Relics guide for All the Mods 10 0.52 to 2.37
Relics guide for All the Mods 10
Last verified for All the Mods 10 v2.37 on Oct 17, 2026 · text last changed Sep 20, 2026
A newer release (8.3) is out Guide for the current version
- Sections
- 7
- Items named
- 25
- Quests covered
- 25
3 sections are written for this pack; 4 are shared from another pack's guide.
Every recipe and number here was checked against All the Mods 10 2.37'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
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?
6 parts
Don't go looking for machines, multiblocks, power or pipes here! Relics is all about individual items with their own unique mechanics. The depth comes from three systems that stack on top of each other: a leveling system, random stats, and a progressive active ability system. Every relic gets better the more you use it, and no two relics roll quite the same.[1]
The mod is also designed to sit alongside lots of other mods. Its balance adjusts itself to the modpack, so relics stay relevant whether a pack is vanilla-like or one where health and damage numbers climb into the thousands.[1]
Leveling: relics learn by doing
Each relic earns experience from doing its own job, not from generic combat or mining. Every relic's tooltip explains its leveling source, so check it to see what you should be doing to level it. A few examples show how varied these are:[1][5]
- The amphibian boots give +1 experience point for each second of acceleration from their swimming and rain-slipping abilities.[5]
- The arrow quiver gives +1 experience point for every 10 blocks of distance to the target you hit.[5]
- The bastion ring gives +1, 5 or 10 experience points for killing a Zombified Piglin, Piglin or Piglin Brute respectively, plus +1 for each bonus trade from its trading ability.[5]
- The horse flute gives +1 experience point for every 25 blocks travelled by a horse summoned through its stall ability.[5]
- The ice breaker gives +1 experience point for every 3 blocks you fall before triggering its shockwave ability.[5]
- The elytra booster gives +1 experience point for every 10 seconds of burn time in the fuel you load into it.[5]
Random stats and customization
Relics use an MMO-style random stat system, so two copies of the same relic can differ. The mod lets you hunt for the best rolls or work to improve and customize the ones you have. That makes for a huge number of possible relic sets.[1]
Stats show up per ability in the tooltip. Examples include the amphibian boots' chance of activation for their gills ability, the speed multiplier per second on the ice skates, the knockback resistance on the ice breaker, and the fire detection radius on the blazing flask.[5]
Active abilities and their conditions
Many abilities are active: you trigger them yourself, and timing matters. Some only work under specific conditions, which the tooltip lists. The arrow quiver's leap needs you to be looking at the block underfoot. Its arrow rain needs arrows in the quiver. The ender's hand swap needs you to be looking at a target.[1][5]
Several abilities scale with how long or how far you commit to them. The ice skates speed you up the longer you slide on ice, and their ram deals damage based on how long you've been skating. The ice breaker's landing shockwave gets stronger the farther you fell. The amphibian boots' swimming boost grows with how long you keep swimming.[5]
Internal storage and fuel buffers
Some relics carry their own internal inventory, and they have special click controls. Knowing these is key to actually using them:[5]
- Arrow quiver: left-click it in your inventory while holding arrows to store them, and right-click it to take back the last stack you put in. When you shoot, it uses arrows from this storage first. Its arrow rain summons homing arrows from the storage without consuming them, and only one rain area can exist at a time.[5]
- Elytra booster: use any combustible fuel on it in your inventory to fill its internal buffer. Triggering the ability while flying with an elytra rushes you forward and burns fuel from that buffer.[5]
- Horse flute: use it on a horse to store the animal inside, and use it again to release it. A stored horse slowly regains health. If a summoned horse gets more than 16 blocks away from you, it goes back into the flute on its own.[5]
- Infinity ham: left-click it with a potion in your inventory to infuse potion effects. Each time you eat from it, you get those effects for a duration based on the hunger restored. A water bottle clears the last effects you applied. It can also be used as a melee weapon, but attacking uses up all its chunks.[5]
Relic slots
You can only wear a limited number of relics at once. Some belts raise that cap: both the drowned belt and the hunter belt have an ability that increases the maximum number of slots for equipping relics. That makes a belt a good early pick if you want to run bigger combinations.[5]
Mob interactions worth knowing
A few relics change how mobs treat you, which opens up safer exploring and farming. The bastion ring makes piglins neutral, and the nearest piglin points you toward a nearby bastion. Each piglin trade also gets repeated 50% chances at an extra result. The ender's hand makes endermen neutral to you.[5]
Unverified This pack has no config files for Relics, and there's no in-game guidebook, so exact per-level stat ranges, experience needed per level, keybinds for active abilities, and the base number of relic slots can't be confirmed here. Check the in-game tooltips for the values on your own relics.
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.
What changed in Relics between versions?
1 part
In All the Mods 10 2.37, you're running Relics 0.10.5.3, shipped as the file relics-1.21.1-0.10.5.3.jar. Relics has been part of the pack for a long time: it was first included in All the Mods 10 1.9 or earlier.[6]
Updates across pack releases
Here's how the Relics version has moved through recent All the Mods 10 releases, newest first. The pack changelogs record these updates as version bumps only, without describing what changed.[7][8][9][10][11][12]
- All the Mods 10 2.37: Relics updated from 0.10.5.2 to 0.10.5.3.[7]
- All the Mods 10 2.36: Relics updated from 0.10.5 to 0.10.5.2.[8]
- All the Mods 10 2.32: Relics updated from 0.10.4 to 0.10.5.[9]
- All the Mods 10 2.31: Relics updated from 0.10.3.2 to 0.10.4.[10]
- All the Mods 10 2.29: Relics updated from 0.10.3 to 0.10.3.2.[11]
- All the Mods 10 2.26: Relics updated from 0.10.2 to 0.10.3.[12]
Unverified The specific changes, fixes or balance tweaks in each of these Relics updates can't be confirmed here, because the mod's own changelogs for these versions weren't available. If a relic behaves differently than you remember from an older pack version, check the mod's changelog for the version you're on.
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
- All the Mods 10 2.37 mod list · pack file
- All the Mods 10 changelog (All the Mods 10 2.37) · changelog
- All the Mods 10 changelog (All the Mods 10 2.36) · changelog
- All the Mods 10 changelog (All the Mods 10 2.32) · changelog
- All the Mods 10 changelog (All the Mods 10 2.31) · changelog
- All the Mods 10 changelog (All the Mods 10 2.29) · changelog
- All the Mods 10 changelog (All the Mods 10 2.26) · changelog
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 · 0.51 · 0.32 to 0.50