The Relic System will be the driving force in creating diversity between players, providing an unlimited amount of customization options. The following is an overview of what this system will entail, and we want to preface by saying all the numbers, bonuses, drawbacks, and limitations provided are for example and to spark discussion. Relics Overview Relics are intended to be a new type of rare loot that will help drive diversity and take PvE to the next level. Relics are special items that drop off of monsters that players can attune to their character, providing bonuses and drawbacks to certain aspects of combat. You may have up to three relics attuned at any given time, and unlike most items in Rise of Agon, relics do not drop on death once attuned. This is important because they will serve as part of your build and play style, and some will be extremely rare. Relics are randomly generated and named, pulling from a massive pool of possibilities, and no two relics may ever be the exact same. Relics will come in five different rarities: Common, Uncommon, Rare, Epic and Legendary. All monsters have a chance to drop relics, with the rarity that drops based on the difficulty of the monster. Mere goblins might only be able to drop Common and the occasional Uncommon or Rare relics, while champions or demons will tend to yield relics from higher tiers. Each relic has statistical bonuses and penalties which serve as passives for your character. The more rare the relic is, the greater the possible bonuses and penalties. The abilities each relic has is random, as are the bonuses and penalties, although they will be in a fixed range based on the stat in question and rarity of the relic. Hunting for relics will provide a great deal of excitement and create truly memorable moments, and will provide players with the never-ending goal of min-maxing their preferred style of play. Possible Relic Examples Common Relic +4.03% Fire Damage +2.04 Lightning Protection +4.09 Archery Encumbrance -2.11 Holy Protection Uncommon Relic +5.91% Vampiric Touch Magnitude +5.49% Greatsword Whirlwind Damage -3.55% Archery Damage -3.59 Intelligence Rare Relic +6.99% Cold Damage +3.29 Slashing Protection -2.98 Bludgeoning Protection -7.08 Vitality Epic Relic +7.49% Damage Against Giants +7.98% Archery Damage -7.21% Melee Damage -3.68 Unholy Protection Legendary Relic +10% Necromancy Magnitude +9.45% Cursed Bolt Magnitude -9.78 Archery Encumbrance -9.04 Strength Topics for Discussion Should the bonuses/drawbacks be completely randomized? We are leaning towards yes due to the sheer amount of combinations and possibilities that would be available. Should relics have more than one bonus / drawback? Should there be limitations on the kinds of relics you can attune or should you be able to equip any three you so choose? How high should bonuses be allowed to go? How strong should drawbacks get? Should bonuses between relics stack? Should the drawbacks stack? Should specific bonuses have specific drawbacks tied to them? Would you be open to more unique bonuses such as: Increased AoE size Increased knockback Health gained on hit Etc. In Closing We are extremely excited about what this system can bring to the table and look forward to all of your feedback. During discussion we ask you to keep in mind the goal with this system - create diversity between players all while looking at it from a means to drive farming and long-term goals.