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:
- 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 Hurbury |
Alb Power | Caer Benowyc | Caer Berkstead | Caer Boldiam | Caer Renaris |
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 |
