Relics guide for All the Mods 10 4.6 to 6.1

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What is Relics?

2 parts

Relics adds dozens of unique items, each with its own set of mechanics. The developers built it knowing it would sit in modpacks alongside many other mods, so its balance adjusts automatically to the pack. That works whether the pack is vanilla-like or one where health and damage run into the thousands.[1]

The mod page advertises 28 relics in total. Relics level up, and each copy rolls random stats in an MMO-style system, so no two are quite the same. You can also improve and customize your relics, and many have active abilities that you trigger yourself.[1]

All the Mods 10 6.1 ships Relics version 0.10.7.8. The mod has been in the pack since version 2.25 or earlier.[2]

Who it's for

Relics is great if you like exploring and finding gear that keeps getting better. In this pack's quests, relics are found in structures around the world. Many of them get stronger through upgrades in the Research Window. For example, you can upgrade the range of the relics:chorus_inhibitor and the size of the flight circle from the relics:blazing_flask.[3]

Where it fits in progression

The pack has its own Relics quest chapter. Its quests unlock after you reach the Overworld, the Nether or the End, depending on where each relic is found.[3]

  • Overworld: Shipwrecks and Ocean Ruins hold the Jellyfish Necklace, relics:amphibian_boot and relics:aqua_walker. Villages in Taigas or Snowy Taigas hold the relics:wool_mitten, relics:ice_skates and relics:ice_breaker. The relics:hunter_belt turns up in Butcher's Huts of any village.[3]
  • The Nether: Ruined Portals, Nether Fortresses and Bastions hold the relics:space_dissector, relics:bastion_ring, relics:blazing_flask and relics:reflection_necklace.[3]
  • The End: End Cities and End Ships hold the relics:chorus_inhibitor and the relics:elytra_booster.[3]
Tip: Relics has no guidebook because the developer chose not to add one. Use the quest chapter to learn what each relic does instead. For example, "Jellyfish Necklace" quest explains all three abilities of the Jellyfish Necklace.[1][3]

How do you get started with Relics?

4 parts

Here's the big thing to know about Relics in this pack: you don't craft your first relics, you go out and find them. Every quest in the Relics chapter shows you where a relic turns up, and each one unlocks after you reach a dimension (the Overworld, the Nether or the End). That gives you a natural order: Overworld relics first, Nether relics next, End relics last.[3]

Step 1: Loot the Overworld

You can start hunting as soon as you spawn. Each structure type has its own set of relics, so pick the ones that sound useful and go explore.[3]

  • Mineshafts or Strongholds: relics:magic_mirror, relics:leather_belt, relics:roller_skates and relics:midnight_robe.[3]
  • Villages: relics:holy_locket shows up in all Villages, relics:hunter_belt in Butcher's Huts, and relics:infinity_ham in Villages or Outposts.[3]
  • Villages in Taigas or Snowy Taigas: relics:wool_mitten, relics:ice_skates and relics:ice_breaker.[3]
  • Shipwrecks and Ocean Ruins: Jellyfish Necklace, relics:amphibian_boot, relics:aqua_walker and relics:drowned_belt.[3]
  • Jungle Pyramids: relics:spore_sack.[3]

Great first picks and why

  • relics:magic_mirror ("Magic Mirror" quest): right click it on a Bed to link it, then hold right click to teleport back to that bed. It's a lifesaver when you're exploring far from home.[3]
  • relics:infinity_ham ("Infinity Ham" quest): an infinite food source. Eat all the meat and it regenerates after some time. You can also marinate it in potions to get that effect each time you eat, but you lose the effect if you eat all the meat.[3]
  • relics:leather_belt ("Leather Belt" quest): it holds Talismans. The relics:hunter_belt and relics:drowned_belt hold Talismans too and add extra abilities on top.[3]
  • relics:roller_skates ("Roller Skates" quest): lets you accelerate while running on any block. Heads up, they make you much more slippery.[3]
  • relics:aqua_walker ("Aqua Walkers" quest): walk on water, and hold Shift to sink in and swim. You can only stay on the surface for a certain period, then the boots start sinking until they dry off away from water.[3][4]

Step 2: The Nether

Once you reach the Nether, check Ruined Portals, Nether Fortresses and Bastions. That's where the relics:bastion_ring, relics:blazing_flask, relics:magma_walker, relics:rage_glove, relics:reflection_necklace and relics:space_dissector are found. Try to grab the Bastion Ring early: it makes Piglins neutral to you, and the nearest Piglin points you toward a Bastion.[3][4]

Step 3: The End

End Cities and End Ships hold the relics:elytra_booster, relics:chorus_inhibitor, relics:enders_hand and relics:shadow_glaive. If you fly with an Elytra, the Elytra Booster (a quest in "Relics") is a great find. It runs on any furnace fuel instead of rockets.[3]

Tip: Many relic abilities can be upgraded in the Research Window. If research won't work, move the relic into your main inventory and try again.[3][4]

Unverified The sources don't give exact loot chances for each structure, so it could take several structures before you find the relic you're after.

How does Relics work?

5 parts

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?

4 parts

In this pack, Relics progression follows where you explore rather than what you craft. The Relics quest chapter splits the relics into three tiers, one per dimension: each quest unlocks after the Overworld, The Nether or The End quest. The only task in each quest is to get the relic itself, and the quest text tells you which structures to loot for it. So the real progression path is: explore Overworld structures first, push into the Nether, then raid the End.[3]

Tier 1: Overworld relics

This is the biggest tier, and every quest here opens up once you've done the Overworld quest. Group them by structure so you can grab several relics on one trip.[3]

Tip: Get a belt early. The Leather Belt, Hunter's Belt and Drowned Belt all hold Talismans. The Hunter's Belt can be upgraded to hold more, and the Drowned Belt adds water-combat abilities on top.[3]
Tip: The Magic Mirror is a big quality-of-life pickup for exploring. Right-click a Bed with it, and after that holding right-click teleports you back to that bed.[3]

Tier 2: Nether relics

After the Nether quest, the next set of relics unlocks. All of them come from the same places: Ruined Portals, Nether Fortresses and Bastions. That makes this tier easy to farm in one go.[3]

Watch out: The Magma Walkers only let you walk on Lava for a limited period, and that has a cooldown. Once the period is over, the boots overheat and damage you, so don't plan long lava crossings with them.[3]

Tier 3: End relics

The final tier opens after The End quest. Every relic here is found in End Cities and End Ships.[3]

  • relics:elytra_booster (a quest in "Relics"): wear it with an Elytra and fuel it with any Furnace Fuel. It replaces Rockets for boosting.[3]
  • relics:chorus_inhibitor ("Chorus Inhibitor" quest): teleports you to the block you're looking at if it's in range.[3]
  • relics:enders_hand ("Ender Hand" quest): Endermen don't get angry when you look at them, and you can swap places with a mob you're looking at.[3]
  • relics:shadow_glaive ("Shadow Glaive" quest): a thrown glaive that bounces between mobs, plus a giant saw attack that uses all its charges.[3]

Levelling up your relics

Finding a relic is only the start. Many relics can be upgraded, and the quests point to the Research Window for upgrades like the Chorus Inhibitor's range and the Blazing Flask's circle size. Some abilities only appear after upgrading: the Ice Skates, for example, gain a second ability that damages mobs you run into.[3]

Unverified The quest chapter doesn't list exact loot chances, upgrade costs or quest rewards for these relics, so check them in-game.

How does Relics work with other mods?

Relics is a pretty self-contained mod in this pack. Its quest chapter is all about hunting relics down in vanilla structures like Shipwrecks, Ocean Ruins, Villages, Nether Fortresses, Bastions and End Cities. The quest tasks ask for Relics items such as the Jellyfish Necklace, the relics:bastion_ring and the relics:enders_hand, not items from other mods.[3]

The mod's authors do say that each relic can reach its full potential alone, combined with other relics, or even combined with other mods. They also designed it to fit into big modpacks: the mod balance adjusts automatically to the pack, so relics stay useful whether a pack is close to vanilla or has health and damage numbers in the thousands.[1]

The clearest link to the wider pack is the relics:elytra_booster. You wear it together with an Elytra and fuel it with any furnace fuel, such as Coal, Lava, Logs or Dried Kelp Blocks. Then you press Left Alt while flying to accelerate. Its quest, a quest in "Relics", pitches it as a cheaper, eco-friendly alternative to rockets.[3]

Unverified Whether furnace fuels added by other mods in this pack also work in the Elytra Booster has not been confirmed.

Which All the Mods 10 quests use Relics?

3 parts

Relics has its own quest chapter, simply called Relics. Every quest works the same way: its only task is to get one specific relic into your inventory. Nothing here is crafted. Each quest tells you which structures that relic is found in, so you're really going on a loot hunt.[3]

The chapter is split into three groups, each unlocked after a dimension step: Overworld, then The Nether, then The End. Within each group, every quest hangs directly off that step rather than off another relic. That means you can grab the relics in any order you like once their dimension is open. The quest text for each one is also a handy rundown of what the relic's abilities do.[3]

Overworld relics

This is the biggest group, and it's sorted by where you go looking.[3]

Nether relics

Once The Nether is open, six more quests become available. All of them point you to Ruined Portals, Nether Fortresses and Bastions.[3]

Tip: Try to get the relics:bastion_ring early in your Nether trip. While you wear it, Piglins stay neutral toward you, just like when you wear Gold. That makes hunting through Bastions for the other relics a lot calmer. It won't let you loot their chests freely, though.[3]

End relics

The last group opens after The End. All four of these relics are found in End Cities and End Ships.[3]

What changed in Relics between versions?

1 part

Relics has been part of All the Mods 10 since pack version 2.2 or earlier. In 6.1 you're running Relics 0.10.7.8.[2]

The pack has updated Relics many times over its life. The earliest update in the pack changelogs came in 2.26, which moved Relics from 0.10.2 to 0.10.3. Here's each update the pack changelogs record, oldest first.[5]

Updates by pack version

  • All the Mods 10 2.26: Relics 0.10.2 → 0.10.3.[5]
  • All the Mods 10 2.29: Relics 0.10.3 → 0.10.3.2.[6]
  • All the Mods 10 2.31: Relics 0.10.3.2 → 0.10.4.[7]
  • All the Mods 10 2.32: Relics 0.10.4 → 0.10.5.[8]
  • All the Mods 10 2.36: Relics 0.10.5 → 0.10.5.2.[9]
  • All the Mods 10 2.37: Relics 0.10.5.2 → 0.10.5.3.[10]
  • All the Mods 10 2.38: Relics 0.10.5.3 → 0.10.5.4.[11]
  • All the Mods 10 2.39: Relics 0.10.5.4 → 0.10.6.0.[12]
  • All the Mods 10 2.40: Relics 0.10.6.0 → 0.10.7.2.[13]
  • All the Mods 10 2.42: Relics 0.10.7.2 → 0.10.7.3.[14]
  • All the Mods 10 2.43: Relics 0.10.7.3 → 0.10.7.4.[15]
  • All the Mods 10 2.47: Relics 0.10.7.4 → 0.10.7.5.[16]
  • All the Mods 10 4.6: Relics 0.10.7.5 → 0.10.7.6.[17]
  • All the Mods 10 4.7: Relics went back from 0.10.7.6 to 0.10.7.5.[18]
  • All the Mods 10 5.5: Relics 0.10.7.5 → 0.10.7.7.[19]
  • All the Mods 10 6.0: Relics 0.10.7.7 → 0.10.7.8.[20]
Tip: Heads up on the one step backwards: pack version 4.6 moved Relics up to 0.10.7.6, and 4.7 rolled it back to 0.10.7.5. After that, the pack skipped 0.10.7.6 and went straight to 0.10.7.7 in 5.5.[17][18][19]

The latest Relics update came in 6.0, which moved to 0.10.7.8. That's the same version 6.1 ships with.[2][20]

Unverified The pack changelogs only list version numbers. They don't say what each Relics update changed, such as new relics, balance tweaks or bug fixes. They also don't say why the pack rolled back to an older version. The mod's own changelogs weren't available, so those details can't be confirmed here.

Sources

  1. Relics project page (modrinth) · official mod data
  2. All the Mods 10 6.1 mod list · pack file
  3. All the Mods 10 6.1 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
  17. All the Mods 10 changelog (All the Mods 10 4.6) · changelog
  18. All the Mods 10 changelog (All the Mods 10 4.7) · changelog
  19. All the Mods 10 changelog (All the Mods 10 5.5) · changelog
  20. All the Mods 10 changelog (All the Mods 10 6.0) · 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 Sep 20, 2026.

Guides for other versions: 6.3 to 8.3 · 6.2 to 6.2.1 · 2.38 to 4.5 · 0.52 to 2.37 · 0.51 · 0.32 to 0.50

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