Valor Expedition: Frostfang


Valor Expedition: Frostfang

To our beloved players,

It has been almost seven years since the release of Forgotten Artifacts. What started as a singular mode, without even having a town, where you ran dungeons and had to choose between keeping inventory space for loot or equipping artifacts to support your run, has evolved massively over the years.

With this update, it feels like we are closing a major chapter of the game's base development. "Closing" might be a strange word to use, since we still have plenty of ideas and plans on the to-do list. But when it comes to the core gameplay loop and mechanics, the foundation is now firmly in place.

From the very beginning we made a conscious decision to prioritize mechanics over co-op. You only get one chance to hook players when they first try a game. If players had jumped straight into co-op runs without a clear progression path or meaningful goals to pursue, many would have left just as quickly.

This update is therefore a major milestone mechanically. We are excited to explain the choices behind it and share a roadmap for what comes next.

There is quite a lot to cover, and many of these changes originate from systems that have evolved over time. We will do our best to present everything as clearly as possible, though with this many moving pieces, a little chaos is inevitable!

Rework of Potions

Data showed that even with the introduction of Nature's Gift, where players spend many of those on containers instead of resources, the game is still generating a surplus of consumable items.

At the same time, we want to reintroduce more challenging gameplay and meaningful decision-making during adventures.

For that reason we made the following changes:

  • Potions now last for a single adventure (pre-potting is no longer possible).
  • In Descending Nightmares / Hellfire, potions last one level / floor.
  • Potions now stack up to 5, allowing players to prepare for multiple runs or several DN/DH floors.
  • Immunity potions have been removed.
  • Damage potions have been reworked.
  • Transcendent potions have been reworked.

These changes help balance resource generation and consumable usage, while also increasing the value of artifacts and permanent upgrades.

They will also make it much easier to properly balance future content and upcoming Colossi fights (which we will explain later).

We understand that some players optimized their builds around clearing multiple runs with a single potion setup. However, this was never intended as a core mechanic.

Potions are now meant to support builds and provide tactical boosts, rather than defining an entire run.

To support this change, we have significantly reduced the resources required to craft potions.

It is also worth noting that not everyone plays the game as a speedrunner. For many players, this change is actually beneficial; allowing you to take breaks, answer the door, or step away briefly without worrying about potions expiring mid-run.

Potion Surge

We've added a new hotkey for 'Potion Surge', so be sure to check your keybinds as you might want to use it.

It'll allow you to consume all of your potions in your inventory with a single key.

If you favorite your potions in your stash/codex, it'll consume those with priority.

Pets grant Cleanse ability

With immunity potions removed, we wanted to reintroduce a layer of skill and timing.

Every pet now grants you the ability to cleanse negative effects from yourself.

This includes:

  • Stuns
  • Slows
  • Burns
  • Damage over Time effects
  • Any other loss of character control

However, this ability comes with both an energy cost and a cooldown.

This means you will need to carefully decide when to use it.

Higher rarity pets will grant:

  • Lower cooldown durations
  • Reduced energy cost

making them more efficient at supporting players during difficult encounters.

The following monsters now apply a status effect, or have a reworked version:

  • Grumbler - Decay
  • Sludgecrawler, Slither and Whisp - Poison
  • Sylvanmane - Chill
  • Nightprowler and Ripjaw - Bleed

On top of that, Guardians have gained a new ability. When they strike you with their basic attacks, they apply Guardian's Reclaim. This debuff drains your energy and converts it into health for the Guardian at an amplified rate. Consider yourself warned.

You are also able to use your Cleanse ability while you are stunned!

Damage over Time and Loss of Character Control

In order to properly use and time the cleanse ability, and to increase both difficulty and consumable usage, we increased the duration of damage over time (DoT) debuffs applied by monsters.

  • Bleed, Chill and Decay now last 20 seconds
  • Slow and Burn now last 30 seconds
  • Vulnerable now lasts 60 seconds
  • Poison now lasts 300 seconds
  • All loss of character control effects (Freeze, Stun, Entangle) now last 4 seconds

The DoTs all have different damage values, which increase depending on the tier difficulty of the adventure.

Note: Check your armor perks. If you invested in health or damage reduction, you'll also gain an additional effect that reduces the duration of crowd control. This helps maintain balance for melee players.

Artisan Kiln

Players with an abundance of crafted resources can now take them to the Artisan Kiln, where you'll be rewarded with Artisan Sigils.

Artisan Kiln

These Artisan Sigils can then be exchanged at the Kiln for containers containing Arcane Fragments.

Another balancing change affects Nature's Gift exchanges:

  • Buying containers remains the same price.
  • Buying resources now costs double.

We believe these changes will help create a better balanced and longer-lasting virtual economy.

Shatterforge

With so many changes affecting virtual items, we also needed to rebalance the collectible economy.

Previously we introduced sinks through Empowered and Supreme artifact upgrades. The new mechanic expands on this concept.

Players can now take collectibles they no longer want to the Shatterforge and receive a new currency called Shattercore. When collectibles are broken down at the Shatterforge, their remaining supply is reduced.

Shatterforge Kiln

This currency can be used to:

  • Buy valuable new artifacts
  • Purchase weapons
  • Or recycle it for Arcane Fragments

The exchange can yield:

  • Arcane Fragment (U) and (E)
  • Shatterfest Orb (a brand new container)
  • Valor Triad (T)
  • Shattercleaver (T); 1H axe with 10% Might, supply 20

Some items require a Shattercore Blueprint. Each time you break down collectibles there is a chance to obtain one:

  • Uncommon; 0.1%
  • Rare; 0.2%
  • Epic; 0.5%
  • Legendary; 1%
  • Mythical; 10%

Transcendent items cannot be broken down.

Note: some older virtual items that were converted into collectibles follow different rules.

Shatterfest Orb

Shatterfest Orb

This new container has a chance to yield two new artifacts:

Riot Medallion (L) - 10% chance to trigger Frenzy

Shatterlord's Crest (M) -20% ranged, magic and melee attack speed, 5% movement speed, 10% critical damage

Note: These items have limited supplies. Once they are exhausted, they are not guaranteed to be replaced with other collectibles. The same applies to the transcendent weapon and/or Valor Triad.

Arcane Fragment; Legendary

Arcane Fragment (L) can now also be used to activate a unique goal.

Completing this goal rewards Shattercore, offering another way to diversify how you earn rewards in the game.

Descending Nightmare and Hellfire

We have reworked how players obtain Nightmare Vaults.

Previously, players needed to complete a fixed number of runs or floors. Now we simply count the total number of levels cleared.

You now need to clear 30 levels to earn a Nightmare Vault. (Credits to Selseia for the idea.)

Streak Rewards

If you run Descending Hellfire, you start with +3 levels counted.

For example:

Completing level 1 of DH (equivalent to floor 4 in DN) now counts as 4 levels toward the 30-level goal.

This change will result in more Nightmare Vaults being distributed.

As many players already noticed, Breach showed the same behavior. In the first weeks, multiple Astral Dreams (T) were discovered simply because more players were running DN and opening vaults.

To keep the system balanced, we adjusted the entry cost of keys for this mode.

Primeforge Shards

Building on the DN changes, we increased Axiom Sigil drops from Custodians, making it easier to reach weekly rewards.

We also adjusted the Primeforge Shard system.

  • Primeforge Shard (E) has been removed, any accounts that had this, have been swapped 1:1 with Primeforge Shard (L)
  • Primeforge Shard (L) remains, and now guarantees a single effect

I.e. when you select effects to apply, you'll be limited to just a single effect at 5%, guaranteeing the effect that's applied.

While +5% is not the maximum possible upgrade, it provides a reliable and appealing option for players.

For Primeforge Shards (M) and (T) the system remains randomized, requiring players to select multiple effects and letting the system roll the outcome.

This ensures long-term longevity for the system.

Expedition: Frostfang

The base mechanics of Expeditions remain the same.

You purchase weekly contracts, complete them, and earn rewards.

However, there are both minor and major adjustments.

Contracts

Some contract goals have been slightly reworked. Nothing drastic, but you may notice the differences as you complete them.

Additionally Bronze and Silver contract prices have been increased

We introduced many new ways to obtain Arcane Fragments, and this change ensures a stable economy.

Rewards

We simplified rewards even further.

Every completed tier now grants a Valorbound Mark, allowing players complete freedom in choosing their progression path.

You can use them to:

  • Buy Arcane Fragments (upgrade armor/tools)
  • Purchase Primeforge Shards (weapon upgrades)
  • Acquire Valor Triads (new artifacts)

Level 17 still grants a Valorbound Seal, which can be exchanged for:

  • Valor Triad (T)
  • A new weapon (M)
  • Additional Arcane Fragments
  • Additional Primeforge Shards

Colossi Encounter Changes

We want this encounter to be significantly more challenging for everyone.

To achieve this, we are introducing a completely new item class: Titanforged gear.

Streak Rewards

Players cannot bring their own equipment into this encounter.

Instead, you must obtain Titanforged items.

Purchasing an Expedition Pass grants your first Titanforged Token, allowing you to exchange it for a weapon of your choice.

Artifacts in the Encounter

Players who leveled Titanfall will have access to their Combat Augment, previously called Soulcraft Combat Augment.

This artifact becomes your first item allowed in the encounter.

To properly balance this system, we significantly reduced the bonus values. The original values were designed for players using Soulcraft (L) weapons, which is no longer relevant here.


Fighting a Colossus with just a weapon and one artifact is a serious challenge.

A new weekly goal will reward an additional Titanforged Token, allowing players to gradually build their Titanforged setup.

You can also choose to sell these artifacts if you prefer not to use them.

Valorbound Chest

As with every Expedition, we've added a new Valorbound Chest, available for purchase for 5000 Luneri.

Valorbound Chest

To give everyone a fair chance to obtain one, the chest will have an unlimited supply for the first 24 hours. After that period, we will review how many were sold and determine the remaining fixed supply.

Drop Table Summary

  • Inverdhen Homestead Deed; 100%
  • 25–50 Descending Nightmares Keys; 100%
  • Enduring Breach Elixir; +10% Breach XP for the entire Expedition; 100%
  • Enduring Titanfall Elixir; +10% Titanfall XP for the entire Expedition; 100%
  • Champion's Residence Emblem; 10%
  • Inverdhen Market Sigil; 10%

Inverdhen Home

This update introduces the ability for players to unlock a home in Inverdhen.

If you've always been loyal to this icy town, your prayers have been answered!

Inverdhen Home

Unlocking the home requires 5000 Luneri plus an Inverdhen Homestead Deed.

Inverdhen Homestead Deed

This item is one of the guaranteed drops from the Valorbound Chest.

If you don't want to buy a Valorbound Chest, you can also try your luck by opening the new Guardian's Warchest (Dropped from Guardians), which also has a chance to roll the Inverdhen Homestead Deed.

Former Guardian's Chests, Guardian's Keys and Invictus Insignias

To ensure everyone has a fair chance to obtain the new Inverdhen Homestead Deeds, we are making the following changes:

  • All Guardian's Chests currently owned by players have had their drop tables rolled automatically. The resulting rewards have been credited to players in the form of a gift. (This is no difference to opening every Chest yourself)
  • All Guardian's Keys have been converted 1:1 into Arcane Fragment (U).
  • All Invictus Insignias have been converted 2:1 into Arcane Fragment (U).

Guardian's Warchest

The new Guardian's Warchest does not require a key to open.

We will monitor the market and remove the Inverdhen Homestead Deeds from the drop table at a later time.

Champion's Residence

Valorbound Chests have a 10% chance to contain a Champion's Residence Emblem.

Having this item in your stash grants access to a dwelling reserved for accomplished heroes.

Champion's Residence

There is no unlocking required, simply having the emblem in your stash activates it.

Though it does not confer ownership, its authority remains unquestioned.

If you ever grow tired of it, you can list it on the Emporium for other players who would love access.

Inverdhen Emporium

Tired of traveling back to Talmuth just to trade?

Valorbound Chests also have a 10% chance to contain an Inverdhen Market Sigil.

Inverdhen Emporium

Having this item in your stash grants permanent access to the Emporium in Inverdhen.

There is no other way to access it; owning the token is required.

If you decide you no longer need it, or prefer trading in Talmuth, you are free to sell it to other players.

Adventure Start Screen

We've updated the Adventure and Game Mode starting screens.

Guardian Arena Start

These now provide an overview of:

  • Which monsters appear in each mode
  • Which items drop in End Chests
  • The drop rates for those items

Currency Configuration

We've added a Currency Configuration window where you can choose which currencies to show in the top right corner of the screen.

To access it, click the Cog icon in the Top right Corner.

Currency Configuration

You can toggle and re-order currencies. Those marked with (Event) can't be toggled because they're only active during a special event, but they can be re-ordered.

Weekly Goals

We have removed and reworked several weekly goals, and added a few new ones.

Be sure to check them out!

Rewards Shop

There are now various new perks and additions available from the Rewards Tab in the Main menu, which you can use your Royal Sapphires on.

Rewards Shop

To earn more Royal Sapphires, simply purchase Luneri Packs from our Shop tab, with each pack granting more Royal Sapphires.

We sincerely thank everyone who has supported, and continues to support, the game. It's a difficult space, but we're proud to still be alive and kicking, building an engaging and sustainable game for many years to come.

Astral Chest

The Astral Chest system has been retired.

Players can now directly purchase Elixirs from Viola Nightbloom, either to use themselves or sell on the Royal Emporium.

No more hoping to receive the Elixir you want; simply grab the one you need.

We have added Elixirs for Breach and Titanfall, while removing Colossi boosters.

To give everyone a fair chance, we have also increased the duration of Global Boosts to 60 minutes.

Happy grinding!

Weapon Balancing

We increased the base damage of Shortbows and one-handed melee weapons by 5%.

This adjustment was necessary due to the broader balance changes introduced in this update.

We will continue actively monitoring weapon performance and attack speeds to determine if additional adjustments are required.

For those who may have forgotten, we still plan to introduce unique minor and major effects based on weapon types. However, we currently consider this more of a quality-of-life feature rather than a core gameplay mechanic, which is why it has not yet been prioritized.

Gamepads

We're aware that with the recent addition of new inputs like Cleanse and Potion Surge that the number of buttons required exceeds what a gamepad can do.

Our gamepad support has always been experimental, but we've been working to improve this and we'll soon be adding better support for keybinds with modifiers. I.e. you'll be able to hold left trigger and press another button to trigger an action, allowing you far more options for bindings.

In the mean time, you may need to switch back to Keyboard/Mouse if it's too awkward to bind the keys you're trying to use.

Marketplace orders cancelled

Due to the massive amount of changes and new item sinks, we've cancelled/collected all marketplace orders.

Any partially filled orders have had their income collected and credited to your account.

All items have been returned to your stash.

Query API Upgrade

We've upgraded our Query documentation and functionality, which is available for members, and can be enabled in the Settings.

For players creating local tools, we recommend using our WebSocket endpoint as they're more performant, and support bi-directional events, meaning you don't need to constantly ping for data.

We've expanded the amount of available commands and data too.

Query Api

Swaps

Some items are now obsolete, or updated and so we've performed the following swaps:

  • Sylvan Grip -> Scavenger's Lens
  • Miner's Hat -> Fisherman's Friend
  • Colossalstrike Elixir -> Titanfall Elixir
  • Primeforge Shard (Epic) -> Primeforge Shard (Legendary)
  • Guardian's Key -> Arcane Fragment (Uncommon)
  • Invictus Insignia -> Arcane Fragment (Uncommon) (2:1)
  • Resilience Tonic -> Artisan Sigil (1:2)
  • Antipoison Potion -> Artisan Sigil (1:4)
  • Fireproof Potion -> Artisan Sigil (1:4)
  • Essence Ward Elixir -> Artisan Sigil (1:6)
  • Unbinding Serum -> Artisan Sigil (1:8)
  • BoundlessEvadeBrew -> Artisan Sigil (1:12)
  • Tome of Mining -> Tome of Fishing
  • Tome of Woodcutting -> Tome of Scavenging
  • Greater Tome of Mining -> Greater Tome of Fishing
  • Greater Tome of Woodcutting -> Greater Tome of Scavenging

The Future; Dev's Note

So what's next?

Running a live-service game means that balancing, introducing small new mechanics, releasing expeditions, fixing bugs, and supporting players will always consume a large portion of our time.

However, we can finally say the word many of you have been waiting for:

We are now actively working on co-op.

Over the past years we focused on building the core systems and foundation of the game. With that groundwork in place, we can now start building something many of you have been asking for.

That said, we also want to manage expectations early.

We've seen many suggestions and discussions on Discord, and while we love the enthusiasm, some ideas simply don't align with our capabilities or with the vision of Lost Relics.

What co-op will not be:

  • A full MMO
  • Large shared hubs with hundreds of players
  • Perfect latency for players across continents

What we are building:

  • Small cooperative runs
  • 2–4 players
  • Instanced gameplay
  • Best experienced with players in nearby regions

Our goal is to add meaningful cooperative gameplay without losing the tight gameplay loop and performance stability that Lost Relics relies on.

This is a big step for the game, and we're excited to share more details as development progresses.

Thank you for continuing to explore, experiment, and push the limits of what Lost Relics can become. The next chapter is only just beginning.


Other changes

  • Peek-a-boo brew is now Legendary (was Epic)
  • Sylvan Grip is changed to Scavenger's Lens
  • Miner's Hat is changed to Fisherman's Friend

Release Notes

  • Created new Valor Expedition "Frostfang" which uses a new Titanforged system for weapons/artifacts to take on the Colossus
  • Added a new Currency Display Configuration window (Cog in the top right corner next to currency) allowing you to toggle visibility of currencies and change their order
  • Added various new rewards to the Rewards shop on the main menu
  • Changed Global Colossus buff to Breach Xp buff
  • If you have a Pet equipped, you'll gain a new skill 'Cleanse'. This cleanses all existing Damage of Time and Crowd Control effects you might be afflicted with. The rarity of the pet you have equipped determines the cooldown and energy cost.
  • Added new Cleansing Ring, which you can purchase for 50 Luneri from Gabriele and allows you to perform 'Cleanse'.
  • Added Titanfall and Breach Elixirs
  • Added new Shatterforge where you can break down non-unique Blockchain Weapons and Artifacts, burning the item and lowering remaining supply while giving you Shattercores
  • Added Artisan Kiln in Talmuth near the Shatterforge, allowing you to break down crafted virtual items
  • Added a hotkey to consume all potions. Z by default.
  • Potions that used to last x minutes, now last for an entire floor of an adventure. Adventures with multiple floors are DN/DH/TD. Potions can be stacked up to 5 in a slot.
  • Fees paid on Digital Collectibles purchases in the Emporium now reward the buyer over time with Royal Sapphires. (Every $20 USD of fee spend will result in 2 Royal Sapphires, at Bronze tier, 3 for Silver, 4 for Gold, up to 6 for Diamond).
  • Updated Query Api feature with better documentation and features
  • Changed requirements to earn a Nightmare Vault to simply completing DN or DH for a total of 30 levels
  • Removed Guardian's Chest and Guardian's Key. All chests are granted as a gift with the contents of the chest as rewards, with the gifts expiring after 30 days. All Guardian's Keys have been swapped for an Arcane Fragment (Uncommon)
  • Increased One-handed Sword, Axe and Shortbow base damage output
  • Added a new container: Guardian's Warchest
  • Updated the Start Adventure/Game mode screen to give more information
  • Swapped Sylvan Grip for Scavenger's Lens, Miner's Hat for Fisherman's Friend, Colossalstrike Elixir for Titanfall Elixir
  • Removed Primeforge Shard (E) and updated requirements that used to rely on it. Imbuing with a Primeforge Shard (L) now allows you to choose from 1 effect (i.e. guaranteed effect)
  • Added Inverdhen Market Sigil and Emporium to Inverdhen which requires Inverdhen Market Sigil to enter
  • Added Player's House in Inverdhen and moved the Talmuth rift next to it, only available if you have the house (so that it works the same as Talmuth)
  • Removed Invictus Insignia, and swapped Invictus Insignia 2:1 with Arcane Fragment (Uncommon)
  • When the end of an expedition nears, a server message will appear, warning of the end of an Expedition, and that items will disintegrate and all NPC trades must be completed
  • Revamped all Music tracks from Nick Knightshade, check them out!
  • Updated the adventure theme and map for Valdrath Highlands
  • Renames: Soulcraft Combat Augment to CombatAugment, Weak Ring of Vitality to Focus Ring, Potent Ring of Vitality to Potent Focus Ring, Potent Ring of Rejuvenation to Potent Rejuvenation Ring, Weak Ring of Rejuvenation to Rejuvenation Ring