===
 
{|class="wikitable sortable lighttable stickyHeader"
! colspan="2"| Skill
!Relic
!Modifiers
|-
| rowspan="6" | {{Skill|Agility|notext=true}} || rowspan="6" |  [[Agility]] || 1 || +20% AP gained from Agility
|-
| 2 || +15% Global Abyssal Slayer Coins (except Item Sales)
|-
| 3 || +10% Global AP (except Item Sales)
|-
| 4 || +20% Mastery XP for Abyssal Realm only
|-
| 5 || +10% Global Abyssal XP
|-
| 6 || -80% Agility Pillar build costs
|-
| rowspan="6" | {{Skill|Astrology|notext=true}} || rowspan="6" |  [[Astrology]] || 1 || +50% increased chance to locate Abyssal Realm Ancient Relics
|-
| 2 || +20% Mastery XP for Abyssal Realm only
|-
| 3 || +0.2% chance for stars to fall in Astrology
|-
| 4 || -25% Astrology modifier costs for Abyssal Realm only (Costs cannot go below 1)
|-
| 5 || +4% chance to gain Abyssal Stardust in Astrology
|-
| 6 || All modifiers in a completed Astrology Constellation for Abyssal Realm are doubled
|-
| rowspan="6" | {{Skill|Attack|notext=true}} || rowspan="6" |  [[Attack]] || 1 || +100% chance to apply a stack of Laceration when hitting with a Melee attack
|-
| 2 || +50% Melee Accuracy when using Abyssal Damage
|-
| 3 || +10% Melee critical hit chance when using Abyssal Damage
|-
| 4 || +10% Laceration lifesteal
|-
| 5 || +10% of Maximum Hit added to Minimum Hit when using Abyssal Damage
|-
| 6 || Gain +10% Abyssal Resistance for 2 turns every 4 turns
|-
| rowspan="6" | {{Skill|Cooking|notext=true}} || rowspan="6" |  [[Cooking]] || 1 || +100% Food healing value while using Abyssal Damage
|-
| 2 || +1 base primary resource quantity gained in Cooking for Abyssal Realm only
|-
| 3 || -10% Cooking interval for Abyssal Realm only
|-
| 4 || -5% cost to produce Abyssal Realm Items in all Artisan Skills
|-
| 5 || -25% Passive Cooking Interval for Abyssal Realm only
|-
| 6 || +3 base primary resource quantity gained in Cooking for Abyssal Realm only
|-
| rowspan="6" | {{Skill|Crafting|notext=true}} || rowspan="6" |  [[Crafting]] || 1 || +2 additional quantity of primary resource gained in Crafting for Abyssal Realm only (cannot be doubled)
|-
| 2 || +25% base primary resource quantity gained in Crafting for Abyssal Consumables
|-
| 3 || -5% cost to produce Abyssal Realm Items in all Artisan Skills
|-
| 4 || +50% of base item sale price gained as AP when gaining primary skill resources that sell for AP in Crafting
|-
| 5 || +100% chance to gain 1 random abyssal gem from Crafting when making Jewelry (Cannot be doubled)
|-
| 6 || -25% Crafting interval for Abyssal Realm only
|-
| rowspan="6" | {{Skill|Defence|notext=true}} || rowspan="6" |  [[Defence]] || 1 || +25% Reflect Damage when using Abyssal Damage
|-
| 2 || +50% Global Evasion when using Abyssal Damage
|-
| 3 || +10% chance to ignore Debuff and Damage Over Time effects when using Abyssal Damage
|-
| 4 || +10% chance to convert a successful hit from the Target into a miss when using Abyssal Damage
|-
| 5 || +5% Abyssal Resistance
|-
| 6 || Gain immunity to Stun and Fear for 3 turns at the start of a fight when using Abyssal Damage
|-
| rowspan="6" | {{Skill|Farming|notext=true}} || rowspan="6" |  [[Farming]] || 1 || +50% base primary resource quantity gained in Farming for Abyssal Realm only
|-
| 2 || +50% chance to preserve Compost applied to Farming Plots when harvesting Abyssal Realm crops (Bypass Gamemode Limitation)
|-
| 3 || +10 Shadow Drake Nest gained from Trees in Farming for Abyssal Realm only (Cannot be doubled)
|-
| 4 || -33% seed cost to plant crops in Farming for Abyssal Realm only (Cost cannot go below 1)
|-
| 5 || -25% Farming interval for Abyssal Realm only
|-
| 6 || +100% base primary resource quantity gained in Farming for Special (Abyssal Realm only) <br> +50% base primary resource quantity gained in Farming for Herbs (Abyssal Realm only)
|-
| rowspan="6" | {{Skill|Firemaking|notext=true}} || rowspan="6" |  [[Firemaking]] || 1 || +10% Global Abyssal XP
|-
| 2 || +200% of base sale price of logs that sell for AP granted as AP when burnt in Firemaking
|-
| 3 || +5% chance to gain 1 Voidheart from Firemaking for Abyssal Realm only (Cannot be doubled)
|-
| 4 || -25% Firemaking interval for Abyssal Realm only
|-
| 5 || x2 Items received from Firemaking (Bypass gamemode limitation)
|-
| 6 || +2% chance to apply Ablaze when hitting with an attack when using Abyssal Damage
|-
| rowspan="6" | {{Skill|Fishing|notext=true}} || rowspan="6" |  [[Fishing]] || 1 || +100% AP from Raw Fish Sales
|-
| 2 || +100% chance to catch +1 random Fish from the same Fishing Area for Abyssal Realm only (Cannot be doubled)
|-
| 3 || -1s Fishing Interval for Abyssal Realm only
|-
| 4 || +100% chance to receive one random special item from Fishing when catching a special item (Abyssal Realm only)
|-
| 5 || +1 additional quantity of primary resource gained in Fishing for Abyssal Realm only (cannot be doubled)
|-
| 6 || -3% Interval for all Non-Combat Skills (Abyssal Realm only)
|-
| rowspan="6" | {{Skill|Fletching|notext=true}} || rowspan="6" |  [[Fletching]] || 1 || +10 additional quantity of primary resource gained in Fletching for Abyssal Arrows nodes (Cannot be doubled)
|-
| 2 || +3 additional quantity of primary resource gained in Fletching for Abyssal Bolts nodes (Cannot be doubled)
|-
| 3 || +200% of base item sale price gained as AP when gaining Abyssal Bows that sell for AP in Fletching
|-
| 4 || -5% cost to produce Abyssal Realm Items in all Artisan Skills
|-
| 5 || +5 additional quantity of primary resource gained in Fletching for Abyssal Javelins nodes (Cannot be doubled)
|-
| 6 || +10% Ammo Preservation when using Abyssal Damage (Bypasses Gamemode Limitations)
|-
| rowspan="6" | {{Skill|Herblore|notext=true}} || rowspan="6" |  [[Herblore]] || 1 || +50% Herblore Mastery XP for Abyssal Realm only
|-
| 2 || -20% cost to produce Abyssal Realm Items in Herblore
|-
| 3 || -10% cost to produce Abyssal Realm Items in all Artisan Skills
|-
| 4 || +100% charges for Abyssal Realm potions
|-
| 5 || +1 additional quantity of primary resource gained in Herblore for Abyssal Realm only (cannot be doubled)
|-
| 6 || +10 Charges per Potion (Abyssal Realm only)
|-
| rowspan="6" | {{Skill|Hitpoints|notext=true}} || rowspan="6" |  [[Hitpoints]] || 1 || +3% of Maximum Hitpoints added as Hitpoints regeneration when using Abyssal Damage
|-
| 2 || -25% Damage taken from all damage over time effects when using Abyssal Damage
|-
| 3 || Heal for 1% of your Max Hitpoints every turn when using Abyssal Damage
|-
| 4 || +2% Auto Eat Threshold when using Abyssal Damage
|-
| 5 || +5% Maximum Hitpoints when using Abyssal Damage
|-
| 6 || 20% chance to convert a miss into a successful hit
|-
| rowspan="6" | {{Skill|Magic|notext=true}} || rowspan="6" |  [[Magic]] || 1 || -4 Rune cost to cast Abyssal Spellbook (Cost cannot go below 1)
|-
| 2 || +400 Magic Minimum Hit when using Abyssal Spellbook
|-
| 3 || +8% chance to apply Ablaze when hitting with a Magic attack when using Abyssal Damage
|-
| 4 || +100 Magic Defence Bonus when using Abyssal Damage
|-
| 5 || -8 Abyss Rune cost to cast Spells (Cost cannot go below 1)
|-
| 6 || Gives the Enemy: +100% Damage taken from Ablaze
|-
| rowspan="6" | {{Skill|Mining|notext=true}} || rowspan="6" |  [[Mining]] || 1 || +100% chance to receive an extra Abyssal Gem when one is found while Mining Abyssal Rock and Outcrop Nodes (Cannot be doubled)
|-
| 2 || +5 additional quantity of Abycite gained in Mining (Cannot be doubled) <br> +5 additional quantity of Mysticite gained in Mining (Cannot be doubled) <br> +5 additional quantity of Echocite gained in Mining (Cannot be doubled)
|-
| 3 || 100% increased chance to locate an Abyssal Gem Vein in Mining
|-
| 4 || +1 Abyssal Essence gained from Abyssal Rock in Mining (Cannot be doubled)
|-
| 5 || +1 additional quantity of primary resource gained in Mining for Abyssal Realm only (cannot be doubled)
|-
| 6 || -100% Mining node respawn interval for Abyssal Realm only
|-
| rowspan="6" | {{Skill|Prayer|notext=true}} || rowspan="6" |  [[Prayer]] || 1 || +25% Maximum Hit when two Abyssal Prayers are active
|-
| 2 || +10% chance to preserve Soul Points (Bypasses Gamemode Limitations)
|-
| 3 || x2 Souls dropped from enemies
|-
| 4 || -2 Soul Point Cost for Prayers (Soul Point cost cannot go below 1)
|-
| 5 || +4 Soul Point(s) when releasing Souls
|-
| 6 || -50% Soul Point Cost for Prayers (Soul Point cost cannot go below 1)
|-
| rowspan="6" | {{Skill|Ranged|notext=true}} || rowspan="6" |  [[Ranged]] || 1 || -5% Ranged Attack Interval when using Abyssal Damage
|-
| 2 || +50% Ranged Accuracy Rating when using Abyssal Damage
|-
| 3 || +100 Ranged Defence Bonus when using Abyssal Damage
|-
| 4 || +25% chance to apply Toxin when hitting with a Ranged attack when using Abyssal Damage
|-
| 5 || +10% Ranged critical hit chance when using Abyssal Damage
|-
| 6 || +30% Global critical hit multiplier when using Abyssal Damage
|-
| rowspan="6" | {{Skill|Runecrafting|notext=true}} || rowspan="6" |  [[Runecrafting]] || 1 || +10% Magic Damage Bonus from Equipment when using Abyssal Damage
|-
| 2 || -25% Magic Interval
|-
| 3 || +8 additional quantity of primary resource gained in Runecrafting for Abyssal Combo Runes nodes (Cannot be doubled)
|-
| 4 || +2 additional quantity of Abyssal Essence gained in Mining (Cannot be doubled)
|-
| 5 || -5% cost to produce Abyssal Realm Items in all Artisan Skills
|-
| 6 || +20 Abyss Rune gained from Runecrafting for Abyssal Realm only (Cannot be doubled)
|-
| rowspan="6" | {{Skill|Slayer|notext=true}} || rowspan="6" |  [[Slayer]] || 1 || +30% flat Abyssal Slayer Area effect negation
|-
| 2 || +20% Global Abyssal Slayer Coins (except Item Sales)
|-
| 3 || +10% Damage to Slayer Tasks when fighting against Abyssal Damage
|-
| 4 || +2% of lifesteal healing gained as Abyssal Slayer Coins when using Abyssal Damage
|-
| 5 || +50% AP from Slayer Task Monster drops when using Abyssal Damage
|-
| 6 || -75% Slayer Task cost <br> -75% Slayer Task extension cost
|-
| rowspan="6" | {{Skill|Smithing|notext=true}} || rowspan="6" |  [[Smithing]] || 1 || +33% chance to gain 1 Azurian Bar from Smithing for Abyssal Realm only (Cannot be doubled) <br> +33% chance to gain 1 Obsidian Bar from Smithing for Abyssal Realm only (Cannot be doubled) <br> +33% chance to gain 1 Obzurian Bar from Smithing for Abyssal Realm only (Cannot be doubled)
|-
| 2 || -5% cost to produce Abyssal Realm Items in all Artisan Skills
|-
| 3 || +5 additional quantity of Abyssal Headless Bolts gained in Smithing (Cannot be doubled) <br> +5 additional quantity of Arrowtips gained in Smithing for Abyssal Realm only (Cannot be doubled) <br> +5 additional quantity of Javelin Heads gained in Smithing for Abyssal Realm only (Cannot be doubled)
|-
| 4 || +3 additional quantity of primary resource gained in Smithing for Abyssal Bars nodes (Cannot be doubled)
|-
| 5 || +1 additional quantity of primary resource gained in Smithing for Abyssal Realm only (cannot be doubled)
|-
| 6 || -0.3s Smithing Interval for Abyssal Realm only
|-
| rowspan="6" | {{Skill|Strength|notext=true}} || rowspan="6" |  [[Strength]] || 1 || Gives the Enemy: +10% Damage taken when affected by Stun, Freeze or Crystallize
|-
| 2 || 10% Melee Strength Bonus from Equipment when using a 2-Handed Abyssal Damage weapon
|-
| 3 || +2% chance to stun when hitting with a Melee attack when using Abyssal Damage
|-
| 4 || Gives the Enemey: -10% Abyssal Resistance
|-
| 5 || +10% Damage Dealt To Bosses when using Abyssal Damage
|-
| 6 || +50% chance to avoid being Stunned
|-
| rowspan="6" | {{Skill|Summoning|notext=true}} || rowspan="6" |  [[Summoning]] || 1 || +50% Cost Reduction for Summoning, excluding Shards, for Abyssal Tablets/Familiars
|-
| 2 || -0.30s Summoning Familiar Attack Interval when using Abyssal Damage
|-
| 3 || +10 base primary resource quantity gained in Summoning for Abyssal Tablets/Familiars nodes
|-
| 4 || +50% Summoning Max Hit when using Abyssal Damage
|-
| 5 || -4 Shard cost when creating Abyssal Realm Familiars in Summoning
|-
| 6 || +15% Chance to preserve Summoning Charges when using Abyssal Damage (Bypasses Gamemode Limitations)
|-
| rowspan="6" | {{Skill|Thieving|notext=true}} || rowspan="6" |  [[Thieving]] || 1 || +30% minimum AP from Thieving
|-
| 2 || -20% Thieving Stun Interval for Abyssal Realm only
|-
| 3 || +25% Global AP (except Item Sales)
|-
| 4 || +50% Thieving Mastery XP for Abyssal Realm only
|-
| 5 || +3 additional Common Drop quantity gained in Thieving for Abyssal Realm only (Cannot be doubled)
|-
| 6 || NPCs in Thieving deal no damage (Abyss Realm Only)
|-
| rowspan="6" | {{Skill|Township|notext=true}} || rowspan="6" |  [[Township]] || 1 || Successful Abyssal Wave encounters in Township provide Abyssal Pieces equal to +100% of its size
|-
| 2 || Successful Abyssal Wave encounters in Township provide Abyssal Slayer Coins equal to +25% of its size
|-
| 3 || +75% Township Maximum Soul Storage
|-
| 4 || +69% Township Happiness <br> +69% Township Education
|-
| 5 || +25% Township Health
|-
| 6 || There is a 20% chance of an Eternal Darkness Season occurring in Township
|-
| rowspan="6" | {{Skill|Woodcutting|notext=true}} || rowspan="6" |  [[Woodcutting]] || 1 || +50% Woodcutting Mastery XP for Abyssal Realm only
|-
| 2 || +2 additional quantity of primary resource gained in Woodcutting for Abyssal Realm only (cannot be doubled)
|-
| 3 || +50% of base item sale price gained as AP when gaining primary skill resources that sell for AP in Woodcutting
|-
| 4 || +0.5% chance to gain Shadow Drake Nest in Woodcutting
|-
| 5 || +1 base quantity when gaining Shadow Drake Nest from Woodcutting
|-
| 6 || +1 Tree Cut Limit
|-
| rowspan="6" | {{Skill|Corruption|notext=true}} || rowspan="6" |  [[Corruption]] || 1 || +20% Corruption progress gained when hitting with an attack
|-
| 2 || +10% Max Hit, +30% Accuracy Rating and +30% Global Evasion when you are Corrupted
|-
| 3 || +100% Abyssal Slayer Coins from Slayer Tasks when killing a Corrupted monster
|-
| 4 || +20% chance for Corruption progress to instantly fill at the start of a fight
|-
| 5 || -50% Soul Points required to automatically corrupt monsters
|-
| 6 || +20% Combat Abyssal XP from Corrupted monsters
|-
| rowspan="6" | {{Skill|Harvesting|notext=true}} || rowspan="6" |  [[Harvesting]] || 1 || +20% minimum Harvesting Intensity
|-
| 2 || +2 additional quantity of primary resource gained in Harvesting (Cannot be doubled)
|-
| 3 || -25% Harvesting Interval
|-
| 4 || Harvesting Vein Intensity no longer reduces over time
|-
| 5 || +1 intensity per action in Harvesting
|-
| 6 || Chance to obtain unique products in Harvesting increased by 200%
|-
|}


{{Menu}}[[Category:Game Mode]]
{{Menu}}[[Category:Game Mode]]

Latest revision as of 19:53, 22 October 2024

Ancient Relics mode is a Game Mode in which players start with a maximum Skill Level cap of Level 10 and must defeat Dungeons to increase it. Any experience earned beyond the skill cap -1 experience from the next level will be deleted.

Ancient relics can be located in all Skills to gain unique permanent modifiers. There are 5 Relics that can be found for each skill. Upon locating all 5 Relics, you will immediately be awarded with the Master Relic. A random guaranteed Melvor Realm Relic is awarded when the respective skill reaches level 20 and level 99, given there are still relics to locate for that skill. Similarly, Abyssal Realm Relics are awarded at Abyssal level 10 and Abyssal level 60.

Melvor Realm Changes

  • Lesser Relics can be acquired while doing most Non-Combat skills at a rate of 1/1,000 (0.1%) per action and will always drop 300 at a time.
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    Fishing
    and
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    Cooking
    are locked until
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    Impending Darkness Event
    (IDE) has been completed.
  • Defeating a dungeon for the first time awards you with 5 level cap increases. This allows you to choose between 2 random Non-Combat skills (including
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    Prayer
    and
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    Slayer
    ). Each choice increases the respective skill's level cap by 15 (20 for
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    Cartography
    and
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    Archaeology
    ).
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    Combat
    level caps automatically increase by 5 when defeating a Dungeon for the first time.
  • Before completing the
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    Impending Darkness Event
    , skills can reach a maximum of Level 99, except for Cartography and Archaeology which can reach level 120. When Impending Darkness is completed, every skill will have their level caps set to 100. Archaeology and Cartography will have their caps set to 120.
  • After Impending Darkness, each completed Dungeon will increase all Combat skill caps by 3 (including Slayer). The amount of Random skill increases is bumped up to 6 and award 8 levels each. When
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    Throne of the Herald
    is completed, every skill will have their caps set to 120.
    • Finishing a pre-IDE dungeon after Impending Darkness will not allow you to increase skills beyond level 99. Due to a bug, it is highly recommended you complete the optional dungeons (
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      Miolite Caves
      and
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      Infernal Stronghold
      ) before completing IDE.
  • Dungeons also provide Food Crates upon completion as a reward.
  • All standard preservation and doubling is disabled. There are certain relics that can bypass this limitation for Ammo, Runes. The Fletching Master Relic gives 10% Global Preservation which works for all Non-Combat skills as well as Digsite map charges.
  • Ancient Relics uses the
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    Hardcore
    Combat Triangle.
  • After
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    Throne of the Herald
    has been defeated, all skills will be capped at 115.126.837 experience (level 121 -1 experience).
  • A number of requirement changes have been made:
    • Barrier dungeons no longer require anything from Archaeology or Cartography. Combat Areas and Slayer Areas are unaffected.
    • Golem Territory requires 1 completion of
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      Frozen Cove
      .
    • Into the Mist no longer requires Slayer.
    • Impending Darkness requires 1 clear of Underwater City.
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      Cooking Upgrade 1
      can be purchased for 5,000,000GP after 1 clear of
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      Bandit Base
      .

Abyssal Realm Changes

  • Lesser Relics can be acquired while doing most Non-Combat skills at a rate of 1/1,000 (0.1%) per action and will always drop 300 at a time.
  • Defeating a dungeon for the first time awards you with 8 level cap increases. This allows you to choose between 2 random Non-Combat skills (including
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    Prayer
    ). Each choice increases the respective skill's level cap by 15.
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    Combat
    level caps automatically increase by 10 when defeating an Abyss for the first time.
  • Upon completion of
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    The Final Depth
    , all Abyssal level caps will be set to 60. Abyssal Experience will be capped at 4,945,300,024 experience (abyssal level 61 -1 experience).
  • Ancient Relics uses the
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    Hardcore
    Reversed Combat Triangle.

Acquiring Ancient Relics

Ancient Relics can be obtained whenever you gain experience in a skill, even if that experience goes into the void due to level caps. The drop rate of relics depends on the type of Skill and how many relics the player already has. This is because when rolling for a relic, every relic that has not been found (for that skill) will get a roll.

Ancient Relics are rolled for with each action so decreasing action time will increase your chances over time. Melvor Realm combat relics can only be obtained while fighting in Combat Areas, Slayer Areas, Dungeons and Strongholds. Abyssal Realm combat relics can only be obtained in Abyssal Combat Areas, Abyssal Slayer Areas, The Abyss and Abyssal Strongholds.

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Prayer

relics are only rolled while using prayers and

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Slayer

relics are only rolled while on a slayer task.

Melvor Realm Relics

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Corruption

and

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Harvesting

do not have any Melvor Realm Relics.

  • 1/200,000 (0.0005%) in Non-Combat Skills. With no relics unlocked, the rate is 1/40,000 (0.0025%).
    • An action in
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      Archaeology
      is a an action that results in an Artefact. Actions that result in Bones or Nothing will not roll for relics.
  • 1/33,333 (0.003%) for
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    Farming
    . With no relics unlocked, the rate is 1/6,666 (0.015%).
    • Farming will roll for relics on every plot harvested. There is no difference between Harvesting each individual plot and using Harvest All.
  • 1/66,666 (0.0015%) for
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    Township
    . With no relics unlocked, the rate is 1/13,333 (0.0075%).
    • Township will roll for relics 10 times every tick (1 hour), once when a building constructed and whenever a building has been repaired.
  • 1/133,333 (0.00075%) for all Combat Skills. With no relics unlocked, the rate is 1/26,666 (0.00375%).
    • Combat Skills only roll for Ancient Relics when more than 1 damage has been dealt. Rolls are done per attack turn, not per hit.
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      Hitpoints
      relic 4 is an exception with a chance of 1/200,000 (0.0005%).

Abyssal Realm Relics

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Cartography

and

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Archaeology

do not have any Abyssal Realm Relics.

  • 1/400,000 (0.00025%) in Non-Combat Skills. With no relics unlocked, the rate is 1/80,000 (0.00125%).
  • 1/33,333 (0.003%) for
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    Farming
    . With no relics unlocked, the rate is 1/6,666 (0.015%).
    • Farming will roll for relics on every plot harvested. There is no difference between Harvesting each individual plot and using Harvest All.
  • 1/40 (2.5%) for
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    Township
    . With no relics unlocked, the rate is 1/8 (12.5%).
    • Township will roll for abyssal relics once for every Abyssal Wave fight.
  • 1/363,636 (0.000275%) for
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    Slayer
    and
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    Prayer
    . With no relics unlocked, the rate is 1/72,727 (0.001375%).
  • 1/500,000 (0.0002%) for
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    Hitpoints
    . With no relics unlocked, the rate is 1/100,000 (0.001%).
  • 1/266,666 (0.000375%) for all the other Combat Skills. With no relics unlocked, the rate is 1/53,333 (0.001875%).
    • Combat Skills only roll for Ancient Relics when more than 1 damage has been dealt. Rolls are done per attack turn, not per hit.
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      Corruption
      relics are only rolled for when the enemy is corrupted.


List of Ancient Relics

Melvor Realm

Abyssal Realm