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Relics explained

A relic is an eligible ItemStack carrying a SolsRelicData payload. Rarity is supplied by Sol's Item Rarity; Relic System adds progression and stats on top of it.

Anatomy of a relic

An example relic tooltip

Part What it controls
Rarity Starting sub-stat count and maximum relic level
Main stat One slot-specific stat that grows every level
Sub-stats Up to four distinct secondary stat types
Upgrade dots/count How many milestone points landed on each sub-stat
Level Current progression from +0 to the rarity cap
Relic EXP Stored progress toward the next level
Upgrade seed Locks every normal milestone result to this relic
Reroll count Number of completed Dust attempts, even if Keep Old was chosen
Ascension state Whether ascended and which Resonance Core level produced it

Rarity progression

Rarity Starting sub-stats Maximum level Milestones available
Common 0 +4 +4
Uncommon 0–1 +4 +4
Rare 1–2 +9 +4, +8
Epic 2–3 +12 +4, +8, +12
Legendary 3–4 +16 +4, +8, +12, +16
Mythical 3–4 +20 +4, +8, +12, +16, +20
Supreme 4 +24 +4, +8, +12, +16, +20, +24

Normal relic assignment and ascension use the random range above.

When data is assigned

The server queues assignment while it processes player equipment/inventory and before relevant Aster Table operations. A new eligible stack receives rarity if needed, then a relic seed and stats. The result belongs to that stack; normal milestones are not rolled at the instant you click upgrade.

Raw values versus effective values

The stat enum stores raw roll values. Tooltips and previews call RelicStatDisplay, which applies:

effective = raw × material multiplier × stat-scaling multiplier × hand efficiency
  • Material multiplier ranges from 0.45 (wood/leather) to 1.12 (netherite).
  • ATK/DEF/HP flat and percent stats have configurable scaling; defaults are usually 0.7, except flat ATK at 0.5.
  • Offhand contribution defaults to 50%.
  • Speed stats are finally subject to total caps.

This is why two relics with identical stored rolls can display different effective contributions.

The three kinds of randomness

  1. Initial roll: main stat, number/types/values of starting sub-stats.
  2. Milestone path: deterministic from the relic seed and milestone level.
  3. Dust redistribution: deliberately non-deterministic and performed only after the Dust is committed.

Ascension uses a stable seed derived from the item, rarity transition, core level, ascension level, main stat, and sub-stat types. Reopening the same preview is therefore not a reroll exploit.