
After a lovely, unannounced, old-skool Christmas event, it's now time to release the final part of the shake-up. There are still a few small loose ends to tie up, but we didn't want to keep you waiting any longer. This one is massive, so sit tight and enjoy the ride.
With this update, Woodcutting, Mining, Engineering, and Forging are officially retired.
A part of us is genuinely sad to see them go, because some of these skills have been part of Lost Relics since the early days. But as we've explained many times: we want to spend our time building the game, not replying to, checking, and crediting a never-ending queue of support requests.
The introduction of Soulcraft weapons and Soulcraft tools reduced those support requests by over 90%, which is a massive win for us, but also for the community, because it means we can focus far more on actual development.
All XP earned in these retired skills has been transferred into a brand-new infinite leveling system: Prestige. We'll get to that shortly; first, let's talk about the new maximum level cap.
For a long time, we've rolled with level 120 as the max level cap… even though there was never enough content to justify such a high ceiling. Even before the first Skill Renewal (where we lowered, for example, Transcendent crafting from 75–85 to 50–59), there were already large empty gaps.
Those gaps then eventually needed to be filled with future content, but we decided that things we just getting too complicated.
Level 120 was originally designed as an extremely long-term goalpost, and over time many players actually achieved it. Especially on the crafting side, that's an insane accomplishment, hats off to those who made it.
But now it's time to tune things back, and to set clear boundaries and expectations going forward:
Level 70 is now the maximum level.
After reaching level 70 in a skill, you'll unlock Prestige, which we'll explain right now.
Once a player reaches and maxes out level 70 in any skill, they unlock a Prestige leveling bar (including a Prestige icon next to the player name).
The first time a player unlocks Prestige, they'll receive an Ascendent Orb.
This Orb lets you choose a Prestige perk: a real trophy for your effort, which unlocks weekly rewards.
Choose wisely, this system is not designed to be rerolled constantly. It's meant to reward long-term dedication, not become another "optimal reroll meta".
That said… we understand players change their minds. That's why we added a reroll function.
Again: not meant to be a regular feature, but it's there if you truly want to switch paths.
With the new max cap at 70 and the Prestige leveling system, it's completely fair to ask:
"So… where did my XP go?"
We're happy to confirm: No XP was lost.
All XP exceeding a maxed-out level 70 is transferred 1:1 into your Prestige XP bar.
For Woodcutting and Mining, the entire amount of XP from those skills has been transferred into the Prestige XP bar.
XP from Engineering and Forging is doubled before being transferred into Prestige XP.
There have been players who actively supported the game by selling pendants and investing heavily into production leveling, and we wanted to show our appreciation once again.
So yes: we doubled that XP to respect the time (and money) invested.
To fill the void left by the four retiring skills, we're introducing two completely new ones:
Everyone starts at level 1. No XP is transferred into these skills; a true fresh start and equal footing for all players.
With the introduction of Soulcraft Weapons, Armor, and Tools, we're pushing that era one step further.
Every player can now work toward earning their own unique Soulcraft Combat Augment (artifact).
The system is simple and rewarding:
Once a player reaches level 10, they unlock the base version of their Soulcraft Combat Augment.
This artifact is designed to help newer players push further into Colossi content. In a world where most players will realistically sit around Legendary weapons and not always have perfectly optimized artifact setups, this Augment provides a meaningful power boost; especially when combined with smart potion use.
That said… veterans won't want to ignore it either.
Titanfall isn't just about power; it's also about rewards.
At certain Titanfall levels, players unlock additional end chests at the end of Colossi encounters. At max level, you can earn up to 4 chests total from a single encounter.
And yes; each chest is an additional roll of the drop table.
More chances. More variety. More potential.
Many players have asked for more incentive to run Descending Nightmares, and the call for aid has finally been answered.
Breach introduces a new monster class to Descending Nightmares: Custodians, each with their own unique drop tables.
At level 1, you'll see Sentinels spawning. Defeating Custodians grants Breach XP, allowing you to level the skill and unlock stronger variants.
As your Breach level increases, so does the tier of Custodians you encounter:
Each floor features its own Custodian type, meaning you'll need to push deeper into the Nightmare to find stronger enemies, better loot, and more XP.
Terror Descent, Descending Nightmares and Descending Hellfires all have their unique quantity of Custodians. Browse through the Codex of Mastery to find out more!
Custodians drop a brand-new currency: Axiom Sigils.
So the loop is clear: Enter Descending Nightmares → Defeat Custodians → Earn XP → Collect Sigils → Cash them in.
In Talmuth, you'll find a new merchant: Eldran Axiomar. He offers powerful rewards in exchange for Axiom Sigils.
To keep things balanced:
Eldran Axiomar offers:
Not in the mood for shards? No problem.
You can also exchange Sigils for Axio Caches / Hoards, which contain a solid bundle of Arcane Fragments.
To ensure Breach is still accessible to newer or lower-level players, Terror Descent will only contain Sentinels:
Custodians are more tanky than standard monsters, and we know players love tools to deal with tough enemies faster.
Inside the Nightmare Vault, there's now a chance to find a unique recipe that unlocks the ability to craft Mandate Fracture.
This powerful consumable:
If you plan on pushing deep into Nightmares, this one will be a game-changer.
Originally, Echoes of Time was meant to break up the monotony of regular adventure grinding. Instead, it turned into a weekly chore for rewards, with little leaderboard competition, which removed the fun we envisioned.
Maybe it would've thrived with a larger playerbase, but for now, we've decided to revamp the mode.
Here's what changed:
With several skills removed, it's time to update how players earn entry tokens for Valdrath Highlands.
Players can earn up to 2 daily entry tokens:
Meet one of these criteria? You'll receive a token. Meet both? That's two daily entries.
We've also introduced a clear section in the Codex of Mastery to allow you to track your progress towards earning these tokens!
This is a major change, and it will affect how the game is played, and how it's perceived.
Let's start with the part some of you might not like: The days of unlimited free grinding without membership are over.
Before jumping to conclusions, let's explain exactly what this means, and why we made this call.
Every new player has unlimited access to the game until reaching combat level 10.
We believe this gives more than enough room to explore, experiment, and understand what Lost Relics is about before any limitations come into play.
Once a player reaches level 10, the system shifts to Daily Actions.
Adventures are where you travel into instances outside of town.
And any future such unique gameplay modes we add in the future.
Players with a combat level between 10 and 19 receive 25 Daily Adventures per day.
That's still a very generous amount of playtime, especially when compared to demos or free trials in other games. It allows players to continue exploring, progressing, and learning without immediately hitting a hard wall.
We've also lowered the combat requirement for Inverdhen to level 15. This means players can experience the full potential of the game much earlier, instead of grinding their way to level 40 just to "unlock the fun".
From combat level 20 and higher, players receive:
This means players can still complete up to 200 runs per month , completely free.
Some may see this as a nerf. However, our data shows that most heavy F2P grinders are primarily extracting value, rather than contributing to the game's economy. Left unchecked, this creates unhealthy economic pressure over time.
At the same time, data also shows something important: many players who buy their first membership are able to sustain it much more easily afterwards, either through gameplay or by purchasing discounted follow-up memberships using Luneri Bonds they earned.
That's the flow we want to support.
Lost Relics needs to sustain itself through memberships and Luneri sales, and players benefit from an active, investing community that keeps the economy alive. In the end, this is a loop where everyone benefits.
So why all these changes?
One major reason is that this system finally allows us to remove the rarity cap on adventures.
Yes, you read that right.
For example you can now bring Legendary gear into Rare adventures and bring your Transcendent weapon into Common adventures.
(Please note that special game mode adventures such as Echoes of Time, Guardian's Arena, etc still have rarity requirements in place)
To fully close the loop:
Non-members can now run any adventure they want, until their Daily Adventures run out.
Want to run 10 Transcendent adventures per day using your strongest gear? Go for it.
We genuinely feel that if you earned your way there, you should be able to enjoy it.
We're aware that this is a risk. Some players may decide that 10 Daily Adventures per day is enough for casual play, and stop paying for membership.
That's a risk we're willing to take in order to create a better, fairer game.
That said, we've added a few safeguards:
Non-members cannot extract collectibles above Uncommon rarity
You can extract as many Uncommon items as you like, but nothing higher.
Yes, this means a non-member could run Mount Olkepth, find a Transcendent Fortune Vault… and not be able to take it out.
We're aware this might cause a rage-quit. Please be mindful of the risks involved.
Play it safe and unlock membership instead!
Non-members cannot produce items above Common rarity
All other existing rules remain in place:
You can find all updated details in the in-game tooltips.
The Melee minor attack now applies a 2-second stun to any target it hits (with exceptions vs. Guardians/ Colossi in place).
This gives melee players more tactical control in combat, allowing them to fight Custodians, and other monsters, more strategically, while actively mitigating incoming damage instead of simply face-tanking it.
Small change. Big impact for melee play.
Ranged and Magic players continue to benefit from the powerful ability known as "not being in melee range."
When we previously updated how gathering works, we didn't have a great way to properly introduce those changes in-game. That's now been addressed.
This update adds two new beginner quests that walk players through Enchanted Island and Fragment Island via a short, guided questline. These quests are designed to clearly explain the new gathering flow and what makes each location unique.
Veteran players won't see these quests, but newer players will encounter them as part of the revamped introduction sequence.