The Power of Relics
The Stuff that Dreams are made of
If you’ve played the previous Might & Magic games, you know that feeling. You just completed a tough dungeon. You find a chest hidden in a secret room. You open it, heart full of hope. And inside, you find what you were looking for: a Relic.
Relics are unique and powerful items. In the previous games they were sometimes split in two categories: Relics and Artefacts. You might remember some of them from the old games: Aegis and Pellinore. Ghoulsbane and Iron Feather. The Mace of the Sun and the Scepter of Kings. Einherjar and Everstrike…
These powerful items are back in Might & Magic X Legacy, unified as a single category named simply Relics. Some are awarded by completing quests, other are found by killing bosses or hidden in the depths of the most dangerous dungeons. Relics don’t just have a unique name and icon; they also have a text description telling their story.
But there is something different about the Relics in Might & Magic X Legacy. The moment you find them, they are already powerful items. But they actually gain experience the longer you wear them, unlocking new bonuses, and revealing more of their lore.
An example of how Relics are displayed in-game. Please note that all values are WIP.
Here’s an extract from the Game Design Document describing Relics:
“In contrast to the ordinary generic items relics are unique.
Relics are assigned to a class, type and subtype but apart from that all their attributes can be individually designed and they can have more than two enchantments.
Relics also have a unique name and are not bound to the generic naming logic.
A relic can have different levels.While equipped the relic receives the same amount of XP their wielder is receiving.
When a relic reaches a new level its attributes are changing.Every level of a relic will be designed as a stand-alone item, that are referencing to their respective next level.
A pop-up notification will remind the player when a relic reaches a new level.”
Demon Kiss is the Crossbow Relic. It looks familiar…
The way Relics are handled in Legacy is somewhat inspired by the Dynasty Weapons of Might & Magic: Heroes VI, which shared a similar principle of gaining experience the more they were used. However our Relics don’t necessitate to be online to be equipped, and their powers are more subdued than those of the Dynasty Weapons. Also, they are not only weapons – in Legacy, every item type has its own Relic (except miscellaneous items like rings and amulets).
But truth be told, one of the major inspiration behind the Relics is a pen-and-paper roleplaying game named Earthdawn. In Earthdawn, major artefacts become stronger the more a character uncovers their past and secrets, allowing him to bind himself to the item. I always found that principle fascinating, although not easy to translate in a computer game. The mechanics of the Relics of Legacy are simpler, but descend from this great idea that the powers of the item are linked to its history.
Will and Resolve, a legendary pair of bracers.