Skill Renewal: Part 2.2


Skill Renewal: Part 2.2

Brave Adventurers,

As many of you know, we've been steadily reworking several core systems to prepare Lost Relics for the next chapter. Today, we're sharing one of the bigger steps in that journey: the complete overhaul of Armor and the introduction of a brand-new Armor Perks.

Build your own Armor

Armor is no longer a fixed stat. Instead, each player now has the ability to assign Armor Perks:

  • Base Health
  • Base Energy
  • Damage
  • Damage Reduction (%)
  • Reduced Energy Cost (ranged/magic)

Armor Perks

You'll receive Aegis Orbs, which you can assign however you like:

  • Go full tank.
  • Become a glass cannon.
  • Load into a sustain build.
  • Double-invest for milestone bonuses.
  • Mix and match.

This system lets you shape your character's identity instead of finding a matching armor item.

A Free Starting Perk for Every Player

We know that changing a long-standing system can feel uncomfortable. That's why every player starts with a free Base Perk assignment, right when they first open the armor panel.

Free Starting Perk

You immediately choose one of the following:

  • +300 HP
  • +300 Energy
  • +2% Damage
  • +10% Damage Reduction
  • –3 Energy Cost (ranged/magic only)

This allows everyone to jump into the new system with agency and excitement rather than confusion.

Progression Through Play

After the starting perk, you can earn up to 10 additional Aegis Orbs through quests.

Each perk category follows the same progression structure:

  • Levels 1–4: steady bonus
  • Level 5: milestone bonus
  • Levels 6–9: steady bonus
  • Level 10: milestone bonus

A full perk category investment gives you:

  • +1500 HP
  • +1500 Energy
  • +16% Damage
  • +60% Damage Reduction (capped at 80% with potions/artifacts)
  • -15 Energy Cost (ranged/magic only)

You choose how you want your hero to grow.

Similar to your Talents, you can reset your Armor Perks once every 30 days for free, or more often if you use some Gold Coins.

Note: Energy Reduction only works on base attacks and does not apply to minor or major attacks.

About that flat value

With this update, armor no longer gives flat damage reduction, and has no rarity. The old flat value reduction only worked against specific damage ranges. It was incredibly strong against weak monsters, and barely noticeable against strong ones. You also no longer need to change Armor for different rarity Adventures.

With the new system in place, damage reduction has become far more predictable, scalable, and customizable. It is balanced across all content and allows players who fully invest to reach levels that go well beyond what the old system ever allowed. Most importantly, it is a system that respects all playstyles, rather than forcing everyone into the same defensive setup.

This aligns with one of our core goals for this year: designing systems that encourage meaningful choices instead of "must-pick" metas. We want every build to feel equally supported, long-term investment to feel rewarding, and the overall economy to remain healthy, all while avoiding runaway power gaps between players.

Armor Perks are built to do exactly that:

  • A melee bruiser will build differently from a bow specialist.
  • A glass cannon invests differently than a DN runner.
  • Players who love sustain have real options.
  • Players who love damage can push their limits.
  • And tanks can finally feel like tanks (but I guess we need co-op now for them to shine!)

Armor Perks Builds

Build variety, artifact indepth strategies

We've changed how some static regeneration artifacts work. Instead of providing a flat regeneration value, these artifacts now regenerate a percentage of your base Health or Energy.

Example: Oviriuth previously granted +8 Energy per second. It now regenerates 0.4% of your base Energy per second.

With everyone starting at 2000 base Energy, Oviriuth still provides +8 Energy per second.

However, if you upgrade your base Energy up to 3500, your regeneration increases to +14 Energy per second. This change allows regeneration to scale naturally with your build and creates deeper synergy with the new Armor Perks.

Artifacts included in this change are:

  • Weak Ring of Rejuvenation
  • Weak Ring of Vitality
  • Potent Ring of Rejuvenation
  • Potent Ring of Vitality
  • Oviriuth
  • Golden Evanbrook Egg
  • Ruby Evanbrook Egg

What is being removed in Part 2.2?

With this update, we are removing all items linked to virtual armors:

  • The old virtual armors and parts themselves
  • The crafting resources used to produce them

Conversion rates

Most removed items will be converted into Nature's Gift, with a few exceptions which we will list.

Nature's Gift

Different items and rarities use different conversion rates. We're not listing every rate publicly, because it would lead to endless debates about fairness and individual value. Earlier we explained why a 1:1 market-value conversion simply isn't possible without damaging the economy, especially considering the insane volume of items being processed.

Even with conservative conversion rates, this change will have a major impact on the economy. Some markets may fluctuate immediately after the update, but we are confident they will re-balance and recover as supply and demand normalizes under the new systems.

Nature's Gift offers real, flexible value, whether a player wants resources, containers, or progression boosts. It ensures that even previously oversupplied items now contribute back into the ecosystem in a healthy way.

Premium armors:

  • The armors obtained from the exchange with Thornix Stonecarver are refunded with the amount of Arcane Fragment (U) used to buy them, plus a little extra.
  • The special armors obtained from adventures, like Guardian Armor, are refunded with Arcane Fragment (U).
  • The special armors obtained from previous events, like Nyctonaut Armor, are refunded with a larger amount of Arcane Fragment (U).

Colossal Gatekeeper armor: Since this armor was obtained from a Valor Chest, we refunded this with the following:

  • 10 Colossal Strike Elixir
  • 10 Enchanted Island Scrolls
  • 1 Valor Token Cache
  • 1 Colossal Gatekeeper (T) title

All converted rewards will arrive as a Gift Chest that expires after 6 months. Open them if you've got them! This lets us introduce a gentle additional sink for accounts that remain inactive for long periods, reducing long-term oversupply, while still giving every player plenty of time to log in and claim their rewards.

Small heads-up

With base armor now starting at 0% damage reduction, players will initially need to compensate for the previous flat damage reduction that tiered armor used to provide.

This change primarily affects melee players, so for clarity, here are the old flat plate armor values by tier:

  • Common: 42
  • Uncommon: 52
  • Rare: 62
  • Epic: 76
  • Legendary: 94
  • Mythical: 114
  • Transcendent: 138

If you don't feel comfortable absorbing or dodging these damage values right away, we recommend selecting +10% Damage Reduction as your base perk. The first few upgrade levels are relatively fast and inexpensive to obtain. One option is to run a few lower-tier maps first, invest those points into additional damage reduction, and then move back into higher-tier maps once you feel comfortable again.

Give it time to let it all sink in

Before everyone goes crazy about "this energy reduction makes bows too OP", we advise you to play first and see how it goes. We believe that arguing for the removal of the bow's extra energy cost on its own is not a fair assessment. With max damage reduction, a player can also remove a net negative from the melee playstyle.

There's also the fact that not everyone will upgrade their armor to the maximum, simply because they don't have the Arcane Fragments (M/T) to do so. We also believe that if a player does have all these Arcane Fragments to spend, they likely also have strong Artifacts to support their runs. With good Artifacts, the reliance on consumables naturally decreases. On top of that, consider that we release new Artifacts every Expedition. This can further reduce the need for consumables, at least for a portion of the playerbase.

We view consumables as a mechanic to:

  • Support a larger playerbase
  • Compensate for a limited supply of Artifacts
  • Speed up runs
  • Ease up runs

We are monitoring everything closely and value your feedback. We're happy to see suggestions, but from our side we'd like to ask players to experience the upgrading first before forming conclusions.

Release Notes

  • Added new Armor Perk system, allowing players to perform a Quest to earn Aegis Orbs to unlock perks. Apply perks from the Character or Stash Window
  • Updated how we do resolution and display rate. Exclusive Fullscreen will now allow you to choose refresh rate, while Windowed Fullscreen may now show more options.
  • Armor and Tools are now automatically 'discovered' if they change (for example upgraded) so that you don't load nothing. If old armor isn't found, we also now automatically load Soulcraft for you
  • Removed all virtual Armors and related resources
  • Further optimizations and performance work completed