
The age of old skills is ending. A new chapter in Lost Relics begins today.
We will try to dissect it into smaller updates to allow for more frequent releases. However, some of the mechanics we are reworking or adding will take quite some time. Before you dive into the first part of this epic overhaul, we want to take a moment to explain why this update is happening.
Over the years, Lost Relics has evolved from a simple hack-and-slash, top down dungeon crawler into a massive, multi-layered game. Skills were added, virtual items were introduced (mainly due to high Ethereum fees), and more and more systems were stacked on top.
Since this wasn't the original vision, and was heavily shaped by player feedback, some mechanics simply weren't healthy for a long-term, sustainable game.
We won't list them all, but here are a few examples:
These all led to a massive oversupply of items. Breaking mechanics were eventually introduced, but they also backfired: they caused countless support requests and, more importantly, reduced player enjoyment. Watching your armor break after only a few runs caused many rage-quits.
Oversupply didn't just break parts of the economy, it also broke the sense of adventure. Loot stopped feeling exciting. We see the Skill Renewal as the update that ensures longevity and scalability for the entire player base; less frustration, longer sustainability.
This is why we wanted to release it before co-op mode. After these updates, we don't plan to make major changes to existing core mechanics. Of course, new content will continue to be added, but the foundation will finally be complete.
Gathering has been removed from adventures.
Yes, you read that right, this is a massive change. But before you judge, play it first and see how it feels.
Every adventure now drops Enchanted Stones from the End Chest.

The odds increase on higher-rarity adventures.
After a player acquires 20, they can convert it to an Enchanted Island Scroll at the Talmuth Altar. Then they can either use or sell the scroll for gold.

This introduces multiple layers of decision-making:
Especially for new players, this creates an interesting decision point. Existing players already have a significant advantage, as they've leveled their gathering skills over time.
Additionally, you'll find your runs a little faster now, since we only removed the nodes, meaning you're no longer stopping during your play to gather and pick items up.
The Island itself has been overhauled (Forget the old rules you remember for Enchanted Isle, this version mimics what the adventures used to do).

No matter your level, you'll find 28 nodes, and they scale based on your gathering levels. (The same as they did when they were in Adventures)
Nodes still have a chance to drop Arcane Fragments; same odds, same rules as what you were used to in Adventures.
However, you can now encounter Node Monsters on the Island, so make sure to bring weapons to deal with them!
Note: Non-members can still access the Enchanted Island; however, their nodes are capped at a maximum of Rare tier. They can also extract only one collectible per run.

Looking for a specific item but cursed by RNG? Don't despair, we've added a new mechanic!
You now have a 50% chance to get Nature's Gift whilst gathering. The amount depends on rarity:
At the camp at the entrance to Caverns of Paths, an old wanderer named Ronan Briarvale can be found; a merchant who will allow you to trade your Nature's Gift for a resource of your choice. You can even exchange them for containers (which aren't guaranteed to stay there forever!)
With this change, we are rewarding skill levels over items owned. If you've invested the time to level up your skills, you'll be able to gather or purchase higher-tier resources. The game is designed so these resources help smooth out runs, or even make certain runs possible when you're lacking the gear.
Of course, you could always just buy resources with Gold Coins from other players in the Emporium too!
By increasing overall resource accessibility, we expect consumables to be used more frequently. Ultimately, it's up to producers to set the prices, and with this shift, those prices will hopefully rise above the value of the raw materials.
With gathering removed, players who dislike it can now skip it entirely. You can fully focus on optimizing your build for output and speed.
To ensure there's still excitement and reward variety, we've added two new mechanics:

Arcanix will now spawn in every adventure (sorry to those who dislike him, but maybe now you will become friends?). He's the main source of Arcane Fragments for players who prefer combat over gathering. It's not a guaranteed drop, but if you're hunting for Fragments, you'll need to take him down.

There's now a rare chance to find a Fragment Island Scroll.
See Incentive to run higher tier maps below for more info as we're expanding soon

This is a new gathering island, similar to the new Enchanted Island, except all 5 nodes here have a 100% chance at success, and only drop Arcane Fragments up to Legendary Rarity. (There's also a chance for Node Monsters).
To access Fragment Island you need a Fragment Island Scroll, which is account-bound and you can't have more than one (so use it up, as no more will drop while you're at the limit)
Note: Non-members can still access Fragment Island; however, their nodes are capped at a maximum of Rare tier. They can also extract only one collectible per run.
We understand that players might question why it's necessary to run high tier maps instead of simply grinding lower maps to obtain scrolls. To ensure higher-tier maps remain valuable, let's summarize the key reasons:
Higher-tier maps remain the most efficient and rewarding way to progress: in both loot and long-term account power.
And that's not all; we are working on an exciting new mechanic that gives you even more reasons to take on higher tier maps that will be added soon!
This is only the beginning. Skill Renewal Part 2 will push the world of Lunaria even further, but first, we need you to explore this new chapter and shape its future!
We also want to take a moment to thank everyone who continues to share feedback, ideas, and concerns. We read far more than many players realize. And while we don't react to every complaint or follow whoever shouts the loudest, your discussions help us identify the real problems beneath the surface.
A good example is the Enchanted Island Scroll debate. In our previous announcement, we hinted at RNG scroll drops, but internally we were already exploring a guaranteed-parts system. After reviewing the feedback and examining the underlying issue; the need for more predictable progression without flooding the economy, we ultimately chose the guaranteed Enchanted Stones approach.
This is how we work: Not by chasing noise, but by understanding systems, studying player behavior, and choosing solutions that fit the long-term health of Lost Relics.
Thanks for playing and sticking with us while we evolve Lost Relics!