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Steam announcementView the game on SifterOctober 2, 2026

1.6.0 – The Relic Hall

Update 1.6.0 is live. Beneath the city, Archivist Sena has set up an archive for the hearts of places, and Anvil-master Hral stands next to it at the forge. Every relic now has a plinth, a trail, a person and five stages of awakening. On top of that come thirteen new relics, a hunt with visible sources, and a Traveller with more to offer.

The Relic Hall

  • The “Relics” page is now the “Relic Hall”. It shows every relic on its plinth, in four rows from the midgame down to the Deep. There are also the tabs Hunt, Forge, Depth Relics and Help.
  • It opens with your first trail. If you already owned an old relic, you will find it entered there when you first load, starting at Awakening II. Your pieces stay the same, with sockets, etchings and upgrade, and their attack never falls below the old value.
  • Hall rank. It adds up all awakening levels and unlocks milestones: two titles (Relic Bearer, Archive of the Deep) and two frames (The Reliquary, The Full Hall). From rank 30 you get the Relic Belt with two saved loadouts, from rank 50 the home call no longer costs gold, and at the very top a chapter of the World Chronicle waits.

Thirteen new relics, five old ones reworked

Each comes from a different part of the world, belongs to a person from Emberwake and has three things: a gift in combat, an effect outside combat and a small drawback with its own line.

  • The Seventh Notch (dagger, Runecutter Sabb): Every hit carves a notch, and at the seventh the seal breaks.
  • Pell's Watchlight (necklace): During the night watch and offline, some wins count twice for hunt orders and loot lore.
  • Veinring: While gathering it now and then strikes a vein, and the gathering page counts the pulls to the next one.
  • Slag Cleaver: Every hit puts slag on the foe, which jumps to the next one when it dies.
  • Scalering: Sell windows show a second price, and thieving brings more gold.
  • Soot Spindle: It weaves the foe, and it attacks more slowly afterwards.
  • Bell Clapper: A death knell makes the foe skip an attack, and at the Mirror Lake monsters bite more often.
  • Fallstring: Against world bosses and epochs every one of your Ashfalls counts, and every epoch boss you defeat carves a notch into the string.
  • Rootcaller: Root venom jumps to the next foe on death, and plots ripen faster.
  • The Hundredth Day: Long boss fights and the Ash Tower make it stronger.
  • Packring: Side companions work harder.
  • Last Thought: It remembers the Titans you keep laying low.
  • Shoulderweight: Part of your defence is added as attack.

Pitheart, Tidefang, Forgeheart, Frostgrief and Nullbow get the same, and you lose nothing.

Gifts and counters

  • Every relic has a situation in which it is the strongest piece: its counter. Every boss card shows which of your relics counters there, with the same number as in combat. The counter bonus applies to normal hits; abilities do not count.
  • The bonus is capped. All equipped relics together never turn a foe into a walkover, and at most one relic weapon and two relic jewellery pieces work at once.
  • The band in combat. Under the foe a band shows what the gifts are doing right now: notches, slag, threads and more.

They grow with you

  • The base value grows with your combat level. It matches a unique piece of your level, so the relic does not stay behind in the midgame. The tooltip breaks it down, including the protection for old pieces. In the early game it is damped: up to the second Ashfall the base value is weakened from Awakening III on, so that the relic does not replace the end-phase weapon there; the line in the window names the factor. From the third Ashfall on it counts in full, Awakening I and II are not affected.
  • Awakening I to V. More base value, a higher limit, a stronger gift at III and V. For that you need echo, ember solder and gold.
  • The Ember Trail shows the sure echo. It tells you how close the next sure echo is. The Daily Spark gives up to three chosen relics something every day, and at Hral you trade ember solder for echo.
  • Ember solder comes from unmaking legendary and mythic gear or in exchange for dungeon splinters.

Pieces, materials and the hunt

  • You assemble a relic from pieces that bosses, foes, trades, expeditions, fishing and more drop, with the right person, bars and twelve new materials (Ember Slag, Soot Silk, Jellyfish Thread and more). Once the relic is awakened, the same sources drop echo instead of pieces.
  • Every source is shown where it is. Loot table, “Sources and uses”, the hall page and the place itself show the same number. At the top of every page that matters for a relic there is a “Relics here” strip, the magnifier of every piece has a button that takes you to where it drops, and the expedition preview shows the relics on the route.
  • Help everywhere. 15 “?” explain the terms when you hover or tap. The Help tab in the hall explains the hall from the start.

The Ashfall does not take the hall from you

  • Entry, awakening and echo stay. Loose pieces, materials and ember solder are saved. The relics fall asleep, and in the new run Hral recasts them with a home call, for some gold, bars and, for some, a material, as soon as you are far enough along again.
  • The new Pyre Tree node “Last Bond” keeps one equipped ring or jewellery piece through the Ashfall. Its upgrade drops to +0.
  • A relic at Awakening V comes home by itself.

The Traveller has more to offer

  • A new line of wares every week: six themes, two wares, with his line to go with them.
  • A curiosity: a ready-rolled piece for your tier; the head of the window lists the rarities.
  • Very rarely a boss piece of a relic that already has a trail, never the last missing one, no more often than every two weeks and for the worth of a few hours of your best hunt (by the trader's reckoning, often less in practice). That gives gold a purpose in the late game.

Glimmer, titles and more

  • Relics glimmer. Relics in the equipment slot and in the bag carry a soft glow in their colour, stronger with every awakening. In Calm mode and with the system setting “reduce motion” it does not pulse.
  • The detail window shows a large picture with lore. There are also six achievements and six new pages of the World Chronicle.
  • Offline counts too. Gathering pulls and the night watch roll for relic pieces and echo under the same rules as live. The message when you return gives the same numbers.
  • Offline like live (thanks, Rody). Gathering pulls and the night watch now also earn familiarity XP, with the usual offline reduction, and the return window shows what was added. The offline harvest rolls like live.
  • “Today in Veyr” reminds you when a Daily Spark is to be chosen, an Ember Trail is almost full or an awakening is possible.
  • “Repeat” is now also available before the fight (thanks, O'Roudy). On the card of an area boss, dungeon boss or seal boss, a switch turns Repeat on before the fight; if you take a boss down in one blow, you never saw the button during the fight so far. If the loot of the day is already claimed, a note says what still counts afterwards.
  • Titans grow a little more from the sixth Ashfall on (deliberate exception). From the sixth Ashfall on, the life of the titans rises a little more with every Ashfall, because the damage of players grows much faster than their life there. This is a deliberate exception to the rule of not toughening existing titans; reward, gates and the weekly logic of the titans stay unchanged.
  • Frames no longer cover the hero (thanks, Naya). The picture frames of your hero card are now cropped so that the hero's face and figure stay clear; before, some frames sat with their ornaments right over the head.
  • The Relic Hall now waits until the introduction is over. It used to open a few seconds after the first ore you mined, in the middle of the tour. Now it waits until you are ready; players who are further along notice no difference.
  • Unmaking pays Ember Solder. Bulk unmaking, the marked list, the stacks per rarity and the clean-up now also pay the Ember Solder of legendary and mythic pieces, not just unmaking single items; the preview names it.
  • Nine languages. All new texts of the hall, the Traveller and the relics exist in all nine languages.

Overnight, like live

Everything that counts overnight, compared. After Rody's report we compared line by line what happens live and what happens offline. The gaps we found are closed in the following points.

  • Gathering overnight brings every find. While mining offline you now also get the raw stones, while gathering the building materials for the Homestead (Stone Block, Quartz Sand, Clay Lump, Ancient Beam), while thieving the thief's loot, and on the Ember Hunt the rare hunt spoils together with Hunt Points. The gold finds of the Ember Paths (Vein Find) also pay overnight. The rolls are made per gathering pull like live; only Work Ember, which you now also earn gathering overnight, has the usual offline reduction.
  • The night watch counts more. Overnight, defence and weapon mastery now grow too (with the usual offline reduction), the world reacts to your victories (empty alleys, the Sootguard tithe, road robbers, the witch circle), and bones count toward achievements and tasks.
  • Bottle Post overnight. The Bottle Post is now rolled per fish caught offline as well, exactly like fishing by hand. Whoever fishes through the night finds it as often as live.
  • Expeditions: every round counts. On a standing order, each caught-up round counts on its own for the relic finds of the expedition, not just one per return.
  • Hunting contracts overnight. With Auto-Hunt, victories beyond the contract target carry over to the next contract; overnight that hands in up to ten contracts in a row instead of just one.
  • Prayers and Calm mode also apply offline. When gathering overnight, your prayers (Ember Haste, Deep Roots) and the quiet bonus of Calm mode now work as well. And the return window no longer claims that familiarity only grows while you play yourself.
  • Cremating: the recipe card does its sums right. The Urn Fire and the Void Fire of Cremating need Soul Ash and give more back, and the card did not subtract that until now: it reported a far too short supply and a Soul Ash bottleneck that never existed. Now it calculates net, so reach and consumption per hour are correct. The recipe itself and the night watch stay as they were.
  • The October bag overnight, too. “Trick-or-Treat” now also drops in the night watch, with the same reduction as the rest of the loot. It is counted as live; you open it by hand, as always.
  • What still only counts live. Chests, companions, marks and rare loot still only drop live in the night watch; the return window says so for chests, companions and marks too.

Thank you for playing and for every report on Discord and Steam. Now Sena comes with the archive, and Hral waits at the forge.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.