Relics guide for All the Mods 10 6.2 to 6.2.1

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What is Relics?

1 part

Relics adds dozens of unique items, called relics, and each one comes with its own complex mechanics. A relic is useful on its own, but the real fun starts when you combine several relics, or pair them with other mods.[1]

The mod is built for long-term play. It uses a leveling system and random stats, so two copies of the same relic can turn out differently. You can improve and customize your relics to build your own combos, and there's an active ability system that rewards good micro-control. The mod's balance adjusts itself to the modpack it's in, so it fits packs where health and damage numbers reach the thousands.[1]

All the Mods 10 6.2.1 ships Relics 0.11.9, and the mod has been in the pack since version 2.25 or earlier.[2]

Where it fits in the pack

You find relics as loot in structures across all three dimensions, and the pack's Relics quest chapter follows that order. In the Overworld, you can grab the Jellyfish Necklace from Shipwrecks and Ocean Ruins, or look for relics in villages in Taigas or Snowy Taigas. Once you reach The Nether, check Ruined Portals, Nether Fortresses and Bastions. End Cities and End Ships hold the late-game relics.[3]

Many relics have several abilities, and some unlock only after you upgrade the relic. The quests point you to the Research Window for upgrades like range and area size.[3]

Tip: Relics has no guidebook, and the developer doesn't plan to add one. In this pack, the Relics quest chapter explains what each relic's abilities do, so read the quest text when you pick up a new one.[1][3]

How do you get started with Relics?

3 parts

Here's the big thing to know about Relics: you don't craft your relics, you find them. In this pack, the only Relics recipes are the three ways to cook a meatball. Every relic in the Relics quest chapter is tied to a place where it's found, so getting started really means knowing where to explore first.[3][4]

First stop: loot the Overworld

The quest chapter unlocks relics in three waves: Overworld, then The Nether, then The End. Start with the Overworld relics. You can reach them straight away, and several of them solve early-game problems.[3]

Tip: Several relic abilities are triggered with Left Alt. The quest descriptions use it for things like the Ice Breakers' Earthquake and the Ender Hand's swap, so check each relic's quest to see how its abilities work.[3]

Next: level up your relics

Relics grow with you. Leveling an ability costs experience points and improves its attributes. If you hold the shown key while leveling, it keeps leveling up automatically until you run out of experience or upgrade points. You can also reroll an ability's attributes for better or worse values, or reset it to its minimum level to get your upgrade points back.[5]

Abilities also involve research. You move your cursor over fog to uncover hidden stars, then connect them into a constellation that matches the ability's icon. The quest text also mentions upgrading things like range in the Research Window.[3][5]

Watch out: You can't work on a relic while it's in another inventory. Move it into your main player inventory first, then try again.[5]

Bonus: meatballs

The Chef Hat relic has an ability that can drop a meatball when you kill a target. You can eat a Raw Meatball as it is, or cook it into a Cooked Meatball for more nourishment. At higher ranks, meatballs also restore health, and cooked ones restore twice as much.[5]

Cooked MeatballMod recipe

Smelting

Recipe id: relics:cooked_meatball_from_smelting_raw_meatball

Furnace

Cooked MeatballMod recipe

Smoking

Recipe id: relics:cooked_meatball_from_smoking_raw_meatball

Smoker

Cooked MeatballMod recipe

Campfire Cooking

Recipe id: relics:cooked_meatball_from_campfire_cooking_raw_meatball

Campfire

Unverified Where the Chef Hat is found in this pack, and the exact chance of finding each relic in a structure's loot, could not be confirmed.

How does Relics work?

5 parts

First things first: Relics isn't a tech mod. There are no machines, multiblocks, power networks or pipes. Each relic is an item with its own abilities, and the real depth comes from a leveling system and random stats. Because stats are rolled randomly, no two relics end up quite the same, and you decide what you want each one to become.[1]

The mod's own page describes an MMO-like system of random stats, upgrades and customization for your relics, and a progressive active ability system. It also says the mod's balance adjusts automatically to the modpack it's in, so relics are meant to stay relevant even in packs where health and damage numbers get huge.[1]

Abilities, experience and ranks

Every relic ability levels up through experience it earns from its own actions. Each ability lists its experience sources in its description. For example, the Chef Hat's meatball ability gives +1 experience for each meatball dropped, +1 for each meatball eaten, and +1 for each point of health meatballs restore.[5]

As an ability climbs in rank, it unlocks rank modifiers. The ability descriptions mark these with a "Starting from rank" condition. Rank modifiers are extra effects that change how the ability behaves, not just bigger numbers.[5]

Leveling, rerolling and resetting

You get three main ways to shape an ability, and each one costs experience points. The tooltip shows the cost along with how many relative levels that equals.[5]

  • Level up raises the ability's current level and improves its attributes. If you hold the indicated key while doing this, it keeps leveling automatically until you run out of experience or upgrade points. Once the ability hits its maximum level, it can't go any higher.[5]
  • Reroll randomly rerolls the ability's attributes, and the result can be better or worse. Holding the indicated key rerolls automatically until you reach the highest possible rarity or run out of experience points.[5]
  • Reset drops the ability back to its minimum level and refunds the upgrade points you spent. You can then put them somewhere else.[5]
Watch out: Be careful rerolling an ability that's already at maximum quality. At that point a reroll can only make it worse, so the mod makes you hold a key to confirm you understand the risk.[5]

Researching abilities

Research is a small star-map puzzle. The relic has to be in your main inventory while you do it. If it's in any other inventory, the mod tells you to move it there and try again.[5]

  1. Move your cursor over the fog on the left to uncover the ability icon underneath and find the hidden stars.[5]
  2. Use the ability icon as your guide to match the star pattern, then connect the stars to form a constellation.[5]
  3. Look for particles at star positions, which you can spot even through the fog. The number of dots circling a star tells you how many connections it needs.[5]

Example: Chef Hat and meatballs

The Chef Hat is a good example of how a relic's mechanics stack up. When you kill a target, there's a chance it drops a Raw Meatball. Raw meatballs have the same properties as raw beef, so you can eat them or cook them for better food.[5]

  • One rank modifier cooks dropped meatballs automatically, so they come out as Cooked Meatball.[5]
  • Another rank modifier makes meatballs restore health when eaten, and cooked meatballs restore twice as much.[5]
  • A third rank modifier makes meatballs 3 times faster to eat.[5]

If you don't have the auto-cook modifier yet, you can cook raw meatballs yourself. In this pack they work in a furnace, a smoker or on a campfire.[4]

Cooked MeatballMod recipe

Smelting

Recipe id: relics:cooked_meatball_from_smelting_raw_meatball

Furnace

Cooked MeatballMod recipe

Smoking

Recipe id: relics:cooked_meatball_from_smoking_raw_meatball

Smoker

Cooked MeatballMod recipe

Campfire Cooking

Recipe id: relics:cooked_meatball_from_campfire_cooking_raw_meatball

Campfire

Buffers, cooldowns and fluids

A few relics run on internal resources. The Chorus Staff's blink teleports you forward and uses 1 unit from an internal buffer. That buffer refills automatically over time, one unit at a time.[5]

The Clot of Time rewinds you along the path you just traveled for as long as you hold right-click. When the rewind ends, the ability goes on cooldown for as long as you used it without stopping, so long rewinds mean long waits.[5]

The Cut Glass Boot is the closest thing Relics has to fluid handling. Held in your hand, it works like a bucket that can store several different liquids. To switch the selected liquid, hold Shift and scroll. When you equip it, you can walk on any liquid stored in its buffer. Walking on liquid starts at half your normal speed, and you get faster the more of that same liquid type the boot holds.[5]

Unverified The sources don't cover automating relic abilities or meatball collection with other mods, and they don't give the exact chances, distances, capacities or cooldown lengths for relics in this pack. Check the in-game tooltips for those values.

How do you progress through Relics?

4 parts

Relics progression in this pack is about exploring, not crafting. The Relics quest chapter sorts every relic by the dimension you need to reach first, and each quest tells you which structures to search. Think of it as three tiers: Overworld, Nether and End. Each tier opens up as you reach that part of the game.[3]

Every relic quest has a single task: get the relic itself. Each quest is gated behind the Overworld, The Nether or The End quest. Once you've unlocked a tier, you can go hunting for everything in it.[3]

Overworld tier

This is the biggest tier. The trick is to group your searches by structure type, because each type holds a set of relics.[3]

Tip: Get a belt early. The Leather Belt, Hunter's Belt and Drowned Belt all hold Talismans, and the Hunter's Belt can be upgraded to hold more.[3]

Nether tier

Every Nether relic comes from the same pool of structures: Ruined Portals, Nether Fortresses and Bastions. That makes this tier easy to farm in one trip.[3]

End tier

The last tier opens after The End quest. All of its relics are found in End Cities and End Ships.[3]

  • The Elytra Booster quest (a quest in "Relics") replaces rockets. Wear it together with an Elytra and fuel it with any furnace fuel, then press Left Alt while flying to accelerate.[3]
  • The "Chorus Inhibitor" quest teleports you to the block you're looking at, if it's in range. The "Ender Hand" quest stops Endermen getting angry when you look at them, and lets you swap places with a mob.[3]
  • The "Shadow Glaive" quest is more of a weapon. It throws a glaive that bounces between mobs, and it can use all its charges at once to release a giant saw.[3]

Recipes and upgrades

Don't go looking for relic crafting recipes. The only Relics recipes in this pack cook Raw Meatball into Cooked Meatball, so every relic above has to be found in the world.[4]

Cooked MeatballMod recipe

Smelting

Recipe id: relics:cooked_meatball_from_smelting_raw_meatball

The same result also works in a smoker or on a campfire.

Once you have a relic, you make it stronger by upgrading its abilities. The quests point to the Research Window for things like Chorus Inhibitor range and Blazing Flask circle size.[3]

Unverified Several things aren't confirmed by the pack files used for this guide: where Raw Meatballs come from, how relics gain experience or levels, and what upgrades cost.

How does Relics work with other mods?

Relics mostly stands on its own in this pack. None of the pack's Relics quests ask for items from another mod. Every quest task is a single relic, like the Jellyfish Necklace in "Jellyfish Necklace" quest.[3]

The quest chapter treats relics as loot to hunt for in vanilla structures. You'll check Shipwrecks and Ocean Ruins, Taiga village houses, Nether Fortresses and Bastions, and End Cities and End Ships. So your relic collection grows as you explore the Overworld, the Nether and the End.[3]

The Relics authors say the mod is built for packs that contain many other mods. They say it automatically adjusts its balance to the pack, so it fits both vanilla-like packs and packs where health and damage reach the thousands. They also say each relic's full potential comes out when you combine it with other relics, or even with other mods.[1]

Unverified No specific interactions between Relics and other mods in this pack could be confirmed, so it's unverified which mods (if any) have special synergies with particular relics here.

Which All the Mods 10 quests use Relics?

3 parts

Relics has its own quest chapter in this pack, simply called Relics. Every quest in it asks for one thing: get your hands on a specific relic. None of them are crafted in the quests. Each quest tells you which structures to loot for that relic, so the chapter works as a treasure-hunting checklist.[3]

The chapter follows your progress through the dimensions. Most quests open after Overworld, the next group after The Nether, and the last group after The End. Each quest only lists that one prerequisite, so within a group you can finish them in whatever order the loot shows up.[3]

Overworld relics

Nether relics

Watch out: Magma Walkers let you walk on Magma Blocks without a cooldown, but lava walking is timed. Once the period runs out, the boots overheat and damage you, so don't stroll across a lava lake.[3]

End relics

Unverified There is also an untitled End quest, a quest in "Relics", that asks for an Elytra Booster. That item could not be confirmed to exist in this version of the pack, so this quest may not be completable.

Tip: Several relics can be upgraded. The Chorus Inhibitor and Blazing Flask quests both point you to the Research Window for this.[3]

What changed in Relics between versions?

1 part

All the Mods 10 6.2.1 ships Relics 0.11.9, in the file relics-1.21.1-0.11.9.jar. Relics has been in the pack since version 2.2 or earlier, so it's been along for most of the ride.[2]

The most recent update came in All the Mods 10 6.2, which moved Relics from 0.10.7.8 to 0.11.9. That's the version you're playing with in 6.2.1.[2][6]

Unverified The mod's own changelogs for these releases aren't available here, so what actually changed in Relics between versions, including the jump to 0.11.9, can't be confirmed. If you're coming back from an older pack version, check your relics in-game instead of relying on older guides or videos.

Tip: If you're tracing versions, note that the pack briefly rolled Relics back. Version 4.6 updated it from 0.10.7.5 to 0.10.7.6, then 4.7 went back from 0.10.7.6 to 0.10.7.5, and 5.5 later jumped from 0.10.7.5 straight to 0.10.7.7.[7][8][9]

Update timeline

  • All the Mods 10 6.2: Relics 0.10.7.8 to 0.11.9.[6]
  • All the Mods 10 6.0: Relics 0.10.7.7 to 0.10.7.8.[10]
  • All the Mods 10 5.5: Relics 0.10.7.5 to 0.10.7.7.[7]
  • All the Mods 10 4.7: Relics rolled back from 0.10.7.6 to 0.10.7.5.[8]
  • All the Mods 10 4.6: Relics 0.10.7.5 to 0.10.7.6.[9]
  • All the Mods 10 2.47: Relics 0.10.7.4 to 0.10.7.5.[11]
  • All the Mods 10 2.43: Relics 0.10.7.3 to 0.10.7.4.[12]
  • All the Mods 10 2.42: Relics 0.10.7.2 to 0.10.7.3.[13]
  • All the Mods 10 2.40: Relics 0.10.6.0 to 0.10.7.2.[14]
  • All the Mods 10 2.39: Relics 0.10.5.4 to 0.10.6.0.[15]
  • All the Mods 10 2.38: Relics 0.10.5.3 to 0.10.5.4.[16]
  • All the Mods 10 2.37: Relics 0.10.5.2 to 0.10.5.3.[17]
  • All the Mods 10 2.36: Relics 0.10.5 to 0.10.5.2.[18]
  • All the Mods 10 2.32: Relics 0.10.4 to 0.10.5.[19]
  • All the Mods 10 2.31: Relics 0.10.3.2 to 0.10.4.[20]
  • All the Mods 10 2.29: Relics 0.10.3 to 0.10.3.2.[21]
  • All the Mods 10 2.26: Relics 0.10.2 to 0.10.3.[22]

Sources

  1. Relics project page (modrinth) · official mod data
  2. All the Mods 10 6.2.1 mod list · pack file
  3. All the Mods 10 6.2.1 quests: "Relics" · pack file
  4. All the Mods 10 6.2.1 recipe dump: recipes making Relics items · pack recipe dump
  5. relics tooltips and descriptions (English lang file) · official mod data
  6. All the Mods 10 changelog (All the Mods 10 6.2) · changelog
  7. All the Mods 10 changelog (All the Mods 10 5.5) · changelog
  8. All the Mods 10 changelog (All the Mods 10 4.7) · changelog
  9. All the Mods 10 changelog (All the Mods 10 4.6) · changelog
  10. All the Mods 10 changelog (All the Mods 10 6.0) · changelog
  11. All the Mods 10 changelog (All the Mods 10 2.47) · changelog
  12. All the Mods 10 changelog (All the Mods 10 2.43) · changelog
  13. All the Mods 10 changelog (All the Mods 10 2.42) · changelog
  14. All the Mods 10 changelog (All the Mods 10 2.40) · changelog
  15. All the Mods 10 changelog (All the Mods 10 2.39) · changelog
  16. All the Mods 10 changelog (All the Mods 10 2.38) · changelog
  17. All the Mods 10 changelog (All the Mods 10 2.37) · changelog
  18. All the Mods 10 changelog (All the Mods 10 2.36) · changelog
  19. All the Mods 10 changelog (All the Mods 10 2.32) · changelog
  20. All the Mods 10 changelog (All the Mods 10 2.31) · changelog
  21. All the Mods 10 changelog (All the Mods 10 2.29) · changelog
  22. 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 Sep 20, 2026.

Guides for other versions: 6.3 to 8.3 · 4.6 to 6.1 · 2.38 to 4.5 · 0.52 to 2.37 · 0.51 · 0.32 to 0.50

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