Relics are picked during a run, one per dungeon level, and they last
only for that run — they are not gear and they do not change your character sheet.
Which pool you are offered depends on what you have equipped, so this is what a run can
offer while Melee weapon attack is in your loadout.
Upgrade paths
Take one of these again and it improves. The steps are in the order they
come.
Precise Strikes
ICritical strikes trigger a follow-up swing.
IIFollow-up swings always crit. -10% physical resistance for 2s.
IIIFollow-up swings have a 50% chance to chain into another swing.
Quicksilver
I+25% attack speed.
II+40% attack speed.
Rally Cry
ICritical strikes grant nearby allies +25% attack speed for 5s.
IIRally also grants allies +20% weapon damage for 5s.
IIILanding 3 crits within 15s empowers next rally: +50% weapon damage.
•Critical strikes grant +25% critical damage per stack (max +50%, 5s).
•+10% attack speed.
•+40% attack speed. -40% critical strike damage.
•+30% critical strike chance. -25% max HP.
•+20% cone breadth and +20% range.
•Converts damage to fire. → FIRE
Plan around them
The planner reads your loadout and ranks which of these pools your gear
actually supports — a relic that converts your damage type is worth very little if
none of your gear scales it.