Skill Renewal: Part 3


Skill Renewal: Part 3

Brave Adventurers,

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.

Removal of Skills

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.

Level 70; The New Maximum

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.

Prestige

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).

  • Prestige level 1 requires 75 million XP
  • Prestige level 2 requires 100 million XP
  • Prestige level 3 requires 125 million XP
  • …and it continues increasing from there

A few examples:

  • A player is combat level 45, but loves cooking like a true Souschef, so they max Cooking to 70. That unlocks Prestige, and every fish cooked after contributes to Prestige XP.
  • A player has maxed Combat to 70, but doesn't like gathering or production. All combat XP gained from that moment onward contributes to Prestige XP.
  • A player is a real grinder (except production) and maxed Combat, Fishing, and Scavenging. XP gained in any of those skills contributes to Prestige XP.
  • A player is an absolute machine, maxed everything, like an Owl that can't get tired. Every single bit of XP earned goes into Prestige XP.

Ascendent Orb & Perks

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.

  • No free reroll option
  • Reroll cost: 5000 Luneri

Again: not meant to be a regular feature, but it's there if you truly want to switch paths.

XP Transfer

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.

One exception

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.

Two Brand-New Skills

To fill the void left by the four retiring skills, we're introducing two completely new ones:

  1. Titanfall
  2. Breach

Everyone starts at level 1. No XP is transferred into these skills; a true fresh start and equal footing for all players.

Titanfall

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:

  • Every completed Colossi encounter grants Titanfall XP
  • You earn 10,000 XP per encounter

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.

More Chests, More Loot

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.

Breach

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.

How Breach Works

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!


A New Currency: Axiom Sigils

Custodians drop a brand-new currency: Axiom Sigils.

  • Sentinels → 25% chance to drop 1 Sigil
  • (There are other new Custodians here, but we'll leave it up to you Adventurers to discover!)
  • Paragons → up to 35% chance to drop up to 3 Sigils
  • Paragons also have a chance to drop a Mandate Core (more on that soon)

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.

Important Rules

To keep things balanced:

  1. Players can earn a maximum of 500 Axiom Sigils per week
  2. Players can hold a maximum of 500 Axiom Sigils total

What Can You Buy?

Eldran Axiomar offers:

  • Epic Primeforge Shards
  • Legendary Primeforge Shards

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.


Terror Descent Integration

To ensure Breach is still accessible to newer or lower-level players, Terror Descent will only contain Sentinels:

  • 1 Sentinel on floor 1
  • 2 Sentinels on floor 4 → 3 total per full run

Mandate Core & Mandate Fracture

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:

  • Greatly increases your damage against Custodians
  • Requires Mandate Cores to craft
  • Is stackable

If you plan on pushing deep into Nightmares, this one will be a game-changer.

Echoes of Time; Reworked

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:

  • Echoes of Time now has its own unique entrance
  • The four Inverdhen adventures now function similarly to the Talmuth Adventure Pass
  • Gear is now capped at Legendary
  • There are now 3 weekly goals, each with its own rewards
  • You must still complete the run within the time limit to finish weekly goals
  • Leaderboards have been removed
  • Entry requires a key costing 5000 gold
  • There are some cool unique features in this mode… which we'll let the community discover

Valdrath Highlands; Requirement Update

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:

  • Combat + Fishing + Scavenging at level 70 → 1 token
  • Cooking + Alchemy at level 70 → 1 token

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!

Membership Reworked

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.

Free Access & Early Game

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.

Daily Adventures

Adventures are where you travel into instances outside of town.

  1. Anything started from Cavern of Paths
  2. Enchanted Island and Fragment Island
  3. Echoes of Time
  4. Terror Descent and Descending Nightmares and Descending Hellfire
  5. Frostfall Siege and Frostfall Supremacy
  6. Guardian's Arena
  7. Colossi Encounters

And any future such unique gameplay modes we add in the future.

Level 10–19

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".

Level 20+

From combat level 20 and higher, players receive:

  • 10 Daily Adventures per day
  • Capped at 5 days per week

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.

Rarity Cap Removed from Cavern of Paths Adventures

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)

Why we did this

  1. Players own their gear
  • Whether you earned it through endless grinding, smart trading, lucky drops, or by depositing Enjin, it's your gear. Losing access to it when your membership expires never felt right.
  • That frustration is now gone. You can use your gear freely until your Daily Adventures are used up.
  1. High-tier gear finally feels valuable
  • Some players don't enjoy the pressure of Mythical or Transcendent maps, but love relaxing, efficient grinding. Bringing stronger gear into lower-tier adventures enables that.
  • Others simply don't excel at high-intensity gameplay, stronger gear helps bridge that gap.
  1. Real power progression
  • This is the big one.
  • Previously, upgrading gear often didn't feel impactful. Monsters still took 1–4 hits, regardless of tier. Now, progression matters.
  • A new player who gets their hands on a Rare or Epic weapon will immediately feel stronger, killing monsters faster and more efficiently than before.

The Cherry on Top

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.

Important Notes & Safeguards

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:

  • Most Weekly Goals still require membership
  • Silver and Gold contracts remain member-only
  • And several other systems are unchanged

You can find all updated details in the in-game tooltips.

Melee Update

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."

New Beginner Quests

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.

Release Notes

  • Character XP and Champion Rewards have been merged into 'Combat' Skill which appears in your skills window. It also shows what used to be the Champion Rewards, so that it's similar to your other skills
  • Added a new Prestige System. When you reach max level in any skill, any additional XP that would have gone towards that skill, will now go towards your Prestige XP. When you reach a new Prestige level you'll receive an Ascendant
  • Added new skill Breach. Breach allows players to deliberately fracture the rules governing Terror Descent and Descending Nightmares, provoking an ancient enforcement response. That response manifests as hostile entities known as Custodians.
  • Created new monster class Custodians. Custodians are enforcement constructs bound to nightmare spaces. They exist to contain, correct, and reclaim breaches in controlled environments. As a player’s mastery of Breach increases, stronger Custodians are drawn forth. Keep an eye out for Sentinels, Magistrates, Oathbearers, Reclaimers, Exactors and Paragons.
  • Added new skill Titanfall. Titanfall is a progression skill designed to aid new/ F2P players to fight against Colossi. Every Colossus you defeat grants XP toward your Titanfall skill. As you level up, you unlock permanent rewards.
  • Completely changed how Echoes of Time works. There's now a completely new map, monsters that spawn, are rotated every week, randomly. Requires a single Echoes of Time Key to enter. Brand new Weekly goals have replaced the old Leaderboards.
  • Orb which you can use to unlock Prestige Perks in the new Prestige Window. There is no max level for Prestige.
  • Max level has been reduced to 70 across all skills. If you were higher level than 70, all of the additional XP has been transformed into the prestige system. See blog for conversion rates
  • Champion Rewards side menu item has been changed to a new Prestige side menu item, and rewards have been updated to align with new max. Emera Crossing now requires level 14, while Inverdhen requires level 15.
  • Added a new Loadout screen, with quick loads and recent loads and a new Configuration screen, allowing you to rename, reorder and reset your Loadouts
  • Added a new settings toggle that will allow you to save cosmetics to your Loadouts. When on, you'll be able to save different Outfits, Pets, Morphs, etc with each Loadout, instead of sharing them across all.
  • Added a new Quest configuration screen, allowing you to toggle the visibility of active Quests from the Objective tracker
  • Removed Rarity Cap from standard Adventures. You can now use any rarity gear in any adventure started from Cavern of Paths in Talmuth of Inverdhen
  • Revised Valdrath Highlands requirements to align with the removal of old skills and updated the information to make it easier to understand
  • The old 'Character XP' bar at the bottom of the screen will auto update once you earn enough Prestige, into a Prestige XP bar
  • Your 'Character Level' that displayed in the top left will auto update to show your Prestige Level once you've achieved Prestige Level 1
  • Retired the Ascension system and it's rewards and replaced it with a new Prestige System. XP from retired and capped skills has been transferred into Prestige system. See blog for conversion rates
  • Renamed Titan Takedown and it's variants to Guardian Takedown to ensure no confusion with the new skill being called Titanfall
  • Changed how you receive Combat XP, so that it's only given as a single total amount when you complete the adventure, rather than for every little monster you kill
  • Change invisibility potion to a potion that grants immunity to energy leech. Swapped 10:1
  • Added unique droptable to Bombardier (bombs), and add him in every adventure
  • Added Torches, Quail Eggs, Flask of Mead, Empty Bowl, etc to Bartender
  • All Sigils used for entering Echoes of Time have been swapped to Echoes of Time Keys
  • Revisited all droptables for adventures. Items like skulk silk, jugs of water, forager's jar, holy grey ale, etc
  • Updated the Tutorial Quests to ensure players know how Gathering works, and how to travel to Enchanted Island and Fragment Island
  • Fixed issue with energy/health when quickly starting a new adventure after completing a previous one