Relics


28/04/2026
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There are eight relic tiers in this League; at the time of writing I have unlocked seven of them. In each tier you pick one of the available relics, so you end up with eight total by the end. The goal in having a coherant relic build is to have some "solve" for every skill/aspect of the game. Nobody wants to spend hours grinding out a skill in leagues, so you pick relics to cover your bases and speed up everything.

Some people have different goals, or don't mind some of the longer grinds, but personally I went in with the goal of maxing everything I can. Areas can help with this as well, with the XP multipliers some regular training methods are just super fast in leagues.

The available relics this league.


In this entry I will discuss each relic, which ones I picked, and why I picked them. At the end I'll cover all the solves that these choices offer me.



Tier 1

Tier one relics are usually harvesting relics. This league we have abundance, which isn't really a harvesting relic but is an all around powerful skilling relic.


Endless Harvest

Effects:

  • Harvested resources can be sent directly to the bank.
  • You can endlessly gather from fishing spots, trees, and mining rocks even if they deplete after your initial interaction.
  • Resources gathered from Fishing, Woodcutting, and Mining are multiplied by 2.
  • XP is granted for all additional resources gathered.

Assessment:

This relic is for AFK training. You click once and harvest as long as you want. Everything is banked so no bank runs or inventory troubles, and the doubling makes up for the lack of gather chance bonus. On top of that, you get XP for the bonus resources, basically this relic gives you 2x XP in Mining, Woodcutting, and Fishing!! On top of that, combined with hotfoot this also solves Smithing and Cooking completely afk. The ores can be sold for coins too, and the logs can be burned for Firemaking or fletched for Fletching. Beyond versatile! If all that wasn't enough then the final bonus is that you don't have to compete with other players for resource nodes, never have to worry about being crashed!


Barbarian Gathering

Effects:

  • Grants the knapsack
  • Up to 3 different types of gathered items (wood, both raw and cooked fish, metallic ore, coal, and metal bars) can be placed in the knapsack, which has a total maximum capacity of 140.
  • You become capable of chopping wood, mining rocks and fishing with your bare hands without requiring any tools or bait. Your hands are equivalent to the crystal version of the respective tools where those exist.
  • Whenever you gain Fishing, Woodcutting or Mining XP while gathering you will also receive an additional 10% XP in both Strength and Agility.
  • On failing to mine a rock, catch a fish or chop a tree you will have a separate 50% chance to succeed instead.

Assessment:

This is a very strong relic for active gathering. It combines well with hotfoot as above, but shines more in the late game. The 50% chance to succeed no matter the gathering task means that its speed advantages come in primarily when the chance to succeed is low. Endless harvest will be slower at things like iron ore, but barbarian gathering will be strong with runite ore. Additionally the free Agility XP is extremely nice since Agility sucks. Lol. The knapsack makes this relic moderately more palatable to me, it reduces bank runs and can be used to quickly empty your inventory for training. It also has the advantage of saving inventory space due to the lack of required tools, and not having to worry about acquiring high level tools at any point. Dragon tools are so annoying!


Abundance

Effects:

  • For every XP gained, gain 2x as many coins. These can go either to your bank or inventory if there is room.
  • Every time you receive an XP drop, gain an additional 2 XP in the same skill. This is affected by the league passive XP modifier.
  • All non-combat skills are permanently boosted by 10.

Assessment:

Abundance seems, at first, to be a bit underwhelming. However it's actually quite strong. Over the course of your leagues account this relic will generate potentially billions of gold, effectively solving gold as a problem. It also gives you a huge bonus in terms of the +10 skill boosts, meaning you have to train far less to hit skill requirements and can thus progress your relics faster. The extra XP drops seem quite small but would add up drastically over time, effectively giving every single skill a small XP boost. Very strong, but subtly so.

My Choice: Endless Harvest

This relic is just so extremely versatile whilst promoting a healthier playstyle. It solves five skills to 50M XP completely AFK, and solves a few more on the side. Ultimately the selling point is the AFK nature. I can be taking a break from the game whilst still making steady progress due to the 30m AFK timeout this affords me. By far this relic has impacted my playstyle the most out of any that I've picked.




Tier 2

These relics could be considered Material relics. They all focus on processing or acquiring materials that can be turned into even more XP later on.


Hotfoot

Effects:

  • Upon choosing this relic you will receive the Searing Boots.
  • Agility experience is gained based on your Agility level while you run.
  • Caught fish are automatically cooked, granting XP.
  • Mined ore is automatically smelted, granting XP.
  • Picking up some termites or a mark of grace from a course will automatically complete the lap granting completion XP and 10,000 coins.
  • Marks of grace will always have a 33% chance to spawn on all rooftop courses.
  • Completing a course grants two completion count and 25% bonus experience.
  • 100% success rate on all actions for Agility and Cooking.

Assessment:

Hotfood does a LOT. With Endless Harvest it completely solves Smithing and Cooking totally AFK. It also provides a much-needed boost to Agility, giving rooftop courses a solid XP boost (but not as much as I'd like ultimately). Still, this is the only relic in the League that really touches Agility, which is a skill I consider vital to solve.


Friendly Forager

Effects:

  • Upon choosing this relic you will receive the forager's pouch.
  • When you gather resources from Woodcutting, Fishing, Mining, and Hunter, the pouch will find and store a random grimy herb.
  • This herb is limited to any which your Herblore level + 25 can clean. This action also provides a small amount of Herblore experience.
  • All Herblore actions are processed at once.
  • Secondary Herblore ingredients have a 90% chance to not be consumed.
  • Potions created will have 4 doses instead of 3.

Assessment:

Friendly Forager is a returning Relic, and a Relic I regretted not picking in the last League. Herblore is a very difficult skill to solve, since acquiring herb seeds can be difficult and many Herblore secondaries are quite annoying to gather in bulk. This addresses both of those issues, giving you a steady flow of herbs whilst gathering. This obviously combos well with Endless Harvest. It also helps you to save on secondaries, making the gathering process much shorter for the same number of potions. With that said, there are very powerful relics later down the line that solve some of these problems, ultimately making this a bit of an underwhelming pick.


Woodsman

Effects:

  • Hunter traps harvest directly to your bank.
  • Logs chopped will be automatically burned.
  • All items are processed at once while Fletching.
  • 100% success rate on all Hunter actions.
  • Hunter traps attract animals faster, give double the loot and XP.
  • Traps always drop a random herb seed or tree seed when harvested.
  • Hunter rumours give double XP and Hunters' loot sacks will have twice as many loot rolls.
  • All quetzal whistles will not lose charges.

Assessment:

A very good Relic, and very tempting. The automatic log burning turns Firemaking into a fully AFK skill, but that's not too attractive. Firemaking is already one of the fastest skills in the game and I'll have plenty of logs from Endless Harvest. The real reason I'd take this relic is for the Hunter bonuses. Hunter can be very tedious to train, and this makes that twice as fast. On top of that, I would also get a ton of free seeds (helping with Herblore and pushing Friendly Forager further down), and double loot from Hunter Rumours, which would be absolutely excellent in the long term. However the scope of this relic is quite narrow overall, but a very strong solve for Hunter specifically.

My Choice: Hotfoot

Hotfoot solves multiple skills at once, and specificially one of my most dreaded skills. Bonuses to Agility make the training of said skill quite passive, and the active training faster (and potentially bearable?). Smelting bars in particular will save so much time it's unreal, I won't have to spend any time mining coal just to smelt ores. Really a must-pick for me.




Tier 3

Tier 3 contains the transport Relics. They offer various teleports around Gielenor based on different in-world locations. Essential for speeding up gameplay, who wants to walk everywhere?


Bank Heist

Effects:

  • Grants the Banker's Briefcase
  • Allows you to teleport to any bank, bank chest, or deposit box.

Assessment:

Another returning relic, and an extremely strong one. Banks are vital in runescape, and they're everywhere. Bank Heist gives you well distributed teleports throughout any region.


Evil Eye

Effects:

  • Grants you the Evil Eye
  • Allows you to teleport to any boss or raid in the combat achievements list

Assessment:

Slightly underwhelming at first, there aren't that many bosses and they tend to be pretty out of the way. However this Relic really shines later in the game, as teleporting to bosses makes PvM 100x more convenient. Plus it provides a convenient bank tele through Hueycoatl.


Map of Alacrity

Effects:

  • Grants the Map of Alacrity
  • Allows you to teleport to any agility shortcut.

Assessment:

There are a lot of agility shortcuts around but I'm not sure how many of them would be useful teleports. Maybe I'd change my mind if I knew more but I really can't think of any solid uses for this. Maybe a couple of Runecrafting methods?

My Choice: Evil Eye

While Evil Eye doesn't offer great versatility it does offer a fantastic late-game boost. Boss teleports will make working on late game PvM very smooth, and will shave down the tedious parts of repeating bosses.




Tier 4

These relics don't have much of a consistent theme, although I suppose they do all give you a few free points. Some moreso than others!


Transmutation

Effects:

  • Upon choosing this relic you will receive the Transmutation ledger.
  • The transmutation ledger can be equipped and acts as an infinite source of Nature runes.
  • The high alchemy and low alchemy spells transform into two new spells:
    • Alchemic Divergence: Upgrades up to 10 of a resource into a higher tier.
    • Alchemic Convergence: Downgrades up to 10 of a resource into a lower tier.
  • These spells automatically recast over time
  • These spells can upgrade and downgrade Hides, Runes, Ashes, Uncut Gems, Compost, Seeds, Logs, Ores, Bones, and Raw Fish

Assessment:

Absolutely fucking busted. This relic solves money (transmute up cheap ores to be sold), Farming (easy high level seeds), Prayer (free high level bones), Magic (auto-recast and free high level runes regardless of areas), Crafting (transmute cheap gems into dragonstones and cut them for XP), and Fletching (chop any low level log then transmute to high XP logs). It's so extremely versatile it's insane. Gonna take a lot to beat this one.


Conniving Clues

Effects:

  • When opening a reward casket, you have a 1/3 chance to receive clue contracts which can be consumed to teleport you to your current clue step.
  • Rewards caskets have a 1/4 chance to contain a clue scroll box of the same tier.
  • Clue vessels obtained from skilling (such as clue geodes or clue nests) are 10x more likely to drop.
  • All clues have the lowest possible number of steps, and will give the maximum amount of reward rolls.
  • Emote and Falo clue steps no longer have item requirements.

Assessment:

This is an unusual relic as it doesn't really solve any broad gameplay problems, but instead solves a Leagues problem. Clue tasks can take a long time to complete as you have to gather a lot of rare items, and then spend a ton of time running around to actually acquire the caskets. Then you're subject to rng trying to get the collection log slots. Taking this relic is basically just a bunch of free points, but doesn't offer that much in terms of fun.


Butler's Bell

Effects:

  • Upon choosing this relic you will receive the Butler's bell.
  • When the bell is rung, a Demon butler will be summoned to work for you. The butler's work will continue even if you are offline.
  • The butler can gather the following resources for you: Ores, Fish, Logs, Flax, and Herbs
  • Additionally, the butler can also process these gathered items for you but at half the rate.
  • When the Demon butler processes resources for you, he will share 10 XP with you in the relevant production skill per resource.

Assessment:

A genuinely wild relic. I was sure I read it wrong at first. This effectively makes a ton of skills completely free. Not even AFK, they just happen for you. You get a ton of completely free XP. Most prominently the butler will give you construction and herblore XP for free, two skills that are very annoying to train on their own. That said it's a bit underwhelming to me. You get free XP but not really any interesting interactions.

My Choice: Transmutation

It's just too fucking good. It solves so much, and since I plan to go for a magic build it's the best way for me to grab wrath runes. It'll make money, Farming, and Herblore a ton easier as well as making Magic completely AFK to 200M.




Tier 5

These are all quite narrow relics that have super strong solves for problem skills.


Nature's Accord

Effects:

  • Farming patches and plants no longer have any level requirements to harvest, plant, or make.
  • You will receive 10x yield from all farming patches and it will automatically be noted. XP is granted for all additional resources gathered.
  • Your plants will never die.
  • You have a 20% chance to not use a seed or sapling when planting crops in patches.
  • Grants the fairy mushroom
  • The fairy mushroom will allow you to teleport to any fairy ring, spirit tree, or tool leprechaun.

Assessment:

This relic is fucking BUSTED. It'd be extremely strong with just the farming buffs, but it also provides the best transportation item in the League. The plants never dying and being able to plant anything at any level are nice conveniences, but the 10x harvest (and thus XP) is what's really busted here. This completely solves herbs, a single patch will be producing upwards of 100 herbs every time. Plus, the 10x harvest compounds with the Leagues minigame point bonus to make Tithe Farm so ridiculously fast it's frankly bizarre they let it happen. You can get so much XP there that 200M farming XP is barely an inconvenience.


Larcenist

Effects:

  • 100% success rate when Thieving.
  • Automatically re-pickpocket NPCs.
  • Automatically re-steal from talls.
  • Items from pickpocketing and stalls are noted.
  • Loot from pickpocketing and stalls is multiplied by 10x

Assessment:

A similar relic was included in the last league and I absolutely loved it. It's basically Endless Harvest but for Thieving, a skill that is pretty fast normally but is very click intensive. This makes 200M Thieving extremely easy, and makes money a non-issue no matter which areas you pick.


Soul Harvest

Effects:

  • All dropped bones and ashes will be turned into soul shards.
  • While harvesting any farming crop, you will also harvest stackable soul shards.
  • They can be used in place of pure essence while training Runecraft.
  • 100 soul shards can be sacrificed at the libation bowl at the Teomat for 550 Prayer XP without requiring libation wine

Assessment:

The main draw here is the Runecrafting solve. This effectively makes Runecrafting a free skill, you just take a stack of shards to any altar and get 100000000000XP. The Prayer solve is very nice too, but Prayer isn't so bad if you take Transmutation as I did.

My Choice: Nature's Accord

This Relic is too good to turn down. It solves Farming, Herblore, and gives me the best transportation I could hope for. Runecrafting is a rough skill to train but I have a plan with one of my areas, which makes Soul Harvest not strictly necessary.




Tier 6

These Relics are all related to combat utility, giving indirect bonuses to combat in various ways.


Grimoire

Effects:

  • Grants the arcane grimoire
  • The grimoire can be used to freely swap between spellbooks.
  • When you select this relic, you will unlock access to all prayers and spells regardless of area, quest, or diary requirements.

Assessment:

A very strong pick, unlocking the high tier prayers is a great bonus and having easy access to every spellbook is great utility. However, this doesn't provide any specific solves besides offering some better combat choices in certain places.


Eternal Sustenance

Effects:

  • Food is no longer consumed when eaten.

Assessment:

Simple but strong. You no longer have to worry about inventory space for food, you just spam whatever you have.


Culling Spree

Effects:

  • Players may choose their slayer task from a list of 3 choices, with at least 1 boss task if possible
  • Task kill count is selectable for all tasks (5-200)
  • Superior slayer monsters have a 50% chance of spawning another superior on death
  • All effects of a Slayer helmet(i) are gained without needing to wear one
  • All slayer reward shop perks are free

Assessment:

A very nice convenience. Slayer is the slowest skill in the game, even in Leagues, so this is a great pick. Being able to pick your task and the killcount makes it way less tedious, and the free slayer helm is just a flat 15% damage boost on task. The free slayer perks also remove a lot of the early game grind.

My Choice: Culling Spree

Culling Spree offers the most fun out of all of these, imo. Being able to pick my own Slayer tasks will make Slayer a lot more fun, and it will let me kill bosses a lot faster! Plus, I'm already going for a high-sustain build which cheapens Eternal Sustenance and my Areas give me access to the high level prayers already.




Tier 7




Flow State

Effects:

  • The following all occur at a rate of 2 ticks (1.2 Seconds):
    • Mining, Woodcutting, Fishing, Cooking, Firemaking any logs or adding to a bonfire, offering bones at a prayer altar, fletching, smelting, crafting, farming, magic

Assessment:

At first this sounds very good, but then a bit underwhelming. This offers a solid rate increase for a lot of skills, but doesn't solve anything on its own. Still, if I'm going for 50M in as much as possible, this might be worth it.


Reloaded

Effects:

  • Choose another relic from any tier below this one.

Assessment:

This would allow me to solve one of my remaining problem skills, namely Thieving or Runecrafting. Going back for Larcenist or Soul Harvest is very tempting, they'd both save me a ton of time and effort.

My Choice: Flow State

This was a very tough choice for me. Reloaded offers me the ability to make one annoying skill free. However, Flow State makes a ton of skills a lot faster. Overall I'll save more time from Flow State. I kind of regret this decision later down the line, I feel like I'd have more fun with Larcenist.




My Picks

Endless Harvest, Hotfoot, Evil Eye, Transmutation, Nature's Accord, Culling Spree, and Flow State. It took me a long time to arrive at this list, and before playing the League I didn't know that I was going to pick Flow State. I fully intended to pick Larcenist, and I somewhat regret not going that route. These Relics solve 14/23 skills, with 5/9 of the remaining skills being easily trained combat skills. Still, this leaves me with 4 skills I have to find some trick for. I'll talk about that more when I talk about Areas.

Beyond specific skills these Relics give me fantastic transport options, great options for easy points, and solid moneymaking methods. Specifically I can AFK mine quick ores, then transmute them up to Runite to be sold for ~2100 coins each. This method nets around 8 million coins an hour. I can also do a similar thing by buying runes, which is an entirely passive way to make money besides buying the original stack.

So what's next from here? Well I have one more tier to unlock, and I'm almost there. I've included below the details and assessments of each of the Tier 8 relics, but I don't know which I'll pick yet.





Tier 8

These Relics are all directly combat related, giving you tools to make you much stronger in fights.


Executioner

Effects:

  • Grants the Sage's Axe
  • The Sage's Axe is a thrown ranged weapon which can be used to execute targets below 20% hitpoints.

Assessment:

Kind of meh. It's cool to immediately kill low health enemies but it's too much fumbling around in the inventory for my tastes. Just not that interesting imo.


Minion

Effects:

  • Grants the Minion Whistle
  • The whistle will allow you to summon a powerful minion which lasts for 30 minutes.
  • The minion will fight for you in multi-combat areas, using whichever style your opponent is weakest to.
  • The minion can be upgraded by consuming up to five unique Zamorak items
  • The minion can loot items for you.

Assessment:

This relic isn't very exciting but it is very useful. It's basically a flat DPS increase in most places, and it can pick stuff up for you too! Absolutely the utility pick for this tier.


Flask of Fervour

Effects:

  • Grants the flask of fervour.
  • Consuming the flask will restore your Hitpoints, Prayer, and special attack to full.
  • Consuming the flask will trigger three explosions which deal 60% of your base Prayer level to all enemies within 3 tiles of you as typeless damage.
  • Consuming the flask will reduce all damage you take to 0 for 2.4 seconds.
  • The flask has a base cooldown of three minutes, which will be reduced by 0.6 seconds every time you deal at least 10 damage in a single hit.

Assessment:

This one seems like the most fun of all the tier 8 relics, but is a bit counter to the build I've gone with. My build is all about sustain, regenerating HP and Prayer. So I won't get a ton of use out of the restore parts of this, but it could be useful if I ever respec. ~180 burst damage is very nice, and the double hitting of my planned echo items means I'll be hitting the cooldown reduce a lot. It could be very good!

My Choice: Unknown

I'm definitely not picking the axe, it's quite boring and not really what I'm interested in. The flask is very cool but the long cooldown means it'll be inconsistent on long trips. The minion isn't very interesting but it's consistent and useful. Overall, no idea! I might pick the flask just for the fun bursts :P