Relics guide for All the Mods 10 0.32 to 0.50
Relics guide for All the Mods 10
Last verified for All the Mods 10 v0.50 on Oct 17, 2026 · text last changed Oct 16, 2026
A newer release (8.3) is out Guide for the current version
Also applies to:All the Mons 0.3.0-beta to 1.3.0FTB Skies 2: Aero 1.0.3 to 1.10.0FTB StoneBlock 4 1.1.1 to 1.23.0
- Sections
- 7
- Items named
- 25
- Quests covered
- 25
2 sections are written for this pack; 5 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 0.50's own files.
What is Relics?
1 part
Same as in the All the Mods 10 4.5 guide
Relics adds dozens of unique items called relics, each with its own complex mechanics. The mod page lists 28 relics. Each one is useful on its own, and it can get even better when you combine it with other relics or with other mods.[1]
Relics aren't one-and-done trinkets. They use an MMO-like system of random stats, a leveling system, upgrades and customization, and active abilities you trigger yourself. Because stats are random and you choose what you want from each relic, two copies of the same relic can turn out quite different, and you can build your own relic sets.[1]
The mod is built for long-term play. It's meant to give you something to chase after the rest of the game's content runs out. The developers also say its balance adjusts to the modpack it's in, so it's designed for vanilla-like packs and for packs where health and damage reach the thousands.[1]
Relics in All the Mods 10
All the Mods 10 4.5 ships Relics 0.10.7.5 for Minecraft 1.21.1. It has been in the pack since version 2.25 or earlier.[2]
The pack has its own relics quest chapter, and each quest asks you to get one specific relic. For example, a quest in "?" asks for the relics:magic_mirror, a quest in "?" asks for the relics:holy_locket, and a quest in "?" asks for the relics:elytra_booster. You can treat the chapter as a checklist for collecting relics.[3]
These quests unlock from three different earlier quests. Most of them, including the relics:leather_belt and relics:roller_skates quests, share one prerequisite. The relics:bastion_ring, relics:blazing_flask, relics:magma_walker, relics:rage_glove, relics:reflection_necklace and relics:space_dissector quests share a second. The relics:chorus_inhibitor, relics:enders_hand, relics:elytra_booster and relics:shadow_glaive quests share a third.[3]
Unverified The sources don't show what the three prerequisite quests are, how you obtain relics in this pack, or whether every relic from the mod page is in this version. Use the quest chapter as your list of confirmed relics.
How do you get started with Relics?
3 parts
Same as in the All the Mods 10 2.37 guide
This mod is all about collecting special items called relics, each with its own unusual mechanics. The mod advertises 28 relics with active abilities and random stats, so no two copies of the same relic are quite alike. Relics also have a levelling system, so they get better as you keep using them. That makes it a mod you'll keep coming back to long after your first finds.[1]
Unverified This guide couldn't confirm how you actually get relics in this pack, so there are no crafting recipes to show here. Check JEI or the quest book in-game to see where each relic comes from. This site does hold All the Mods 10's own recipes, read from the pack itself: look the item up in the item browser.
Use the quest chapter as your checklist
This pack has a quest chapter for the mod, and each quest simply asks you to obtain one relic. Every quest unlocks after one of three earlier quests, so the relics come in three groups. Working through one group at a time is a handy way to track your collection.[4]
- The largest group shares one prerequisite: relics:leather_belt, relics:drowned_belt, relics:hunter_belt, relics:amphibian_boot, relics:aqua_walker, relics:ice_skates, relics:roller_skates, relics:ice_breaker, relics:wool_mitten, Jellyfish Necklace, relics:holy_locket, relics:midnight_robe, relics:infinity_ham, relics:spore_sack and relics:magic_mirror.[4]
- A second group shares a different prerequisite: relics:bastion_ring, relics:blazing_flask, relics:magma_walker, relics:rage_glove, relics:reflection_necklace and relics:space_dissector.[4]
- A third group has its own prerequisite: relics:enders_hand, relics:chorus_inhibitor, relics:elytra_booster and relics:shadow_glaive.[4]
Relics worth looking out for
- relics:drowned_belt (a quest in "?") raises the maximum number of slots you have for equipping relics, which is handy once you start combining relics. It also boosts your underwater damage. It lets you use a trident's Riptide without rain or water, with a recharge time added.[4][5]
- relics:amphibian_boot (a quest in "?") has a chance to stop you using up air underwater. It also speeds up your swimming, and your movement in the rain, the longer you keep going.[4][5]
- relics:aqua_walker (a quest in "?") lets you walk on water for a limited time. When the time runs out, the boots sink and drag you under, so keep an eye on it.[4][5]
- relics:bastion_ring (a quest in "?") makes piglins neutral to you, and the nearest piglin points you toward a bastion. Each piglin trade can also roll a 50% chance for an extra result, and it can do that more than once.[4][5]
- relics:enders_hand (a quest in "?") makes endermen neutral to you. It also lets you swap places with the target you're looking at.[4][5]
Levelling up your relics
Relics earn experience from specific actions tied to each one. For example, the Bastion Ring gives 1, 5 or 10 experience points for each Zombified Piglin, Piglin or Piglin Brute you kill. The Aqua Walker gives 1 point for every 5 units of getting wet from its ability. So equip your relics early and actually use them.[5]
Alongside levelling and random stats, the mod lets you improve and customise each relic. That's how you build your own combination of relic abilities over time.[1]
How does Relics work?
5 parts
Relics doesn't hand you machines, cables or multiblocks. Its systems live inside the items themselves: dozens of equippable relics, each with named abilities, rolled stats and its own way of gaining experience. The mod describes itself as a drag-and-drop mod of items with complex and thoughtful mechanics, and says the true potential of each relic can be unlocked both on its own and in combination with other relics or even other mods.[1]
The mod lists three systems on top of the relics themselves: an MMO-like system of random stats, improvements and customisations for your relics, and a progressive active ability system that it says is there to show off your micro-controlling skills.[1]
Abilities and stats
Every relic is a bundle of individually named abilities, and each ability exposes its own numbers in the tooltip. You'll see stat lines like a chance of activation, a speed multiplier per second, a knockback resistance figure, a fire detection radius or a maximum number of trades, depending on which ability you're reading. Read the tooltip before you judge a relic: copies of the same item can be doing very different things.[6]
That variation is deliberate. The mod says that thanks to its levelling system and random stats, each relic will not look like another, and that you are free to choose what you want from a relic. It also says the mod balance is automatically adjusted to the needs of the modpack, so it aims to fit both vanilla-like packs and packs where health and damage numbers run into the thousands.[1]
Levelling through use
Relics gain experience from being used, and each relic's description names the condition that earns it. Those conditions track that relic's own abilities, so you level a relic by playing around what it already does.[6]
- The Amphibian Boot gives +1 experience point for each second of acceleration from its Fins ability, and another +1 for every second of acceleration from Slipping.[6]
- The Ender's Hand gives +1 experience point for using its End Transposition ability, plus +1 for every 10 blocks of distance to the target.[6]
- The Bastion Ring gives +1, 5 or 10 experience points for each killed Zombified Piglin, Piglin or Piglin Brute, plus +1 for each additional trade from its Respect ability.[6]
- The Ice Breaker gives +1 experience point for every 3 blocks of the fall before its Earthquake ability triggers.[6]
- The Elytra Booster gives +1 experience point for every 10 seconds of burning fuel you place into its internal buffer for the Acceleration ability.[6]
Active abilities and their conditions
Alongside passive effects, many relics have active abilities you trigger yourself, and several of them only fire when a condition is met. The tooltip spells the requirement out as a predicate line: looking at the target for the Ender's Hand swap, looking at the block underfoot for the Arrow Quiver's Leap, arrows in the quiver for its homing arrow Rain, or charges in the internal buffer for the Holy Locket's Blessing, which grants temporary invincibility and consumes charges each second it runs.[6]
Abilities can also be toggled rather than fired once. The Holy Locket's Belief ability runs in two modes, Sanctity and Unholiness: activating it in either mode fills the internal buffer by 1 unit, with Sanctity redirecting a portion of your healing as damage to nearby targets and reducing incoming damage by 1% per charge, while Unholiness absorbs a portion of nearby targets' healing and increases damage dealt by 1% per charge.[6]
Internal storage and buffers
This is the closest thing Relics has to item and fluid handling: several relics carry their own internal storage or charge buffer, and you fill it by interacting with the relic while it sits in your inventory.[6]
- The Elytra Booster runs on a fuel buffer: using any combustible fuel on the relic in your inventory replenishes it, and the ability then spends that fuel to rush you forward during elytra flight.[6]
- The Arrow Quiver keeps arrows in internal storage. Shooting primarily uses arrows from the storage, left-clicking with an arrow on the quiver in your inventory places it inside, and right-clicking the quiver gets the last stack of arrows back out. Its arrow Rain pulls from that storage without consuming the arrows, and only one such area can exist at a time.[6]
- The Infinity Ham holds regenerating charges that replenish your hunger when you use it. Using a potion on the relic in your inventory spends the potion and remembers its effect, so later uses of Regeneration apply that effect to you. With no charges left at all, the relic loses the associated potion's properties.[6]
- The Horse Flute stores a living animal: use the relic on a horse to move it into internal storage, use it again to release the horse, and if the summoned horse gets more than 16 blocks from you it fits itself back into the flute. A horse kept in storage slowly restores health.[6]
- The Holy Locket builds its buffer through play rather than from an item: each activation of Belief adds 1 unit, and Blessing spends those charges.[6]
Equipping relics and slot capacity
Relics are worn rather than held, and the number you can wear at once is a resource of its own. Both the Drowned Belt and the Hunter Belt carry an ability that increases the maximum number of slots for equipping relics, so a belt can pay for itself by letting another relic come along.[6]
Because improvements and customisations sit on top of rolled stats, the mod says you are free to choose what you want from a relic, generating a virtually unlimited number of relic set combinations. That's the play it aims at: building your own combination rather than hunting one best item.[1]
How do you progress through Relics?
3 parts
Same as in the All the Mods 10 4.5 guide
Relics has its own quest chapter in this pack, and it works as a checklist of relics to collect. Each quest has one task: get a specific relic. None of the quests have titles.[3]
There's no step-by-step tier ladder. Every relic quest unlocks from one of three prerequisite quests, which splits the chapter into three groups. Once a group's prerequisite is done, you can complete its relic quests in any order.[3]
Group one: the big collection
Most of the chapter shares a single prerequisite. This group has the belts, boots, necklaces and utility relics.[3]
- Belts: relics:leather_belt in a quest in "?", relics:hunter_belt in a quest in "?", and relics:drowned_belt in a quest in "?".[3]
- Footwear: relics:amphibian_boot in a quest in "?", relics:aqua_walker in a quest in "?", relics:ice_skates in a quest in "?", and relics:roller_skates in a quest in "?".[3]
- Necklaces and lockets: Jellyfish Necklace in a quest in "?" and relics:holy_locket in a quest in "?".[3]
- Everything else in this group: relics:wool_mitten in a quest in "?", relics:ice_breaker in a quest in "?", relics:infinity_ham in a quest in "?", relics:midnight_robe in a quest in "?", relics:spore_sack in a quest in "?", and relics:magic_mirror in a quest in "?".[3]
Group two
A second prerequisite quest unlocks a smaller set of relics.[3]
- relics:bastion_ring in a quest in "?"[3]
- relics:blazing_flask in a quest in "?"[3]
- relics:magma_walker in a quest in "?"[3]
- relics:rage_glove in a quest in "?"[3]
- relics:reflection_necklace in a quest in "?"[3]
- relics:space_dissector in a quest in "?"[3]
Group three
The third prerequisite quest opens the last and smallest group.[3]
- relics:elytra_booster in a quest in "?"[3]
- relics:chorus_inhibitor in a quest in "?"[3]
- relics:enders_hand in a quest in "?"[3]
- relics:shadow_glaive in a quest in "?"[3]
Unverified The quest data doesn't show what the three prerequisite quests ask for. It also doesn't say how the groups relate to dimensions or game stages, or where each relic comes from. No in-pack crafting recipes for these relics were available to check, so how you obtain them is unconfirmed here.
How does Relics work with other mods?
1 part
Same as in the All the Mods 10 4.5 guide
The Relics quest chapter in this pack sticks to Relics itself. Each quest asks you to get one relic, like the relics:magic_mirror in a quest in "?", the relics:space_dissector in a quest in "?" or the relics:shadow_glaive in a quest in "?". None of these quests ask for items from other mods.[3]
The quests are a checklist for collecting relics, not a crafting chain through other mods. Every quest opens after an earlier quest in the chapter, so you work through the relic list gradually as you play.[3]
Built to fit into big modpacks
The mod's authors say they designed Relics knowing a modpack won't be made of their mod alone. Its balance adjusts itself to the modpack, so relics are meant to stay useful both in vanilla-like packs and in packs where health and damage numbers reach the thousands. They also say a relic's full potential can come out when you use it alone, with other relics, or even with other mods.[1]
Unverified Specific interactions between individual relics and other mods in this pack, like combos with other mods' gear or abilities, could not be confirmed and aren't covered here.
Which All the Mods 10 quests use Relics?
3 parts
Same as in the All the Mods 10 4.5 guide
The pack gives Relics its own quest chapter, and it works like a collection checklist. Each quest asks you to get one specific relic. The quests are untitled, so you'll recognise them by the relic they show.[3]
The chapter isn't one long chain. Every relic quest hangs off one of a few earlier quests, which splits the chapter into branches. Inside a branch, none of the relic quests depend on each other, so once a branch opens you can grab its relics in any order.[3]
The big branch
Most of the chapter sits behind one shared prerequisite. Once that's done, all of these open up at the same time:[3]
- a quest in "?": get a relics:leather_belt.[3]
- a quest in "?": get a relics:hunter_belt.[3]
- a quest in "?": get a relics:drowned_belt.[3]
- a quest in "?": get a Jellyfish Necklace.[3]
- a quest in "?": get a relics:holy_locket.[3]
- a quest in "?": get an relics:amphibian_boot.[3]
- a quest in "?": get an relics:aqua_walker.[3]
- a quest in "?": get relics:ice_skates.[3]
- a quest in "?": get an relics:ice_breaker.[3]
- a quest in "?": get relics:roller_skates.[3]
- a quest in "?": get a relics:wool_mitten.[3]
- a quest in "?": get a relics:midnight_robe.[3]
- a quest in "?": get a relics:spore_sack.[3]
- a quest in "?": get an relics:infinity_ham.[3]
- a quest in "?": get a relics:magic_mirror.[3]
The second branch
A different prerequisite unlocks this group. Again, the quests in it don't depend on each other:[3]
- a quest in "?": get a relics:blazing_flask.[3]
- a quest in "?": get a relics:magma_walker.[3]
- a quest in "?": get a relics:bastion_ring.[3]
- a quest in "?": get a relics:rage_glove.[3]
- a quest in "?": get a relics:reflection_necklace.[3]
- a quest in "?": get a relics:space_dissector.[3]
The third branch
The last group sits behind its own prerequisite:[3]
- a quest in "?": get an relics:elytra_booster.[3]
- a quest in "?": get a relics:chorus_inhibitor.[3]
- a quest in "?": get an relics:enders_hand.[3]
- a quest in "?": get a relics:shadow_glaive.[3]
Unverified It's not confirmed which quests unlock each branch, what those quests ask for, or what rewards the relic quests give. Check the quest book in-game for those details.
Which Relics config options matter?
Relics is designed so that its balance is automatically adjusted to the needs of the modpack it is in. The mod's description says this lets it fit both vanilla-like packs and packs where health and damage numbers are in the thousands. So you may not need to touch much by hand, but the description doesn't say how this adjustment works in this pack.[1]
Unverified Which Relics config options exist in this pack, and whether the pack changed any of them from the mod defaults, could not be confirmed, because no config files for the mod were available. Check the config folder in your own instance before relying on any specific value.
Sources
- Relics project page (modrinth) · official mod data
- All the Mods 10 4.5 mod list · pack file
- All the Mods 10 4.5 quests: "relics" · pack file
- All the Mods 10 2.37 quests: "relics" · pack file
- relics tooltips and descriptions (English lang file) · official mod data
- relics tooltips and descriptions (English lang file) · official mod data
Where this guide comes from
Written from what All the Mods 10 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 17, 2026.
Guides for other versions: 6.3 to 8.3 · 6.2 to 6.2.1 · 4.6 to 6.1 · 2.38 to 4.5 · 0.52 to 2.37 · 0.51