The relic system is busted, needs fixing, and seems shoddily tacked on with no personalization to it.. much unlike the weapon system which requires a lot more time and thought..even the armors and guards are more personalized.
You typically will make one or two relics, equip one and leave it on forever. It feels counter-intuitive to how the rest of the game is made up.
I propose two relics, and have a primary 'main' relic (which is very character determined by theme and backstory, like being a Dark Knight or a Robot with magical gem powers) and a sub relic which will have less choices. I also think immunities should cost more, and to replace them have some relics which give a +% bonus versus the statuses the protect against.
Sub relics will provide effects that CAN be personalized too, but have a more 'I want to swap this out from time to time' feel. For instance wearing jump boots to swap out your command skill to become Jump (just an example).
Main relics should be extremely important and integral, that likely will only have one or two things that you could swap with it, and definitely their artifact equivalent.
I propose perhaps that relics can be fit into categories, such as Warrior/Adept/Mage .. depending upon your weapon set that you choose to utilize. Warriors could be 5/1, 4/2, while Adepts are 3/3. Mages are 2/4, 1/5. It is just an idea.
Also for Weapon? I feel a level of variation should be allowed when crafting them (but when crafting they'd kind of be set in stone). You choose your base set (5/1, 4/2, etc) and one or two weapons in the set (same with armor) can vary +1 or -1 along the scale. Someone who uses physical is probably going to have a 5/1 or a 4/2 set, and mage types the opposite. This also would help the 'Adept' customize their set to be more magely or physical given the weapon and armor set they have to choose from.
It may make it a little more complex, but it feels like it's in the right direction. I should probably put that one in a different thread..