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Arsilthus
August 27, 2026 at 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
Arsilthus 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.
The 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.
Visibility 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.
The 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.


Chapter | What Is Confirmed |
|---|---|
Chapter 1 | The opening region. Contains the Edens, a Tailor event sequence, and the First Relic Awakening Shard. Received field-structure, lighting, and framerate work after launch |
Chapter 2 | Includes a plains area that was reworked for traversal and lighting. Site of the large-scale battles that drove post-launch performance fixes |
Chapter 3 | Confirmed 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 camp |
Individual 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.
Location | Details |
|---|---|
Hillsbrad Castle | A castle with a garrison. Entering the garrison completes the Plan of the Abyss event, which was fixed in Patch 12 |
Selbarn | A location with a boss area; an invisible collision wall near it was removed after launch |
Bloodrock Cave | A cave area; an invisible wall reported here was removed after launch |
Silversilver Mine | A mine where ambient monster audio kept playing with no monsters present until it was fixed |
Sanctum of the Stepped Aside | A cave that could not be entered because of a loading issue, fixed in Patch 7 |
Shadow of the King | A dungeon that received fixes in an early patch |
Sanctuary of the Forgotten Light | A dungeon added by the paid add-on, reached through its own questline near the second fast travel point |
The Edens | An area within Chapter 1 that received framerate improvements |
The Gap of a Long-standing Oath | A camp, and the fast travel point where the add-on questline was moved to make it easier to find |
Checkpoint Karr | The site of an event where arrows could damage the player from outside the walls until it was fixed |
Tomb of Broken Oaths | A dungeon. A field page at its entrance could not be collected until Patch 13 |
Where Dawn Sleeps | A dungeon. Patch 13 added missing sound effects and reworked its layout; Patch 14 fixed audio that looped improperly |
Remnants of Gratitude | An area that received missing sound effects, adjusted movement paths, improved terrain and rebalanced narration volume in Patch 13 |
Bloodstained Harvest | An area where the volume controls did not affect audio until Patch 13 |
The Last Feast | The Dorman dungeon, which failed to load and blocked entry until Patch 13 |
Deep Marsh Outpost | Where a soldier stands who completes the Shadow of the Deep Forest event for existing players |
Collapsed Checkpoint | Visiting it resets the event log for AFTER EVERYONE LEFT, which used to update repeatedly |
Silver Mine Outpost | A Chapter 2 outpost where Patch 13 walled off out-of-bounds climbs |
Torvan Cemetery | A Chapter 2 cemetery, walled off against out-of-bounds climbs in Patch 13 |
Coren | A Chapter 2 region, walled off against out-of-bounds climbs in Patch 13 |
Abandoned Place 1 | A Chapter 2 location, named only in the Patch 13 collision fixes |
Rentir Boss Zone | The arena for the boss Rentir, in Chapter 2 |
Swamp Encampment | Patch 14 moved its entrance to sit directly outside the cave exit |
Raider Encampment | A Chapter 2 encampment on a spiral rock mountain. Patch 14 added two ambush groups there and more varied enemy types |
The Hungry Fields | A Chapter 1 field where a Raider model stood in a T-pose until Patch 14 |
The Village of Scorched Harvest | A village that gained its own field page audio in Patch 14 |
The 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.
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.
Marker | Added In |
|---|---|
Merchants and buff NPCs | Patch 8 |
Caves, buff priests and villages | Patch 9 |
Dungeons and sealing stone dungeons | Patch 12 |
Boss locations | Patch 12 |
Relic shards | Patch 12 |
Guide markers for villages, boss encounter locations and sealing stone unlock areas | Patch 13 |
Location names shown on the map | Patch 13 |
Unified sealing stone dungeon icons | Patch 14 |
Exploration 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.
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.
A premium printed map of Arsilthus is included with the physical PlayStation 5 release; see Editions and Pre-Order Bonus.