Relics guide for All the Mods 10 2.38 to 4.5

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Relics guide for All the Mods 10

Written for All the Mods 10 4.5 · also fits 2.38 to 4.4 · updated Oct 17, 2026

Last verified for All the Mods 10 v4.5 on Oct 17, 2026 · text last changed Oct 17, 2026

A newer release (8.3) is out Guide for the current version

Sections
7
Items named
25
Quests covered
25

6 sections are written for this pack; 1 is shared from another pack's guide.

Every recipe and number here was checked against All the Mods 10 4.5's own files.

What is Relics?

1 part

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?

2 parts

Relics adds items with their own unique mechanics. Each one has abilities, levels up as you use it and rolls random stats, so two copies of the same relic can turn out quite different. Relics can also be combined with each other and with other mods, so it's worth collecting more than one.[1][4]

Unverified No crafting recipes for relic items were found in this pack's data, so there's nothing to craft to get started. How you actually get relics in this pack (for example from loot) could not be confirmed.

Use the quest chapter as your checklist

The pack has a Relics quest chapter. Every quest in it asks you to get one specific relic, so the chapter works as a handy collection checklist. The quests are split into three groups, and each group unlocks after a different prerequisite quest.[3]

How relics grow

Relics earn experience from what you do with them, and each one levels in its own way. For example, the relics:bastion_ring gives 1/5/10 experience points for each Zombified Piglin / Piglin / Piglin Brute you kill. The relics:enders_hand gains experience each time you use its End Transposition swap. It pays to equip the relic that fits what you're already doing.[3][4]

Read each relic's tooltip before you commit to it. Some abilities have trade-offs: the relics:aqua_walker lets you walk on water only for a while before the boots start sinking and pull you under, and the relics:drowned_belt slows your swimming while making you sink faster.[3][4]

Watch out: You can only work with a relic from your main inventory. If it's sitting in another inventory, move it into your own main inventory and try again.[4]

How does Relics work?

5 parts

Same as in the All the Mods 10 6.1 guide

Relics doesn't work like a tech mod. There are no machines to build or pipes to route. Instead, it adds wearable and usable items with their own unique mechanics. The core systems you'll interact with are random stats, a leveling system driven by how you use each relic, active abilities, and ways to improve and customize your relics over time.[1]

Random stats: no two relics are alike

Relics use an MMO-like system of random stats, so two copies of the same relic can roll differently. That's why you'll want to hunt for the best version of a relic, or rework one yourself using the mod's improvement and customization systems.[1]

Because the values are tied to your specific relic, the ability descriptions use placeholders for things like percentages, ranges, cooldowns and durations. Always check the tooltip on the relic you're holding for its exact numbers.[1][4]

The developers also say the mod's balance adjusts automatically to the modpack it's in. The goal is for relics to fit both vanilla-like packs and packs where health and damage run into the thousands.[1]

Leveling: relics grow by being used

Each relic has its own leveling system, and it earns experience by doing the thing it's built for. Each relic has its own experience sources, so playing to a relic's strengths is how you level it up.[1][4]

  • The ice skates earn +1 experience point for each second of acceleration from their Skating ability.[4]
  • The ice breaker earns +1 experience point for every 3 blocks you fall before triggering its Earthquake ability.[4]
  • The bastion ring earns +1/5/10 experience for each Zombified Piglin / Piglin / Piglin Brute you kill, plus +1 for each bonus trade from its Respect ability.[4]
  • The chorus inhibitor earns +1 experience point for every 10 blocks of distance to the teleport point from its Teleportation Control ability.[4]
  • The elytra booster earns +1 experience point for every 10 seconds of burn time in the fuel you put into its internal buffer.[4]
  • The hunter belt earns +1 experience point for each attack your pet makes.[4]

Experience Spreading and support relics

Some relics can level up passively through Experience Spreading. Whenever any relic in your inventory gains experience, from any source, a percentage of that experience also goes to the relic with this leveling source. It's a handy way to catch up relics you don't use actively.[4]

The leather belt works in a similar way: it earns +1 experience point for each experience point your equipped charms gain.[4]

Belts also expand your gear. The leather belt, hunter belt and drowned belt each add extra amulet equipment slots, so you can wear more relics at once. The mod is built around combining relics with each other, and with other mods, to unlock their full potential.[1][4]

Active abilities

Beyond passive effects, Relics has a progressive active ability system that rewards good timing and micro-control. Some abilities have conditions you need to meet first. For example, the ender's hand swap only works while you're looking at a target within range.[1][4]

  • The ice breaker's Impact ability builds up if you keep using it while falling until you land. On landing it releases a shockwave that damages and knocks back nearby targets, and the shockwave is stronger the farther you fell.[4]
  • The holy locket's Faith ability has 2 toggleable modes. Red Holiness mode steals part of the healing from visible entities nearby and gives it to you. Blue Unholiness mode deals damage to nearby visible entities based on the healing you receive.[4]
  • The blazing flask's Bonfire ability, used on a block, creates a restricted flight zone. The zone's size depends on how much fire is around the center, and no zone forms if there's no fire at all.[4]

Relics that manage their own resources

A few relics keep an internal resource you have to manage. You refuel the elytra booster by using any combustible fuel that works in a furnace on the relic in your inventory, which fills its internal buffer. Activating the boost while flying with an elytra then burns that fuel to gradually raise your speed.[4]

The infinity ham regenerates up to 6 edible chunks over time, and eating it automatically uses as many chunks as you need. You can marinate it by left-clicking it with a potion in your inventory, so eating it also gives you those effects. A water bottle clears the last effects you applied.[4]

The aqua walker lets you walk on water, but only for a limited time. After that the boots start sinking and pull you under. To dry them, you need to stay away from water blocks.[4]

Watch out: If you try to work with or research a relic and get an error saying it isn't possible in that inventory, move the relic into your main player inventory and try again.[4]

Unverified The sources don't explain how you obtain relics in All the Mods 10, or the exact steps for rerolling, improving or customizing them. Check in game or ask in the pack's community for those details.

How do you progress through Relics?

3 parts

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

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

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.

What changed in Relics between versions?

1 part

All the Mods 10 4.5 ships Relics 0.10.7.5. The mod has been in the pack since 2.2 or earlier. The pack changelogs I have only record version bumps, so here is how the mod's version moved from release to release.[2]

Relics updates by pack release

  • Pack 2.26: Relics went from 0.10.2 to 0.10.3.[5]
  • Pack 2.29: Relics went from 0.10.3 to 0.10.3.2.[6]
  • Pack 2.31: Relics went from 0.10.3.2 to 0.10.4.[7]
  • Pack 2.32: Relics went from 0.10.4 to 0.10.5.[8]
  • Pack 2.36: Relics went from 0.10.5 to 0.10.5.2.[9]
  • Pack 2.37: Relics went from 0.10.5.2 to 0.10.5.3.[10]
  • Pack 2.38: Relics went from 0.10.5.3 to 0.10.5.4.[11]
  • Pack 2.39: Relics went from 0.10.5.4 to 0.10.6.0.[12]
  • Pack 2.40: Relics went from 0.10.6.0 to 0.10.7.2.[13]
  • Pack 2.42: Relics went from 0.10.7.2 to 0.10.7.3.[14]
  • Pack 2.43: Relics went from 0.10.7.3 to 0.10.7.4.[15]
  • Pack 2.47: Relics went from 0.10.7.4 to 0.10.7.5, the version 4.5 still uses.[2][16]

Unverified The changelogs don't say what changed inside any of these Relics updates, such as new relics, balance tweaks or fixes. There are also no stored changelogs for the jars the pack ships, so I can't say what changed in gameplay. Check the mod's own release notes before assuming a specific change.

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. relics tooltips and descriptions (English lang file) · official mod data
  5. All the Mods 10 changelog (All the Mods 10 2.26) · changelog
  6. All the Mods 10 changelog (All the Mods 10 2.29) · changelog
  7. All the Mods 10 changelog (All the Mods 10 2.31) · changelog
  8. All the Mods 10 changelog (All the Mods 10 2.32) · changelog
  9. All the Mods 10 changelog (All the Mods 10 2.36) · changelog
  10. All the Mods 10 changelog (All the Mods 10 2.37) · changelog
  11. All the Mods 10 changelog (All the Mods 10 2.38) · changelog
  12. All the Mods 10 changelog (All the Mods 10 2.39) · changelog
  13. All the Mods 10 changelog (All the Mods 10 2.40) · changelog
  14. All the Mods 10 changelog (All the Mods 10 2.42) · changelog
  15. All the Mods 10 changelog (All the Mods 10 2.43) · changelog
  16. All the Mods 10 changelog (All the Mods 10 2.47) · 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 · 0.52 to 2.37 · 0.51 · 0.32 to 0.50

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