Here are the Cliff notes
Minotaur Relic Basics:
* 23 Minotaur relics
- 1 Relic for Cathal Valley (Battleground)
- 21 Relics for Use in Frontiers
- 1 Labyrinth Dungeon Relic
* Acquire Relic through Encounter Completion
- Encounters geared from solo player to two groups, depending upon the minotaur relic
- 8 Encounters in the Frontiers, 15 Encounters in the Labyrinth.
Minotaur Relic Rules:
* Any player can pick up a Minotaur Relic
* Must have the expansion to visit the Labyrinth to retrieve Minotaur Relics inside the dungeon
* Minotaur Relics do not have a champion level requirement.
* The Minotaur relic is carried in regular inventory and can be dropped or traded.
* Only one Minotaur Relic is allowed per group.
* While Carrying a Minotaur Relic, you will be visible on the zone map AND RvR map.
Minotaur Relics - Gating and Feed Rate:
* Relic Gating System:
- Certain numberof relics from a lower gate must be in play before relics from the next gate will become active for play.
- When active, the relic spawns at it's encounter area.
- Gate 1 Relics provide single player effects.
- Gate II Relics provide group effects.
- Gate III Relics provide auro effects. (unknown limit at this time)
* Minotaur Relic Feed Rate:
- Each relic has a feed rate. In order to keep the relic, the relic must be fed by enemy player kills. (from group members and the wielder)
- Killing keep and tower lords count towards the feed rate.
- If the relic's feed rate is not satisfied, the relic is lost.
Minotaur relics: Gate I and Effects:
* Gate I - Self Effects
Any three gathered relics, all in play will unlock Gate II
- Bonus to Healing (Heals cast BY wielder will restore more HP)
- Efficient Healing (Heals cast ON wielder will restore more HP)
- Hit Point Bonus
- Siege Damage Increase/Siege Damage Reduction
- Style and Spell cost reduction.
- SUPER STEALTH (QQ more stealthers wink
- XP/RP/CHP Bonus
* Super Stealth is a stealther only relic
- Increases Stealth Movement Speed
- Makes Character More Difficult to Detect
Minotaur Relics: Gate II and Effects:
* Gate II- Group Effects
Any four gathered relics, all in play, will unlock Gate III
- Bonus to Healing (Heals cast BY wielder will restore more HP)
- Efficient Healing (Heals cast ON wielder will restore more HP)
- Hit Point Bonus
- Siege Damage Increase/Siege Damage Reduction
- XP/RP/CHP Bonus
- Group Fault Finder (HELLO ToA!)
* Group Fault Finder: The group with the relic will do more damage to:
- Keeps, Tower Doors, and Walls.
Minotaur Relics: Gate III and Effects:
* Gate III - Aura Effects
- Area of Effect Healing
- Area of Effect Weaponskill Debuff
- Area of Effect Endurance Drain
- Hit Point Bonus
- Siege Protection
* Area of Effect Healing: heal spells cast by the relic bearer will be converted into area of effect spells.
* Siege Protection: reduces damage taken from siege for up to 16 players.
Champion Levels 6-10:
* New Champion Levels
- Power and Health Increases PER Champion Level
- Additional Points to Spend on Sub-Classing
- Mythirian Access (Mythical Slot Items)
- New Player Titles
- New Standard and Unique Horse Skins
- Additional Weapon Tints
*New Quartermaster Store Items
- Supplies Summon Store (CL7 Required)
- Recharger Summon Stone (CL8 Required)
- Healer Summon Stone (CL8 Required)
- Smith Summon Stone (Cl9 Required)
- Vault Keeper Summon Stone (CL10 Required)
*New Chapter Quests
- Provides full back-story for the Minotaur and the Labyrinth
- Introduces the Mauler class and the Minotaur Relic System
- Champion Experiance can be earned for completing the Chapter Quests.
*Unique Horse Skins
- Water/Sea Horse
- Clockwork Horse
- Sylvan Horse
- Gemstone Horse
* Champion Titles
- Champion Level 6: King's Emissary
- Champion Level 7: Patron of Minotaur
- Champion Level 8: Visionary
- Champion Level 9: Gladiator
- Champion Level 10: Labyrinthine Master
Mythical Items (Mythirian):
* Three Tiers of Mythirian
- Tier 1 Requires Champion Level 6
- Tier 2 Requires Champion Level 8
- Tier 3 Requires Champion Level 10
* Each Tier Has Different Bonuses
- Tier 1 Bonus Examples: Max Encumbrance Increase, Resist Cap Increase, Chance to resurrect with no resurrection sickness
- Tier 2 Bonus Examples: Siege damage ablative, Stat + cap increase, resist + cap increase.
- Tier 3 Bonus Examples: DPS modifier, Underwater Breathing (passive), Endurance Regen, Power Regen.
The Minotaur Details:
* High Stength and Con.
* Low Dex and Qui.
* No Female Minotaur
* Heat and Cold Resistant
*Classes
- Alb - Arms, Merc, Heretic, Mauler
- Hib - Hero, Bm, Druid, Mauler
- Mid - Warr, Zerk, Shaman, Mauler
The Mauler Class - Unlocking:
* World Quest - achievable for each clustered realm
* Each realm must capture a certain number of Minotaur relics
* Once captured, the minotaur Emissary will reward that realm with the secrets of the Mauler Class.
* As time passes, the number decreases
The Mauler Class:
The Mauler uses gravity, magetism, and aua powers to augment melee combat.
* Leather Armor Wearer
* Evade 1 & 2
* New Weapon Specializations: Fist Wraps & Mauler Staff
* Combat Power Regeneration
* New Abilities: Kick, Push, Silence, Multi Attack, Disarm, Nearsight Immunity Aura, Casting Time Increase Debuff.
The Mauler Spec Lines (1.5x spec points)
* Magnetism
- Crowd Control Oriented Roots, Snares
- Casting Time Increase Debuff
* Power Strikes
- Endurance and Power Taps
- Fumbles and Debuffs
- Silence, Multi attack, Disarm
* Aura Manipulation
- Self Buffs
- Nearsight Immunity Aura
- Aura Heal over Time