Loading...
Arsilthus - Version 10 vs Version 11
Aug 27, 2026, 06:12 AM
Added sixteen locations named in Patches 13 and 14 to the Named Locations table, extended the map marker table through the Patch 13 guide markers and on-map location names and the Patch 14 icon unification, corrected the 2,000 relic energy claim to record that Patch 14 removed it, added the new ambush encounters, noted the Chapter 3 collision fix, and added wikilinks to eight related pages
Sep 23, 2026, 09:43 AM
Added fourteen locations named in Patches 15 to 18, the Patch 17 and 18 enemy density reductions, and the latest map marker changes
11Arsilthus is the setting of The Relic: First Guardian. Once a prosperous realm, it was transformed into an apocalyptic wasteland by the destruction of a great relic and now lies in ruins. Its atmosphere is dark and haunting, enriched by Korean folklore and ancient mythology, and it falls to the player to mend the shattered land and honour the memories of those who came before.2233A Shattered, Semi-Open World4455The developers describe Arsilthus as a vast, interconnected semi-open world rather than a single seamless map or a series of closed levels. It is filled with forgotten ruins, hidden dungeons, and atmospheric landscapes, and it rewards players who venture off the beaten path with ancient artifacts, secret encounters, and pieces of lost lore buried in its ruined regions.6677Visibility is deliberately restricted. Arsilthus is a dark world where you rely on small, flickering lights to find your way, so exploration is slow and careful by design. Fog density across the earlier chapters was reduced after launch to improve visual clarity.8899Chapter Structure10101111The world is divided into chapters. At least three have been confirmed through patch notes, each with its own regions and encounters. The chapters are not standalone levels: field structure and traversal flow connect them, and progression moves forward through them.1212131314141515ChapterWhat Is ConfirmedChapter 1The opening region. Contains the Edens, a Tailor event sequence, and the First Relic Awakening Shard. Received field-structure, lighting, and framerate work after launchChapter 2Includes a plains area that was reworked for traversal and lighting. Site of the large-scale battles that drove post-launch performance fixesChapter 3Confirmed to exist, with its own field structure and traversal flow reworked before launch and crafting materials added afterwards. Patch 13 blocked an out-of-bounds route on the path leading down from the first camp1616Named Locations17171818Individual places have been named through official patch notes and add-on descriptions rather than through a published world map, so this list is partial and grows with each update. Patches 13 and 14 named sixteen more between them, most of them while fixing something. The bosses tied to specific arenas are collected on the Bosses page, and the events that play out at these locations on the Quests and Events page.191920-LocationDetailsHillsbrad CastleA castle with a garrison. Entering the garrison completes the Plan of the Abyss event, which was fixed in Patch 12SelbarnA location with a boss area; an invisible collision wall near it was removed after launchBloodrock CaveA cave area; an invisible wall reported here was removed after launchSilversilver MineA mine where ambient monster audio kept playing with no monsters present until it was fixedSanctum of the Stepped AsideA cave that could not be entered because of a loading issue, fixed in Patch 7Shadow of the KingA dungeon that received fixes in an early patchSanctuary of the Forgotten LightA dungeon added by the paid add-on, reached through its own questline near the second fast travel pointThe EdensAn area within Chapter 1 that received framerate improvementsThe Gap of a Long-standing OathA camp, and the fast travel point where the add-on questline was moved to make it easier to findCheckpoint KarrThe site of an event where arrows could damage the player from outside the walls until it was fixedTomb of Broken OathsA dungeon. A field page at its entrance could not be collected until Patch 13Where Dawn SleepsA dungeon. Patch 13 added missing sound effects and reworked its layout; Patch 14 fixed audio that looped improperlyRemnants of GratitudeAn area that received missing sound effects, adjusted movement paths, improved terrain and rebalanced narration volume in Patch 13Bloodstained HarvestAn area where the volume controls did not affect audio until Patch 13The Last FeastThe Dorman dungeon, which failed to load and blocked entry until Patch 13Deep Marsh OutpostWhere a soldier stands who completes the Shadow of the Deep Forest event for existing playersCollapsed CheckpointVisiting it resets the event log for AFTER EVERYONE LEFT, which used to update repeatedlySilver Mine OutpostA Chapter 2 outpost where Patch 13 walled off out-of-bounds climbsTorvan CemeteryA Chapter 2 cemetery, walled off against out-of-bounds climbs in Patch 13CorenA Chapter 2 region, walled off against out-of-bounds climbs in Patch 13Abandoned Place 1A Chapter 2 location, named only in the Patch 13 collision fixesRentir Boss ZoneThe arena for the boss Rentir, in Chapter 2Swamp EncampmentPatch 14 moved its entrance to sit directly outside the cave exitRaider EncampmentA Chapter 2 encampment on a spiral rock mountain. Patch 14 added two ambush groups there and more varied enemy typesThe Hungry FieldsA Chapter 1 field where a Raider model stood in a T-pose until Patch 14The Village of Scorched HarvestA village that gained its own field page audio in Patch 1420+LocationDetailsHillsbrad CastleA castle with a garrison. Entering the garrison completes the Plan of the Abyss event, which was fixed in Patch 12SelbarnA location with a boss area; an invisible collision wall near it was removed after launchBloodrock CaveA cave area; an invisible wall reported here was removed after launchSilversilver MineA mine where ambient monster audio kept playing with no monsters present until it was fixedSanctum of the Stepped AsideA cave that could not be entered because of a loading issue, fixed in Patch 7Shadow of the KingA dungeon that received fixes in an early patchSanctuary of the Forgotten LightA dungeon added by the paid add-on, reached through its own questline near the second fast travel pointThe EdensAn area within Chapter 1 that received framerate improvementsThe Gap of a Long-standing OathA camp, and the fast travel point where the add-on questline was moved to make it easier to findCheckpoint KarrThe site of an event where arrows could damage the player from outside the walls until it was fixedTomb of Broken OathsA dungeon. A field page at its entrance could not be collected until Patch 13Where Dawn SleepsA dungeon. Patch 13 added missing sound effects and reworked its layout; Patch 14 fixed audio that looped improperlyRemnants of GratitudeAn area that received missing sound effects, adjusted movement paths, improved terrain and rebalanced narration volume in Patch 13Bloodstained HarvestAn area where the volume controls did not affect audio until Patch 13The Last FeastThe Dorman dungeon, which failed to load and blocked entry until Patch 13Deep Marsh OutpostWhere a soldier stands who completes the Shadow of the Deep Forest event for existing playersCollapsed CheckpointVisiting it resets the event log for AFTER EVERYONE LEFT, which used to update repeatedlySilver Mine OutpostA Chapter 2 outpost where Patch 13 walled off out-of-bounds climbsTorvan CemeteryA Chapter 2 cemetery, walled off against out-of-bounds climbs in Patch 13CorenA Chapter 2 region, walled off against out-of-bounds climbs in Patch 13Abandoned Place 1A Chapter 2 location, named only in the Patch 13 collision fixesRentir Boss ZoneThe arena for the boss Rentir, in Chapter 2Swamp EncampmentPatch 14 moved its entrance to sit directly outside the cave exitRaider EncampmentA Chapter 2 encampment on a spiral rock mountain. Patch 14 added two ambush groups there and more varied enemy typesThe Hungry FieldsA Chapter 1 field where a Raider model stood in a T-pose until Patch 14The Village of Scorched HarvestA village that gained its own field page audio in Patch 14The Grave of the Nameless SorrowA grave site whose sound effects and environmental objects were enhanced in Patch 15Vermion DungeonA dungeon with a waterfall. Dying in the water near it left the character floating on the surface until Patch 15The Cavern of the UnreleasedA cave holding a field page whose acquisition location was recorded wrongly in the inventory until Patch 16Valdemar RealmAn area behind a gate that, since Patch 16, opens automatically after talking to Malcolm and HersonAgnes, Zena and KorenThree destinations signposted by the crossroads gate that Patch 16 added in front of Hillsbrad Castle. Patch 13 spells a Chapter 2 region Coren, and the two spellings have not been reconciledTomb of Nameless GriefReceived missing audio in Patch 16Swamp of the SunkenReceived missing audio in Patch 16Cemetery of WaitingA grave whose environment was enhanced in Patch 17, with further audio added in Patch 18The Cemetery Where Words Never ReachedEnvironment enhanced in Patch 17The Weeping Chapel of Silent GodEnvironment enhanced in Patch 17The Unburied CemeteryA grave that received audio in Patch 18The Archive of SilenceA dungeon that received audio in Patch 18Eltrin DungeonA Chapter 2 dungeon whose Ghoul mobs were thinned and switched to location-triggered spawns in Patch 18, when its boss Eltrin also gained a second phaseOutcast ZoneA Chapter 2 area whose enemy groups were reduced in Patch 182121The tutorial zone includes a burning village, rebuilt in Patch 7. Official screenshots also show environments the patch notes have not named: a cathedral hall with stained glass, an underground vault knee-deep in gold coins and plate, a fog-bound watchtower in wooded hills, and a cherry-blossom grove lit by drifting blue motes. The world is more varied than the ruined-wasteland framing alone suggests. The full run of published screenshots is listed on the Trailers and Media page.22222323Reading the Map242425-The in-game map was thin at launch and has been filled in steadily. Patch 8 added merchant and buff NPC markers, Patch 9 added caves, buff priests and villages, and Patch 12 delivered the largest pass, adding dungeons, sealing stone dungeons, boss locations and relic shards, then reordering the marker display hierarchy so the icons do not fight each other. Patch 13 layered guide markers for villages, boss encounter locations and sealing stone unlock areas on top of that, and made location names display directly on the map, which turned it from a marker board into something closer to an atlas. Patch 14 unified the sealing stone dungeon icons so they read the same everywhere. Each change is listed on the Updates and Patches page.25+The in-game map was thin at launch and has been filled in steadily. Patch 8 added merchant and buff NPC markers, Patch 9 added caves, buff priests and villages, and Patch 12 delivered the largest pass, adding dungeons, sealing stone dungeons, boss locations and relic shards, then reordering the marker display hierarchy so the icons do not fight each other. Patch 13 layered guide markers for villages, boss encounter locations and sealing stone unlock areas on top of that, and made location names display directly on the map, which turned it from a marker board into something closer to an atlas. Patch 14 unified the sealing stone dungeon icons so they read the same everywhere. Patches 15 and 16 raised quest markers above village icons, and Patch 18 updated boss markers to display once a boss is defeated and marks sealing stone dungeons as cleared once their item is obtained or their boss is beaten. Each change is listed on the Updates and Patches page.262627-MarkerAdded InMerchants and buff NPCsPatch 8Caves, buff priests and villagesPatch 9Dungeons and sealing stone dungeonsPatch 12Boss locationsPatch 12Relic shardsPatch 12Guide markers for villages, boss encounter locations and sealing stone unlock areasPatch 13Location names shown on the mapPatch 13Unified sealing stone dungeon iconsPatch 1427+MarkerAdded InMerchants and buff NPCsPatch 8Caves, buff priests and villagesPatch 9Dungeons and sealing stone dungeonsPatch 12Boss locationsPatch 12Relic shardsPatch 12Guide markers for villages, boss encounter locations and sealing stone unlock areasPatch 13Location names shown on the mapPatch 13Unified sealing stone dungeon iconsPatch 14Quest markers drawn above village iconsPatches 15 and 16Boss markers updated on defeat; sealing stone dungeons marked as clearedPatch 182828Exploring29293030Exploration is a progression system, not just scenery. Completing narrative events rewards sealing stones that open hidden dungeons, which ties advancement to discovery rather than to experience points. Abandoned campsites yield currency, world chests drop crafting materials, and Elemental Shard materials are scattered across the map. Rare chests sit at named landmarks such as the Eser Fragment Shrines, and what they feed is covered on the Equipment and Gear page. Ancient Memories found in the world supply the relic energy used to equip skills, a system covered on the Relics and Runes System page. Spawn points and fast travel points structure movement through the world. A stock of 2,000 relic energy was added to the second fast travel camp in Patch 8 after players asked for an earlier supply, and removed again in Patch 14. Field and lore pages carry voice-over that plays while the game pauses, delivering much of the story in place.313132-The field is more hostile than it was at launch. Patch 14 seeded more than twenty new ambush groups across Chapter 1, Chapter 2 and the swamp, placing them around caves, main roads, dungeon entrances and rare chest sites, and in the swamp tying them to specific offering objects that spring an attack as you approach. The Enemies page covers what turns up.32+The field has been retuned several times. Patch 14 seeded more than twenty new ambush groups across Chapter 1, Chapter 2 and the swamp, placing them around caves, main roads, dungeon entrances and rare chest sites, and in the swamp tying them to specific offering objects that spring an attack as you approach. The Enemies page covers what turns up.333334+Patches 17 and 18 then pulled back. Patch 17 reduced high monster density in Chapter 1 and added ambushes along its main roads, and Patch 18 removed unfairly placed monsters and explosive barrels across the Chapter 1 and 2 fields, replacing most patrols with ambushes that trigger at specific locations.35+3436A premium printed map of Arsilthus is included with the physical PlayStation 5 release; see Editions and Pre-Order Bonus.