Relics
Relics are four rare Dino Gear pieces found only in Trail Caches during Expeditions. They are the only creature gear that can never be crafted or bought — the caches are their sole source, which makes them prized upgrades for your working and fighting tames.
(Not to be confused with the biome relic loot such as the Verdant Relic or Glacial Core, which are trophy items sold for Amber. This page covers the equippable cache relics.)
Trail Caches
[edit | edit source]Every Expedition win in a biome carries a chance to turn up a Trail Cache. When one opens, it rolls one of three outcomes:
Scouts in your party improve your cache chance. The relic pools are biome-tiered: the early biomes offer the saddle relics, and the later biomes shift toward the barding relics. A relic can only appear in the biomes whose caches list it, so hunting a specific relic means running the right biomes.
The four relics
[edit | edit source]Relics equip to tamed creatures like ordinary Dino Gear — saddles boost swiftness and worker output, bardings boost guard and power — but at values above the craftable tiers.
| Relic | Slot | Effects |
|---|---|---|
| Wayfarer's Saddle | Saddle | +8 swiftness, worker buff ×1.25 |
| Sunfeather Saddle | Saddle | +4 power, +5 swiftness, worker buff ×1.15 |
| Stormfang Barding | Barding | +12 power, +4 guard |
| Bulwark Barding | Barding | +16 guard |
- Saddle relics (Wayfarer's, Sunfeather) maximise a creature's usefulness as a worker and its speed on the trail.
- Barding relics (Stormfang, Bulwark) turn a creature into a front-line fighter — Stormfang leans into raw power, Bulwark into pure guard.
Relics are freely re-equippable and never consumed, so a single relic can be moved between creatures as your party changes.