Relic Hunters Legend

Relic Hunters Legend

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Game Save IDs
By Octa
The growing list of IDs for characters, materials, weapons, gear and their affixes
   
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◤◢◤◢◤◢◤ Proof Of Concept ◢◤◢◤◢◤◢
Introduction
The game 'Relic Hunters Legend' uses a LiteDB structure as save files - a .NET integrated solution - which we therefore can inspect and analyse which is great fun to look at and see how they store which type of data and in what order.
1. Material IDs
ID
Name
Rarity
166,28
Utopic Orb
4
21,84,165
Shifting Orb
4
20
Kindness
4
163
Wishful Fragment
4
159
Fashion Credits
5
164
Crystallized Time
4
158
Hunter Token
4
103
Old Tresure Key+5
4
26
Timelocked Memory
3
27
Greater Memory
4
28
Ascendant Memory
5
33
Epic Upgrade Mat
4
2. Item IDs
wgBaseRef
Name
itemType
Notes
70
Trick Shot
0 (Marksman)
Legendary
5
Assault Pistol
0 (Heavy Pistol)
206
Jacket of Sandwiches
1 (Light Clothes)
Legendary
85
Bullet Magnet
1 (Light Shields)
Legendary
80
High Polymer Antenna
1 (Gadget)
201
Gunslingers Holster
1 (Accessory)
Legendary
36
Comfortable Loafers
1 (Shoes)
42
Big Potion
1 (Potion)
35
Silencer
0 (Marksman)
17
Leather Jacket
1 (Heavy Clothes)
94
Hyperion
1 (Light Shields)
Legendary
184
Kinetic Belt
1 (Sash)
Legendary
113
Industrial Medal
1 (Medal)
35
Cothurnus Boots
1 (Boots)
80
Magical Talking Rifle
0 (Auto Rifle)
70
Willpower Photon Barrier
1 (Heavy Shields)
39
Vetto of the Strider
0 (Marksman)
46
Bowking of Majesty
0 (Pistol)
239
Spooky Reaper
0 (SMG)
Legendary
166
Frog Collar of Flames
1 (Medal)
149
Misterious Shield of Recharging
1 (Light Shields)
217
Cant-Stops
1 (Boots)
Legendary
115
Derivative of Majesty
0 (Pistol)
3. Affix IDs
AffixDefRef
Tier
Desc
relatedPrefix
affixType
515
3
Adds Fire Damage +%
0 (Marksman)
524
3
Critical Hit Chance +%
Frag
0 (Marksman)
320
Legendary
[Trick Shot]
0 (Marksman)
529
3
Precision Damage +%
0 (Marksman)
533
3
Handling +%
0 (Marksman)
546
3
Green Skill Nodes +
0 (Heavy Pistol)
523
3
Condition Trigger +%
0 (Heavy Pistol)
531
3
Reload Speed +%
Strong
0 (Heavy Pistol)
990
Augment
[aug] Weapon Damage +%
0 (Heavy Pistol)
527
3
Magazine Size +%
0 (Heavy Pistol)
294
Legendary
[Jacket of Sandwiches]
1 (Light Clothes)
406
3
Increased Health +%
1 (Light Clothes)
436
3
Faster Potion Cooldown +%
1 (Light Clothes)
479
3
Fragmentation Resistance +%
1 (Light Clothes)
413
3
Base Movement Speed +%
1 (Light Clothes)
434
3
Mobility Skill Recovery +%
1 (Light Shields)
430
3
Charge Skill Recovery +%
1 (Light Shields)
446
3
Buff Duration +%
1 (Light Shields)
299
Legendary
[Bullet Magnet]
1 (Light Shields)
403
3
All Life +%
1 (Light Shields)
399
3
Critical Damage Bonus +%
1 (Gadget)
441
3
Weapon Damage +%
1 (Gadget)
473
3
Reload faster pistolTypes
1 (Gadget)
314
Legendary
[Gunslingers Holster]
1 (Accessory)
432
3
Melee Skill Recovery +%
1 (Accessory)
425
3
Skill Damage +%
1 (Accessory)
472
3
Reload faster rifleTypes
1 (Accessory)
419
3
Skill Duration +%
1 (Accessory)
411
3
Base Movement Speed +%
1 (Shoes)
389
3
All Attributes +
1 (Shoes)
402
3
Dodge Chance +%
Virtuous
1 (Shoes)
482
3
Nature Resistance +%
1 (Shoes)
483
3
Water Resistance +%
1 (Shoes)
514
3
Gain Overarmor
1 (Potion)
491
3
Precision Damage +%
1 (Potion)
498
3
Weapon Damage +%
Armored
1 (Potion)
510
3
Skill Damage +%
1 (Potion)
502
3
Reload Speed +%
1 (Potion)
518
3
Adds Magnetic Damage +%
0 (Marksman)
516
3
Adds Frag Damage +%
0 (Marksman)
552
3
Ultimate Charge +%
0 (Marksman)
547
3
Red Skill Nodes +
0 (Marksman)
429
3
Skill Recovery Rate +%
1 (Heavy Clothes)
438
3
Utility Skill Recovery +%
Refreshing
1 (Heavy Clothes)
464
3
Increased Healing +%
1 (Heavy Clothes)
421
3
All Skill Nodes +
1 (Heavy Clothes)
408
3
Increased Shields +%
1 (Light Shields)
417
3
Condition Duration on self +%
1 (Light Shields)
480
3
Impact Resistance +%
1 (Light Shields)
298
Legendary
[Hyperion]
1 (Light Shields)
452
3
Fire Damage +%
1 (Sash)
453
3
Fragmentation Damage +%
1 (Sash)
341
Legendary
[Kinetic Belt]
1 (Sash)
993
Set
[Set] Rebels Collection
1 (Medal)
454
3
Damage +% for pistolTypes
1 (Medal)
478
3
Fire Resistance +%
1 (Medal)
423
3
Green Skill Nodes +
1 (Medal)
412
3
Movement Speed while Aim +%
1 (Boots)
525
3
Critical Hit Damage +%
0 (Marksman)
543
3
Movement Speed while Aim +%
0 (Marksman)
544
3
All Skill Nodes +
0 (Pistol)
517
3
Adds Impact Damage +%
0 (Pistol)
519
3
Add Nature Damage +%
0 (Pistol)
825
4
Critical Hit Damage +%
0 (SMG)
831
4
Reload Speed +%
0 (SMG)
833
4
Handling +%
0 (SMG)
840
4
Condition Duration o
4. Rarity IDs
rarityID
tier
rarityName
21
3
legendary
12
3
augmented
5
3
regular
22
3
exotic
23
3
set
17
2
legendary
19
4
legendary
9
4
exotic
3
4
regular
5. Character IDs
HashID
Name
11
Seven
7
Ace
10
Raff
Closure
This is a small Proof of Concept so far - a snippet of my Ace loadout.
I plan on expanding it much further and sorting everything properly, but it takes time and mental effort that i'm running low on. This is basically a reverse engineering effort and i'm likely doing it in the worst way possible.

This data could potentially be used for save game manipulation but personally i just care about the game dev aspect and how the data structure was designed. And i like to imagine in what order what type of item was added to the game (e.g. augmented affixes have way higher IDs than any other).

I'd love to hear what you think of these lists. Whatever is good, or could be done better. Or if you want more in-depth details on the database structures - let me know.
Thanks and have a great day ~