Relics guide for All the Mods 10 0.51

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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]

Tip: Don't look for an in-game guidebook. The developer has said one isn't planned and suggests that packs or public wikis cover that instead, which is exactly what this guide is for.[1]

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]

Watch out: Researching a relic only works while it's in your main player inventory. If you get a message saying working with the relic isn't possible, move it into your main inventory and try again.[5]

How does Relics work?

5 parts

Relics has no machines, tanks or multiblocks to build, everything happens on the items themselves. The mod describes itself as a drag-and-drop addition of dozens of unique items with complex mechanics, 28 relics in total, built around an MMO-like system of random stats, upgrades and progressive active abilities, and it claims its balance adjusts automatically to whatever modpack it lands in.[1]

Abilities and ability points

Each relic carries one or more named abilities. Some are purely passive, like the amphibian boots' Gills, which lets you stop consuming air underwater, while others are active and only fire when a condition is met: the arrow quiver's arrow rain needs arrows in the quiver, its leap needs you to be looking at the block underfoot, and the ender's hand swap needs you to be looking at a target.[6]

Abilities are unlocked with points, and the pack's configs decide how expensive and how gated each one is. On the amphibian boots all three abilities (Gills, Slipping and Swimming) need 1 point each and no relic level, so you can start investing immediately. The bastion ring is stricter: its compass ability costs 1 point at level 0, but the trade ability needs the ring at level 5 and costs 2 points.[7][8]

Not every ability can be upgraded. The bastion ring's compass is set to a max level of 0 in this pack, so it is a one-off unlock with nothing to pour points into afterwards, while its trade ability goes up to level 10.[8]

Levelling and experience

Relics gain their own experience from being used, and the way you earn it is specific to each item. The amphibian boots give +1 experience for each second of acceleration from Fins and +1 for each second from Slipping; the bastion ring gives +1, 5 or 10 experience per Zombified Piglin, Piglin or Piglin Brute killed, plus 1 per extra trade from Respect; the blazing flask gives +1 for every 5 seconds spent flying inside its Eternal Fire zone; and the aqua walker gives +1 for every 5 units of getting wet.[6]

The cost curve lives in the config. The amphibian boots, aqua walker and blazing flask all use an initial cost of 100 with a step of 100, up to a maximum of level 10. The bastion ring also caps at level 10 and starts at 100, but uses a step of 200, so it climbs roughly twice as steeply.[7][8][9][10]

Random stats and upgrade operations

Every ability stat is rolled inside a range when the relic is generated, which is why two copies of the same relic are rarely identical. The amphibian boots' Gills activation chance rolls between 0.01 and 0.1; its Swimming duration rolls between 15 and 35 and its speed between 0.005 and 0.01. The aqua walker's walking time rolls between 30 and 60.[7][9]

Levelling an ability then applies an upgrade modifier using one of two operations. ADD adds a flat amount per level: the bastion ring's trade rolls gain 1 per upgrade, and the blazing flask's bonfire height gains 1 per upgrade on a base roll of 3 to 5. MULTIPLY_BASE scales off the rolled base instead, so the amphibian boots' Gills chance grows by 0.35 per upgrade and the blazing flask's bonfire speed by a hefty 1.9, on a base of 0.01 to 0.05.[7][8][10]

Tip: A high base roll matters most on MULTIPLY_BASE stats, since every upgrade is scaled off that starting number: the blazing flask's bonfire speed is the clearest example in these configs.[10]

Internal storage and buffers

Several relics act as containers rather than simple equipment. The arrow quiver holds arrows internally and your shots pull from that storage first; left-clicking an arrow stack onto the quiver in your inventory stores it, and right-clicking the quiver pulls the last stack back out. Its arrow rain ability draws on that same storage without actually consuming the arrows.[6]

The elytra booster works like a fuel tank: use any combustible fuel on the relic in your inventory to fill its internal buffer, then trigger the ability mid-elytra-flight to burn that fuel for a forward boost. The horse flute stores a live horse. Use it on the animal to pack it away, use it again to release it, and the horse is automatically pulled back into the flute if it ends up more than 16 blocks away from you. Horses inside slowly heal.[6]

Charge buffers also drive some of the more complex relics. The holy locket's Belief is toggleable between Sanctity and Unholiness modes, and each activation adds 1 charge to its buffer, with charges feeding damage reduction or bonus damage at 1% each, and its Blessing ability spending charges every second for temporary invincibility. The infinity ham stores regenerating charges for feeding you, and can absorb a potion used on it in the inventory so later uses apply that effect: with no charges left, it loses the linked potion's properties.[6]

Watch out: These inventory interactions only work from your main player inventory. If you try to fuel, load or infuse a relic inside another container's UI, the mod refuses and tells you to move the item back first.[6]

Relic slots and acquisition

You are limited in how many relics you can wear at once, but the limit is not fixed: both the drowned belt and the hunter belt carry an ability that increases the maximum number of relic equipment slots, so belts are effectively your capacity upgrades.[6]

Relics come from loot rather than a workbench, and the pack sets the drop weights per relic. The amphibian boots and aqua walker are both configured at 0.025 for buried treasure and for water, ocean, river, shipwreck and aqua-themed chest tables. The bastion ring sits at 0.025 in bastion and piglin chests, and the blazing flask is at 0.025 in both those and in nether, fortress, lava, magma and fire-themed chests.[7][8][9][10]

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]

Group two

A second prerequisite quest unlocks a smaller set of relics.[3]

Group three

The third prerequisite quest opens the last and smallest group.[3]

Tip: None of the relic quests depend on each other, so there's no set order inside a group. Tick off relics as you find them and the quest book will keep track.[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]

The second branch

A different prerequisite unlocks this group. Again, the quests in it don't depend on each other:[3]

The third branch

The last group sits behind its own prerequisite:[3]

Tip: The quests in each branch are independent, so you don't need to hunt relics in a set order. Check off whichever ones you find first.[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?

4 parts

Relics keeps one JSON file per relic in config/relics. Each file covers how the relic levels up, how each of its abilities scales, and a drop chance for each chest type. The values below are exactly what this pack sets.[7][8][9]

Leveling costs and caps

Ability unlocks

  • Most abilities are open from the start (required level 0, cost 1 point), but a few are gated.[7][9][11]
  • Holy Locket: ability.abilities.blessing.requiredLevel = 10, with a max level of 5 and a cost of 2 points. Repentance needs relic level 5.[18]
  • Bastion Ring: the trade ability needs relic level 5 and costs 2 points. Its rolls stat starts between 0 and 1 and gains 1 per upgrade.[8]
  • Ice Skates (ram), Infinity Ham (infusion) and Jellyfish Necklace (paralysis) each need relic level 5 for that ability.[16][20][21]
  • The slots ability costs 2 points on the Drowned Belt, Hunter Belt and Leather Belt, and each upgrade adds 1 charm slot. The starting range is 0 to 2 on the Drowned Belt, 1 to 2 on the Hunter Belt and 1 to 3 on the Leather Belt.[12][15][17]
  • These abilities have their max level set to 0: ability.abilities.compass.maxLevel (Bastion Ring compass), ability.abilities.neutrality.maxLevel (Ender's Hand neutrality) and ability.abilities.unsinkable.maxLevel (Jellyfish Necklace unsinkable).[8][14][21]
  • Magic Mirror options live in config/relics/magic_mirror.json. Its teleport ability has max level 10, required level 0 and a cost of 1 point.[22]

Ability scaling examples

  • Chorus Inhibitor blink: distance starts between 16 and 32 and grows by 0.2 per upgrade (MULTIPLY_BASE). Cooldown starts between 5 and 10 and changes by -0.5 per upgrade (ADD).[11]
  • Elytra Booster boost: capacity starts between 50 and 100 (+0.25 per upgrade, MULTIPLY_BASE) and speed between 1.1 and 1.5 (+0.1 per upgrade, MULTIPLY_BASE).[13]
  • Ender's Hand swap: distance starts between 16 and 32 and grows by 0.15 per upgrade (MULTIPLY_BASE).[14]
  • Drowned Belt riptide: the file lists the minimum initial cooldown as 10 and the maximum as 5, with -0.5 per upgrade (ADD). The anchor's sinking and slowness stats are listed the same way round, with the minimum above the maximum.[12]

Loot drop chances

Every loot entry in these files is set to 0.025. Here is where each group of relics can drop.[7][8][18]

  • Amphibian Boot, Aqua Walker, Drowned Belt and Jellyfish Necklace: buried treasure plus ocean, river and ship chests, each at 0.025.[7][9][12][21]
  • Hunter Belt, Infinity Ham and Leather Belt: village chests, at 0.025.[15][16][17]
  • Ice Breaker and Ice Skates: igloo chests, the village fletcher chest and other cold-biome chests, each at 0.025.[19][20]
  • Holy Locket: desert, sand and pyramid chests, at 0.025.[18]
  • Bastion Ring: bastion and piglin chests at 0.025. Blazing Flask uses those too, plus the ruined portal chest and other Nether chests, all at 0.025.[8][10]
  • Chorus Inhibitor, Elytra Booster and Ender's Hand: End chests, at 0.025.[11][13][14]

Unverified The files only list the values and don't say which ones the pack changed from the mod's defaults, or what a max level of 0 does in practice. Compare against the mod's own default configs if you want to see the differences.

Sources

  1. Relics project page (modrinth) · official mod data
  2. All the Mods 10 4.5 mod list · pack file
  3. All the Mods 10 4.5 quests: "relics" · pack file
  4. All the Mods 10 2.37 quests: "relics" · pack file
  5. relics tooltips and descriptions (English lang file) · official mod data
  6. relics tooltips and descriptions (English lang file) · official mod data
  7. All the Mods 10 0.51 config: config/relics/amphibian_boot.json · pack file
  8. All the Mods 10 0.51 config: config/relics/bastion_ring.json · pack file
  9. All the Mods 10 0.51 config: config/relics/aqua_walker.json · pack file
  10. All the Mods 10 0.51 config: config/relics/blazing_flask.json · pack file
  11. All the Mods 10 0.51 config: config/relics/chorus_inhibitor.json · pack file
  12. All the Mods 10 0.51 config: config/relics/drowned_belt.json · pack file
  13. All the Mods 10 0.51 config: config/relics/elytra_booster.json · pack file
  14. All the Mods 10 0.51 config: config/relics/enders_hand.json · pack file
  15. All the Mods 10 0.51 config: config/relics/hunter_belt.json · pack file
  16. All the Mods 10 0.51 config: config/relics/infinity_ham.json · pack file
  17. All the Mods 10 0.51 config: config/relics/leather_belt.json · pack file
  18. All the Mods 10 0.51 config: config/relics/holy_locket.json · pack file
  19. All the Mods 10 0.51 config: config/relics/ice_breaker.json · pack file
  20. All the Mods 10 0.51 config: config/relics/ice_skates.json · pack file
  21. All the Mods 10 0.51 config: config/relics/jellyfish_necklace.json · pack file
  22. All the Mods 10 0.51 config: config/relics/magic_mirror.json · pack file
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 · 0.32 to 0.50

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