SWTOR Relics Guide

Relics make up two of your fourteen armor pieces in Star Wars: The Old Republic. In this guide we’ll be going over where to get relics, your options, and which ones you should choose for your character.

How to Get Relics

You get relics in the same way you would pick up any other type of gear in the game.

Low-Level Relics

If you are level 50 or lower, relics aren’t important – you may not even see your first relic until you are level 30 or higher! At a low level, your gear and stats don’t matter too much, and enemies you encounter in low-level questing or flashpoints shouldn’t give you too much of a challenge. However, the higher level you get, the more important having a piece of gear in every slot becomes – and at higher levels, it becomes important that you wear gear that is close to your current level rather than something you picked up on your first planet. You don’t need to worry about your gear at a low level unless you are dying. Learn more on the Low Level Gearing Guide.

Level 80 Relics

At level 80, it’s important that you have level 80 Relics equipped in each slot, even if they aren’t great ones.

Picking up a basic set of level 80 gear is fairly easy. If you aren’t familiar with gearing at all, here’s how to start gearing up and how to pick up your basic set of 80 gear in the first few steps: Fastest Level 80 Solo Gearing in SWTOR

If you’re looking to gear up, your eventual goal would be to get two purple-bordered item-rating 344 relics, with the right stats and special effects, one for each slot. These best-in-slot relics can be earned by any player over time, even players who do not run difficult content or only play solo content. See the Solo Gearing Guide if you play solo, or see the  Fastest Gearing Guide if you do operations, for how to get gear in general.

Recommended Relics

Each class has a recommend two relics to grab and upgrade at level 80.

Use this chart to see recommendations from the SWTOR Theorycrafter’s Discord for the best picks for Level 80 relics in SWTOR, and there are some notes at the end about the pairs of relics with options.

Relic Choices and Stats

Much of these recommended relic choices are made by players who have looked at the optimal stats, which you can learn more about on the Recommended Gear Chart and Stats page.

At level 80, there are three general types of relics – on use, fixed, and proc. Fixed relics have stats and no special powers. Proc relics have special powers that have a random chance activate their special powers.  On use relics require that you click them from your inventory or quickbars  to activate their special power.

Here is an example of all the level 80 Rakata 344 relics that are available to choose from.

IconNameTypeStatsEffects
Rakata Relic of Focused RetributionProc+750 Endurance
+340 Power
Equip: Healing an ally or damaging an enemy has a 30% chance to grant some Mastery for a few seconds. This effect can only occur once every few seconds.
Rakata Relic of Devastating VengeanceProc+750 Endurance
+340 Power
Equip: Healing an ally or damaging an enemy has a 30% chance to grant some Critical Rating for a few seconds. This effect can only occur once every few seconds.
Rakata Relic of the Primeval FatesealerOn Use+750 Endurance
+340 Power
Use: Increases Alacrity Rating for a short time.
Rakata Relic of Boundless AgesOn Use+750 Endurance
+340 Power
Use: Increases Power for a short time.
Rakata Relic of Ephemeral MendingProc+750 Endurance
+340 Power
Equip: Healing an ally has a 50% chance to restore an additional <<1>> health over <<2>> seconds. This effect can only occur once every few seconds.
Rakata Relic of Serendipitous AssaultProc+750 Endurance
+340 Power
Equip: Healing an ally or damaging an enemy has a 30% chance to grant some Power for a few seconds. This effect can only occur once every few seconds.
Rakata Relic of Focused RetributionProc+750 Endurance
+340 Power
Equip: Healing an ally or damaging an enemy has a 30% chance to grant some Mastery for a few seconds. This effect can only occur once every few seconds.
Rakata Relic of AvoidanceFixed+1055 Absorption Rating
+340 Defense Rating
+750 Mastery
None
Rakata Relic of the Shield MatrixFixed+1055 Shield Rating
+340 Defense Rating
+750 Mastery
None
Rakata Relic of Reactive WardingProc+340 Defense Rating
+750 Mastery
Equip: Incoming attacks have a 30% chance to grant an Absorb Shield that protects the wearer from some damage for up to a few seconds. This effect can only occur once every few seconds.
Rakata Relic of the Shrouded CrusaderUse+340 Defense Rating
+750 Mastery
Use: Increases Shield Rating and Absorption Rating for a short time.
Rakata Relic of Imperiling SerenityOn Use+340 Defense Rating
+750 Mastery
Use: Increases Defense Rating for a short time.

Commando Gunnery, Mercenary Arsenal, Sentinel Combat, and Marauder Carnage may have a special way to get a little better stats in specific situations. Unless you really like experimenting and math, don’t worry about this and just use the basic Rakata Relic of Focused Retribution (Mastery) +Rakata Relic of Serendipitous Assault (Power)! However… If you are in a guild with the Zeal Set Bonus Guild Perk, it will increase your alacrity by 5%, making your stats a little more interesting for these classes if you are shooting for a 1.4 GCD (Global Cooldown) as part of their stats through their Alacrity – you can try swapping out the Rakata Relic of Serendipitous Assault (Power) for a Rakata Relic of Devastating Vengeance (Crit) to make up for some of the loss. Most players recommend not to gear up with Guild Perks in mind though, as unless you are in a guild dedicated to a specific type of gameplay and constantly keeping the guild perk available – this guild perk does not even work for Master Mode operations. The difference between the two options for Carnage/Combat may also be very, very low and may not be worth the trade off, especially if you are playing multiple specs using the same relics.

Sage Telekinetics and Sorcerer Lightning have a special way to get a little better stats in specific situations. If you are in a guild with the Zeal Set Bonus Guild Perk, it will increase your alacrity by 5%, making your stats a little more interesting for these classes if you are shooting for a 1.3 GCD (Global Cooldown) as part of their stats through their Alacrity – you can try swapping out the most-recommended Rakata Relic of Serendipitous Assault (Power) for a Rakata Relic of Devastating Vengeance (Crit) to make up for some of the loss. In addition, even if you are not shooting for the higher alacrity, or aren’t there yet, this spec is very crit/random dependent which can benefit from the Devastating Vengeance Crit relic.

Dirty Fighting and Virulence also don’t get enough crit rating in their normal gear to get diminishing returns on it, so they also replace their Relic of Serendipitous Assault (Power) for a Relic of Devastating Vengeance (Crit).

Healers should use the Devastating Vengeance relic for more Crit, rather than the Serendipitous Assault for more Power. The Ephemeral Mending relic (HPS) is technically more healing but you don’t choose when it procs so the mathematical probability of it changing the outcome of a fight is infinitely small. Crit helps healing AND lets you dps a little. There is an alternative though – in high-skilled content, some healers go for a gear build that actually has Accuracy. Some fights require the healer to also do damage if they have a DPS check, so they healer needs to be able to hit the boss or help with controlling enemies, like IP-CPT’s damage countdown timer.  When a healer goes for a build that has ‘full accuracy’ to benefit from that, they have to sacrifice some of their gear stats towards that accuracy, so they would want to pick up the crit-stats relic Rakata Relic of Devastating Vengeance to give themselves some more crit that they would be missing from their gear, instead of picking a Power relic. But, if they are doing old-fashioned healing builds, and not bothering with accuracy, they will have a lot of crit from their gear already, and not need anymore crit, since they already likely reached the ~5000 crit point of diminishing returns for healers. So they don’t need the crit relic and instead would get Power. Unless you’re doing top of the line difficult content, just grab the power relic and call it a day!

Sage Seer and Sorcerer Corruption healers who are using the Metaphysical Mender tactical (used to be called Storm Succor) also need accuracy to be effective if they are using that tactical, so they would also go for th Serendipitous Assault for more Powere

Tanks are weird because they simply need a certain amount of stats added up among all their gear. There are two you will pick from as a tank – the Rakata Relic of the Shield Matrix (Shield) or Relic of Avoidance (Absorb) – these both give a type of tanking stat. Each of the three different types of tanks has a slightly different ratio of Shield and Absorb that they need – so just pick the two relics that help you get closer to that goal based on the gear you already have. For example, if you already have a ton of Shield Rating from your other gear pieces, you probably don’t need two of the Rakata Relic of the Shield Matrix (Shield) and instead can pick up the Relic of Avoidance (Absorb). Here is the recommended stats info.