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This week we have been focused on bug fixing and on getting Enchanter Mastery implemented so that everyone can start working with it on the Public Test Realm. Here’s a list of everything we’ve got going on:
Implementing NPC Dialogue in the Port of Rulun.
Adding still more fish in the waters of Badia de Cara.
Finishing the initial implementation of Enchanter Mastery.
Prep work for implementing Rogue Mastery.
Additional tuning and itemization work for levels 1-50.
Bug investigations in partnership with the programming and QA teams.
High-level design work for Faerthale.
Additional touch-up work for parts of Badia de Cara, where needed.
Starting to work on environmental assets for Faerthale, including very large trees and parts of very large trees.
Another round of collision improvements and performance optimizations for the Port of Rulun and Detihauna.
Beginning detailed planning for building out Faerthale city and the surrounding areas.
Animation refinements for player jogging and sprinting animations.
Technical testing for the updated armor system.
Working on finalizing elven PC/NPC customization for all subgroups.
Continuing the buildout of the Faerthale NPC asset list to help inform asset creation.
Preparing for revisions to core server processes to help improve scalability and performance (this is a large effort and will likely take several months to complete, but is required to enable several important gameplay-related features).
Continued working on data connections for the Market system UI.
Enabling additional functionality to help support class abilities and mastery (this will be ongoing for a few weeks).
Bug investigations and fixes, with a priority focus on bugs that impact the mastery system or server performance.
The bug squashing continues – and some new stuff too. Check out what we’ve been working on below:
Final pass on NPC population for Detihauna.
Adding a few new fish to the waters around Badia de Cara to help increase biodiversity.
Working on implementing Enchanter mastery.
Finishing touches for Ranger mastery.
Additional tuning and itemization work for levels 1-40.
Continued bug destruction and tuning adjustments.
Working on some additional lighting and atmosphereic touch-ups for various parts of Badia de Cara.
Investigating a pesky issue with terrain textures that is creating poor visual performance in some parts of the world.
Continued optimization of object collision across all of Badia de Cara and the Port of Rulun.
Continuing to work on large environmental props for areas of Faerthale outside the city.
Finalized concepts for an elven dwelling kit which will be used to create many of the buildings in Faerthale.
Touchups and optimization on some Badia de Cara creatures and their aniamtions.
Finalizing import process for updated armor system.
Continuing detailed concepts and blockouts for Lucent, Ashen, and Ember elf customization options including hairstyles and hair colors.
Building out Faerthale NPC asset list to help inform asset creation.
More water-related fixes for Badia de Cara, and further preparation for hooking up boats.
Created a new tool that designers can use to help quickly populate large open areas of the world with various NPCs.
Preparing for revisions to core server processes to help improve scalability and performance (this is a large effort and will likely take several months to complete, but is required to enable several important gameplay-related features).
Working on data connections for the Market system UI.
Enabling additional functionality to help support class abilities and mastery.
Bug investigations and fixes.
Over this past week we’ve been working hard to get some new things ready for the Public Test Realm next week. Check out what we’ve been working on below:
Adding “extra” NPCs to Detihauna and making sure the town feels like a place where people live.
Filling out NPC population in various areas, including in and around shipwrecks on the shore.
Continuing to add more sharks and other sea life to the waters around Badia de Cara. You can never have enough sharks. Also making sure the sharks are appropriately hungry.
Finishing up implementing new Wizard abilities and mastery options.
Starting on implementation of Enchanter mastery.
Finalizing the designs for Rogue and Ranger mastery.
Additional tuning and itemization work for levels 1-40.
More Faerthale planning, including mapping out various class starting locations within the city.
Continued bug destruction and tuning adjustments.
Working on some additional lighting and atmosphereic touch-ups for various parts of Badia de Cara.
Optimizing object collision across all of Badia de Cara and the Port of Rulun.
Starting to work on large environmental props for areas of Faerthale outside the city.
Continued concepting and asset construction work for Faerthale city.
Wrap-up work on Badia de Cara NPC models, and picking up a few final things for the zone that have been requested by the design team.
Continued setting up for test run on universal armor meshes to make sure everything works properly in-game.
Continuing detailed concepts and building blockouts for Lucent, Ashen, and Ember elf customization options including hairstyles and hair colors.
Water-related fixes for Badia de Cara, and preparation for hooking up boats.
Working on some tools to help the design team move faster.
Preparing for revisions to core server processes to help improve scalability and performance (this is a large effort and will likely take several months to complete, but is required to enable several important gameplay-related features).
Refinement work on market system UI (browsing/search window, listing management) and beginning hookups for data connections.
We have been busy this week getting things prepared for our next update to the Public Test Realm. Here’s what has been happening this week behind the scenes:
Finalizing NPC population work in Detihauna.
Continuing NPC population work in Kosa Minor.
Filling out NPC population in parts of the Sea Dragon Hatchery.
Adding more sharks and other sea life to the waters around Badia de Cara.
Finished updating mastery options for Paladin and Dire Lord.
Polishing work on the Mastery UI for Cleric, Shaman, and Druid.
Began implementing new Wizard abilities and mastery options.
Working on the designs for Rogue and Ranger mastery options.
Additional tuning and itemization work for levels 1-40.
Building out NPC roster and potential quest hooks for Faerthale.
Squashing bugs and making tuning adjustments to class abilities based on bug reports, feedback, and observation data from the Public Test Realm.
Atmospheric and visual effects for various areas in Badia de Cara.
Additional set dressing in some areas of Badia de Cara that were feeling a little sparse.
Detailed set dressing for Detihauna.
Optimizing object collision across all of Badia de Cara and the Port of Rulun.
Tweaks to lighting behavior for underwater environments.
Continued concepting for modular Elven dwelling kit for Faerthale City and outlying areas.
Wrap-up work on Badia de Cara NPC models, and picking up a few final things for the zone that have been requested by the design team.
Updated player swimming animations, including making death by drowning more dramatic.
Setting up for test run on universal armor meshes to make sure everything works properly in-game.
Continuing detailed concepts and building blockouts for Lucent, Ashen, and Ember elf customization options.
Several fixes for problems that were impacting NPC pathfinding, especially where water was involved.
Tackling bugs and requested changes from the design team, one at a time.
Chewing through some back-end data optimization to help reduce performance overhead on the server.
Preparing for revisions to core server processes to help improve scalability and performance (this is a large effort and will likely take several months to complete, but is required to enable several important gameplay-related features).
Continuing work on market system UI (browsing/search window, listing management) and prep for data connections.
This week, we introduced Mastery for the Cleric and Druid classes, alongside a major update for the Warrior class. Since then, we have been hard at work fixing bugs reported by our players, as well as continuing to forge ahead on some upcoming changes and additions. Our top priorities right now are getting Class Mastery fully implemented and functional for all of our active adventuring classes and investigating problems related to NPC pathfinding and movement through water.
Here’s what has been happening this week behind the scenes:Finished adding interactive doors to the Port of Rulun.
NPC population work in Detihauna and Kosa Minor.
Updating base abilities and Class Mastery for Paladins and Dire Lords.
Finalizing the design for Class Mastery for Wizards, Enchanters, and Summoners.
Additional tuning and itemization work for levels 1-30.
Systematically investigating and fixing bugs reported by our players.
Continuing to evaluate player feedback on Class Mastery and combat.
Adding some mysteries to Badia de Cara for players to discover.
Final polishing for cavern areas in Badia de Cara.
Detailed set dressing for Detihauna.
Finishing touches and more collision fixes for the Port of Rulun.
Verifying LODs for props used in Badia de Cara and Port of Rulun for optimal client performance.
Continued concepting for modular Elven dwelling kit for Faerthale City and outlying areas.
A few last NPC variations for BDC named and rare opponents.
Finished the Obsidian Crocodile NPC model.
Working on updating some player character animations.
Race/Gender adjustments for universal armor meshes and prep for import into engine.
Continuing detailed concepts and building blockouts for Lucent, Ashen, and Ember elf customization options.
Investigation into pathfinding and water-related bugs with NPCs.
Investigation into bugs impacting class abilities and class mastery.
Continued work on itemization and crafting data support.
Continuing work on market system UI (browsing/search window, listing management) and prep for data connections.
It is the Frail Age of Terminus. Since the Deicide War, true communion with the Celestials has become nearly unheard of. For this reason, Clerics bind themselves to the ancient Tomes of their Order; sacred vessels preserving the last echoes of Celestial power from an age when such communion was still possible.
Through disciplined study, Clerics learn to draw upon these Tomes as conduits of divine memory. Their restorative arts are among the most potent in all of Terminus, allowing them to mend grievous wounds in the midst of terrible danger. Through signets, writs, and ethereal shields, they can dramatically strengthen the defenses of their companions with the remnants of Celestial light.Yet the same light that restores the faithful may also condemn the wicked. Clerics are vessels of righteous conviction, able to bring judgment against those who profane life, prey upon the innocent, or draw power from cursed sources. Against Undeath and other beings steeped in corruption, the Cleric’s affinity for Celestial light becomes especially fearsome.In battle, a Cleric may stand as a beacon of restoration, shielding allies and saving them from death. But they may also become an instrument of judgment, invoking the power of their Celestials to strike down enemies with divine force.Mastery Path 1: Righteous (Healer) Mastery Path 2: Judgement (Spell DPS) Available Races: Dark Myr, Dwarf, Elf, Human Weapons: Hammer, Mace, Club, Great Hammer, Long Staff, Martial Staff, Flail Armor: Up to Light Plate Shields: Bucklers, Small Shields, Kite Shields• Blunt (Hammer, Mace, Club)
• Great Hammer
• Martial Staff
• Long Staff
• *Flail
*Note: Flail weapons will be implemented in future updates.• Shield
• Dodge
• Parry
• Augmentation
• Conjuration
• Consecration
• Fortification
• Invocation
• Manifestation
• Restoration
Ability
Description
Rebuke
Rebuke an enemy with a shock of divine energy, dealing Divine damage.
Healing Spark
Release a swift burst of healing light, directly healing your target.
Ward Undeath
Judge an Undead target with divine power, dealing Divine damage.
Awaken Courage
Awaken a sense of courage in an ally, increasing their Health and Armor Class.
Sacred Shield
Envelope the target in a luminous shield, absorbing damage plus a portion of your maximum health before dissipating.
Dawnfire
Blast an enemy with a cantrip of fiery light, dealing Divine damage.
Resurrection
Brings a fallen ally back to life at the location where they were slain.
Symbol of Korcera
Bless an ally with the symbol of Korcera, increasing their attributes.
Shackle Death
Bind an Undead enemy to the ground, rooting them in place.
Exhortation
Rally the spirits of your allies, increasing your group’s Attack and Spell Power.
Signet of Force
Invoke a signet of divine power, stunning the enemy.
Spook the Dead
Instill a surge of dread in an undead enemy, causing it to flee in fear.
Signet of Peace
Invoke a signet of divine power, reducing an ally’s Threat Generation.
Divine Favor
Bless a target’s weapon, giving their successful auto attacks a chance to restore a small amount of their health.
Invigorate
Bless your target with renewed vigor, recovering their Endurance and increasing their Endurance regeneration rate.
Awaken Honor
Awaken a sense of honor in your ally or group, increasing their Health and Armor Class.
Divine Aura
Consecrate yourself in divine power to become invulnerable for a short duration. While under the effects of Divine Aura, your movement speed is reduced and you are unable to attack or cast spells.
Mastery
Description
Ability Unlock: Arc of Light
Hurl a bolt of restorative light at an ally, healing them. After the heal occurs, jumps to the most injured group member.
Ability Unlock: Celestial Light
Surround the target in restorative light, directly healing them.
Ability Unlock: Bond of Protection
Form a bond of celestial light with a group member. Whenever that player takes damage, a percentage of the damage will be redirected to you.
Ability Unlock: Flash Heal
Release a surge of healing light, instantly healing your target.
Ability Unlock: Bolster
Encase the target in a celestial guard, granting immunity to Stun and Knockdown effects and reducing incoming Physical damage.
Ability Unlock: Word of Radiance
Utter a divine word that releases a surge of radiant light, healing each member of your group.
Inspiration
Healing Spark’s critical heals refund a portion of Healing Spark’s Mana cost.
Soul-Tending
When Flash Heal heals a target protected by Sacred Shield, it reduces Fatigued Spirit’s remaining duration by 2 sec. If it is a critical heal, Fatigued Spirit’s remaining duration is reduced by 4 sec.
Permeating Light
Your healing spells ignore 30% of healing reduction effects on the target.
Fractured Shelter
When Sacred Shield breaks from absorbing too much damage, the target gains Fractured Shelter for 6 seconds. Casting Celestial Light on the target will consume Fractured Shelter and increase Celestial Light’s healing by 25%.
Sudden Life
When Flash Heal critically heals, your next Healing Spark is instant cast. When Healing Spark critically heals, the cast time of your next Celestial Light is reduced by 2 sec and its chance to critically heal is increased by 10%.
Threaded Mercy
If an Arc of Light jump critically heals, it will add an extra jump to its lowest-health ally progression. Cannot exceed 4 total jumps after the initial heal.
Arc Returnal
The initial heal of Arc of Light also heals you.
Unbroken Spark
Consecutive Healing Sparks on the same target increases Healing Spark’s healing on that target by 2% for 6 sec. Stacks up to 3 times.
Aegis
Healing Spark’s critical heals apply an absorb shield equal to 20% of the healing done. If Sacred Shield is already active on the target, the absorption from Aegis will be added to the amount remaining for Sacred Shield without altering Sacred Shield’s duration.
Triage of the Order
When your Bond of Protection target falls below 20% Health, your next Flash Heal is free and guaranteed to critically heal.
Judgement Mastery ExamplesThe Judgement Cleric is a wrathful spellcaster who turns the fading power of the Celestials into divine rebuke and holy ruin.Mastery
Description
Ability Unlock: Smite
Smite an enemy with a torrent of divine power, dealing Divine damage.
Ability Unlock: Searing Light
Burn an enemy with searing light, dealing Divine damage and then additional damage over time.
Ability Unlock: Tribunal
Landing a critical hit with Rebuke will activate Tribunal. While Tribunal is active, Smite deals increased damage and gains increased critical hit chance. Each consecutive Smite cast during Tribunal reduces Smite’s cast time. When Tribunal ends, you gain Repose for 10 sec. Tribunal cannot be triggered while Repose is active.
Ability Unlock: Castigor’s Rage
Stoke your righteous indignation, increasing the casting speed of your Divine damage spells and reducing their Mana cost.
Ability Unlock: Writ of the Sage
Recite a blessed writ, granting you the mind of a sage, increasing your Wisdom and granting your spells a chance to restore Mana.
Righteous Verdict
Restores a percentage of your total Mana when Tribunal ends.
Divine Fervor
Reduces the duration of Repose by 5 sec.
Break of Dawn
While Tribunal is inactive, Dawnfire extends the duration of Searing Light by 1 sec, or 2 sec when Dawnfire critically hits.
Arcing Wrath
When Smite critically hits, 50% of the damage will jump to another target within 6m that is affected by Searing Light.
Resilient Pages
Having a Tome equipped increases your resistance to spell pushback.
Condemnation
Critical hits with Smite during Tribunal grant Condemnation, stacking up to 5 times. Each stack of Condemnation increases Smite’s critical hit chance by a percentage.
Unyielding Light
Ward Undeath deals extra damage against Undead below 25% Health. If the target is affected by Searing Light and Ward Undeath deals the killing blow, 50% of the Mana cost is refunded and Searing Light will spread to one Undead target already in combat within 6m.
Dawncaller
When Tribunal ends, consume all stacks of Condemnation. Your next Dawnfire will be instant cast and will deal 5% more damage for each stack of Condemnation consumed.
Indictment
While Writ of the Sage is active and you have Tome of Judgement, Tome of Divine Fury, or any of the Sacred Tomes equipped, Righteous Verdict will restore 5% additional Mana when Tribunal ends.
Inescapable Judgement
While Tribunal is active, critical hits with Smite will reduce the cast time of your next Smite by 50%.
Judged in Light
During Tribunal, each consecutive Smite against a target affected by Searing Light increases Searing Light’s next periodic tick by 2%, up to a max of 20%. Additionally, when Searing Light’s periodic damage critically hits during Tribunal, you will gain +1% of your total Mana.
The wild-eyed Druid has answered a dangerous call: to embrace the natural world of Terminus and peer into its mysteries. With the manifold fragments of other worlds and realms now rooted into Terminus, the land has become beautiful, volatile, and treacherous beyond measure. For this reason, Druids are often revered as visionaries; mystics able to look beyond the fractured terrain and sense the living pulse beneath it.
At their core, Druids are light-armored mystics who commune with the forces that bind root, beast, flame, storm, and spirit. Their power is not drawn from conquest over nature, but from intimacy with it: the restorative waters of a hidden spring, the resilience of ancient roots, the instinct of watchful beasts, the patient growth of wild groves and the terrifying release of a tempest breaking across the sky.Among the most mysterious expressions of Druidic power is Verdanfire, a living flame that carries both renewal and destruction in equal measure. In practiced hands, it may kindle protective growth, bloom into restorative magic, or surge outward as a searing natural force. Many Druids also share a profound bond with Hirode, a strange and faithful companion whose presence deepens their connection to the wild and gives shape to some of their restorative arts.Yet the Druid’s communion is not limited to grove and root. Some hear the sky with the same clarity others hear the forest. They call to Storm Wisps, gather the charge of living weather, and turn wind and lightning into weapons of precision and fury. Where one Druid may cultivate a battlefield into a sanctuary of healing Verdanfire, another may become the herald of a raging storm.Mastery Path 1: Preserver (Healer) Mastery Path 2: Storm Herald (Spell DPS) Available Races: Elf, Halfling, Human, Ogre Weapons: Blunt Weapons (Mace, Hammer, Club), Long Staff, Scimitars Armor: Up to Leather Shields: Bucklers• Blunt (Hammer, Mace, Club)
• Sword (Scimitars only)
• Long Staff
• Shield
• Dodge
• Augmentation
• Conjuration
• Enervation
• Evocation
• Fortification
• Manifestation
• Restoration
Ability
Description
Wild-Eyed Wanderer
Your covenant with the natural world has cultivated a unique sense of trust from the animals of Terminus, making most of them unlikely to attack you unless provoked.
Beckon Hirode
Beckon Hirode, the Ward of Masae, as your companion.
Hirode’s Flame
Ask Hirode to release a surge of Verdanfire, healing an ally.
Rockvine Tangle
Entangle an enemy in a snare of rockvines, reducing their movement speed.
Nature Shroud
Imbue an ally with mystical energy, increasing their Resistances, Spell Power, and Health Regeneration.
Talisman of Regrowth
Bind a talisman of enchanted vines to an ally, causing incoming damage to heal the shielded target.
Stinging Swarm
Unleash a swarm of stinging insects at an enemy, dealing Nature damage over time.
Cleanse
Cure yourself or an ally of harmful Poison and Disease effects.
Rebirth
Beseech Masae to bring a fallen ally back to life at the location they were slain.
Thorncoat
Form a coat of protective thorns around an ally that deals Nature damage to attackers.
Spirit of the Wolf
Imbue the spirit of the wolf into an ally, increasing their movement speed while active. This movement speed bonus will scale with your level.
Treeform
Transform into a rooted tree, preventing all movement while increasing your Health Regeneration. While in Treeform, most enemies will ignore you.
Umbravines
Conjure umbravines to eat away at an enemy’s magical protection, reducing their Resistances.
Swiftgill’s Fin
Imbue the aquatic nature of Swiftgills into an ally, increasing their swimming speed and breath capacity.
Stone of the Pass
Teleport yourself and group members within 10m to Avendyr’s Pass.
Cloak of Leaves
Gather enchanted leaves to yourself and form them into a cloak of invisibility.
Galeweaving
Weave the wind into a small tempest around an ally, absorbing damage.
Panic Animal
Manifest a sense of panic in a target animal, causing it to flee in fear.
Spirit of the Owl
Imbue the spirt of the owl into an ally, increasing their Intellect and Concentration.
Spirit of the Tiger
Imbue the spirit of the tiger into an ally, increasing their Agility and Attack Power.
Charm Animal
Leverage your communion with the wilds to charm an animal, allowing you to command it in battle.
Wolf Form
Manifest your deep communion with the animal world, taking the form of a wolf. In this form, your movement speed is significantly increased.
Valehawk Form
Manifest your deep communion with the animal world, taking the form of a valehawk. In this form, you are able to glide through the air.
Vinewoven Bridge
Form a bridge out of interlocking vines, allowing you and others to cross a gap that is too wide to jump across.
Mastery
Description
Keeper of the Grove
Increases your Mana Regeneration rate while inside of Verdanfire Tree’s healing radius.
Blooming Regrowth
When Talisman of Regrowth fades, spends its last charge, or is overwritten by another Druid’s Talisman of Regrowth, it will bloom, healing nearby allies of the original target for 250% of Talisman’s per-charge healing amount.
Verdant Canopy
If Verdanfire Seed blooms on a target standing within Verdanfire Tree’s healing radius, the bloom heal will splash to up to 4 nearby allies.
Root Memory
Recover a portion of Talisman of Regrowth’s mana cost if the spell expires naturally.
Bark Skin
While Talisman of Regrowth is active, the target gains a Physical damage reduction on the first and last hits that consume a charge.
Heartvines
Talisman of Regrowth has a chance to not consume a charge when the target is below a certain health threshold.
Ability Unlock: Verdanfire Seed
Protect an ally with a mystical seed that absorbs incoming damage. When the seed absorbs the maximum amount of damage, or the duration ends, the seed will bloom and heal the target for a moderate amount.
Ability Unlock: Preserver’s Wildfire
Unleash a surge of Verdanfire in a 120 degree area in front of you, restoring Health to allies.
Ability Unlock: Verdanfire Tree
Create a tree of pure Verdanfire near you, periodically healing group members within 15m of the tree.
Masae’s Exchange
When Hirode’s Flame effectively heals a target, it will restore a charge of Talisman of Regrowth. (Limited occurrences in a short period of time).
Sturdy Vines
Increases the healing charges of Talisman of Regrowth.
Reverberating Vines
When a player is critically hit while under the effect of Talisman of Regrowth, the healing received is doubled.
Genesis Thread
When a Talisman of Regrowth charge overheals an ally, a portion of the overhealing is stored. When the final charge is consumed, the stored amount is released on the target as a direct heal.
Cleansing Echo
After successfully cleansing a Poison or Disease effect from an ally, Cleansing Echo will remain on that target for a duration of time. If the target is afflicted with another Poison and/or Disease effect during that time, Cleansing Echo will react by curing the effect(s) and then jumping to heal the lowest health group member.
Storm Herald Mastery ExamplesThe Storm Herald Druid is a wielder of living storms, calling Storm Wisps, wind and lightning against their enemies.Mastery
Description
Kindling Lash
Using Vine lash against targets affected by Ignite or Stormfire causes a tick of their damage to proc. This does not count against Ignite or Stormfire’s remaining ticks or duration.
Storm Battery
If Call Lightning critically hits, it will refund a portion of its Mana cost. Additionally, Calling Lightning now bypasses a portion of the target’s Shock Resistance.
Ability Transformation: Talisman of Storms
Transforms Talisman of Regrowth into Talisman of Storms. Bind a talisman of a harnessed storm spirit to yourself for 60 min, gaining up to 3 Talisman of Storm charges. Each charge increases your Spell Haste. When you take damage, the talisman retaliates against the attacker, dealing Shock damage with a chance to stun. While active, direct damage from eligible spells has a chance to generate 1 Talisman of Storms charge.
Ability Unlock: Storm Wisp
Conjure a storm wisp that attacks your enemy with bolts of lightning. The storm wisp cannot be active at the same time as Hirode.
Conductive Roots
Direct and periodic Shock damage against targets affected by Rockvine Tangle further reduces the target’s movement speed.
Ability Unlock: Spirit of the Sylphid
Imbue yourself with the spirit of the sylphid, increasing your spell pushback resistance while casting Ignite, Verdanfire Bolt, Stormfire and Call Lightning. Additionally, increases the damage you deal with Nature and Shock spells and increases your Mana Regeneration.
Ability Unlock: Call Lightning
Call a bolt of lightning to strike an enemy, dealing Shock damage.
Ability Unlock: Impending Storm
Your Storm Wisp’s Spark of Lightning has a chance to apply a stack of Impending Storm on the target. When you cast Call Lightning, all stacks of Impending Storm will be consumed, increasing Call Lightning’s damage and critical chance. Impending Storm can stack up to 5 times.
Thorn-Covered Vines
Rockvine Tangle now deals Physical damage over time. The amount of damage scales with your level.
Ability Unlock: Wisp Form
Manifest your communion with the storms of this world, taking the form of a storm wisp. In this form, your Verdandire Bolt becomes Crackling Verdanfire, dealing Shock damage, reducing its cast time and its cooldown. Additionally, the damage you deal with Call Lightning is increased.
Ability Unlock: Living Storm
It is said when a Druid is present, they become the heart of any storm. Your Call Lightning spell will become more powerful during rain and thunderstorms.
Storm Keeper
Your communion with the forces of nature is now absolute, allowing you to maintain your Living Storm bonus at all times. Additionally, casting Call Lightning while outdoors has a small chance of forming a localized storm. When this phenomenon occurs, you gain Eye of the Storm, reducing the cast time of Call Lightning and giving it a chance to strike the same target twice.
The Storm Rages
While in Wisp Form, critical hits with Call Lightning immediately refresh.
Lightning Step
Consume 1 charge of Talisman of Storms to teleport 20m ahead, breaking free of movement impairing effects and increasing your movement speed for a short time.
It is rumored that Shamans live in every age at once. To walk the path of the Shaman is to hear the voices of those who came before, to sense the movements of unseen forces, and to understand that every living thing on Terminus is shaped by its past.
Shamans possess a second sight that reaches beyond the present moment. Through this gift, they can discern the lineage of friend and foe alike. This knowledge may be offered as a boon, strengthening allies through ancestral favor and restorative magic, or turned against enemies as a bane, exposing weakness, burdening the spirit, or invoking maladies from ages past.
Yet the Shaman is also an intimate vessel of the elements of Fire, Wind, Earth, Water, Animus and the Ancestral. The Shaman recognizes these elements as ancient powers with their own will; the oldest ancestors of all, bearing witness to the rise and ruin of countless worlds now bound to Terminus.
These elemental bonds allow Shamans to draw upon cleansing waters and ancestral spirits to protect, strengthen and restore life, or bend these elements into rites of disruption, weakening and ruin. They are both healers and manipulators of fate; able to both preserve the life of their allies or unravel their enemies by calling upon the forces that shaped them long before they ever drew breath.
Mastery Path 1: Oracle (Healer) Mastery Path 2: Fateweaver (Support) Available Races: Dark Myr, Dwarf, Elf, Human, Ogre Weapons: Hammer, Mace, Club, Short Spear, Long Spear, Long Staff, Great Hammer Armor: Up to Leather Shields: Buckler, Small Shield
Weapon skills represent proficiency with different weapon types. They determine which weapons can be wielded, influence your chance to successfully hit an opponent, and contribute to the damage dealt when using that weapon type.
As your skill with a specific weapon type increases, you may learn new weapon techniques associated with that weapon. At the highest skill levels, a weapon skill may grant access to an exotic version of that weapon type or unlock additional benefits.
• Blunt (Hammer, Mace, Club)
• Great Hammer
• Short Spear
• Long Spear
• Long Staff
Combat skills govern the effectiveness of various aspects of combat, including the performance of certain class abilities. Reaching higher levels in these skills may unlock additional abilities or Mastery selections for the Shaman to choose from.
• Shield (Up to Small Shields)
• Dodge
Spell skills represent your proficiency with different schools of magic and determine which spells your character can cast.
As your skill in a school of magic increases, spells from that school are less likely to be resisted.
• Augmentation
• Conjuration
• Enervation
• Evocation
• Fortification
• Manifestation
• Restoration
Note: This is not a complete list of Shaman abilities available in the game. It is intended to provide a general overview of the class. Many abilities also have upgrades, variations, or specialized forms that become available as the character advances.
Ability
Description
Omen of Fangs
Release a blast of searing venom at an enemy, dealing Poison damage.
Mantle of Mist
Surround an ally with a mantle of soothing mist, restoring health over time.
Serpentine Strike
Swiftly counterstrike an enemy for Physical damage after receiving damage.
Grip of Stone
Imbue an ally with the fortitude of stone, increasing their Strength.
Bane of Venom
Inflict a virulent bane on an enemy using the essence of poison, dealing Poison damage over time.
Cleansing Flame
Cure yourself or an ally of harmful Disease effects.
Weathering
Erode the earthen elements in an enemy’s armor, reducing their Armor Class for some time.
Mark of the Fireclaw
Manifest the ancestral protection of the Fireclaw in an ally, increasing their Fire Resistance.
Paradox
Reunite a fallen ally with their remnance, bringing them back to life at the location they were slain.
Headwinds
Assail an enemy with gusts of wind, reducing their chance to hit with attacks and spells.
Ancestral Companion
Echo through the ages to call your ancestral companion to your side.
Wind Strider
Accelerate an ally’s Sprinting Speed.
Chronoburn
Sacrifice Health to record the amount of Mana you currently have. After X sec, your Mana pool is restored to the amount recorded at the moment Chronoburn was activated.
Agewalker’s Gift
Impart the mind of an ancient to an ally, increasing their Wisdom, and total Mana.
Chains of Bedrock
Restrain an enemy with chains of bedrock, rooting them to the ground.
Reptilian Veil
Manifest the ancestral protection of the great reptiles, increasing an ally’s Poison and Nature Resistance.
Shrink
Shrink yourself or an ally, allowing you to fit into tight spaces.
Walk the Ages
Mark your current location. When you activate this ability again, you will instantly return to the marked location.
Torrent
Call forth a surge of energy, restoring Mana and dealing Nature damage to surrounding enemies, knocking them back and rooting them.
Shamans may specialize into one of two primary Mastery branches: Oracle or Fateweaver, while still retaining the freedom to hybridize their build by drawing select options from both paths.
The Mastery abilities shown below are intended as select highlights only. They represent a small sample of the options available within each branch, not the full list of Mastery choices.
Oracle Mastery Examples
The Oracle Shaman is a restorative mystic who draws upon elemental power to mend wounds and preserve life across the shifting flow of battle.
Mastery
Description
Ability Unlock: Rushing Waters
Consume Mantle of Mist on an ally with a rush of healing waters, restoring Health over time.
Ability Unlock: Echo of the Rainlands
Cast a veil of soothing rains over your group, restoring each member’s Health over time.
Ability Unlock: Hurry the Past
All of your active, periodic healing effects will instantly finish their durations, directly healing their targets for the remaining amount.
Ability Unlock: Interlocking Stones
Surround the target with resilient stones, absorbing up to X Physical damage and then reducing incoming Physical damage by Y while the effect lasts.
Ability Unlock: Part the Veil
Part the veil and return to your body at the moment of death, bringing you back to life with X% Health and Mana. Part the Veil does not incur an experience loss.
Stonewater Shelter
Each tick of healing from your Replenish on a target affected by your Interlocking Stones will increase the Physical damage mitigation of Interlocking Stones by a certain percentage while it remains active.
Twin Currents
Casting Mantle of Mist will grant Twin Currents, making your next Mantle of Mist instant cast and reducing its mana cost by 50%.
Mist-Fed Rains
Increases the amount healed by Echo of the Rainland’s period healing on allies affected by Mantle of Mist.
Restorative Timing
If Mantle of Mist is consumed by Rushing Waters when it has less than 5 sec remaining, your next Mantle of Mist will cost 25% less mana.
Heavy Downpour
The first healing tick of Echo of the Rainlands heals for an additional 25%. Also, while Echo of the Rainlands is active, increases the spell pushback resistance of effected targets by 50%.
Mist-Fed Current
Each tick of Replenish on a target affected by your Mantle of Mist increases Replenish’s final tick healing by 5%, up to a maximum of 25%.
Critical Mending
Increases the critical hit chance of your direct and periodic healing abilities.
Mantle’s Memory
When Mantle of Mist is consumed by Rushing Waters, its remaining healing will be applied to the lowest health ally in your group.
Unbroken Current
You can now move while channeling Replenish at 50% of your current movement speed.
Fateweaver Mastery Examples
The Fateweaver Shaman is a mystical support caster who bends elements and ancestry to empower their allies and weaken their enemies.
Mastery
Description
Spell Unlock: Bane of Fire
Inflict an excruciating bane on an enemy using the element of fire, dealing Fire damage over time.
Spell Unlock: Scorched Fog
Engulf an enemy in heavy fog, slowing their attack and spell casting speed.
Spell Unlock: Primordial Curse
Apply an insidious curse on an enemy through your ancestral companion, dealing Curse damage over time.
Spell Unlock: Speed of the Skymane
Manifest the ancestral speed of the Skymane, increasing your group’s attack speed.
Spell Unlock: Shackle of Blindness
Manifest a malady in an enemy’s ancestral line, blinding them.
Spell Unlock: Primal Rage
Amplify an ally’s combat prowess, increasing their Physical Critical Chance.
Spell Unlock: Ancient Avatar
Draw ancestral power through the ages and impart it to your group, increasing each of their attributes.
Firmament
In addition to Strength, Grip of Stone now increases the target’s Stamina and reduces the mana cost of Grip of Stone.
Heavy Venom
Your Bane of Venom damage ticks have a chance to apply 1 stack of Venom Burden to the target. Each stack of Venom Burden reduces the target’s outgoing Physical damage.
Stonewrought
Physical attacks by allies affected by Grip of Stone have a chance to apply a stack of Pressure to the target. Each stack of pressure increases incoming Physical damage to that target by 2%. Stacks up to 3 times.
Cadence of Mind and Body
Speed of the Skymane now increases spell casting speed by an amount equal to its attack speed bonus.
Slow Circulation
The damage ticks of Bane of Venom are 10% less likely to break Chains of Bedrock. For each stack of Venom Burden on the target, the break chance decreases by 5%.
Flowing Strikes
Speed of the Skymane now grants the target a chance to perform a second attack when autoattacking with the primary melee or ranged weapon. Additionally, increases the chance a weapon will proc.
Malediction
Applies Malediction to the target when your Bane of Venom, Bane of Fire and Primordial Curse are all active at the same time. Malediction increases the tick damage of Bane of Venom, Bane of Fire and Primordial Curse and reduces each of the target’s resistances by 8.
This week, we introduced the Shaman mastery system and crushed some server performance issues on the PTR. We want to send a big shout out to our player community for continuing to help us test in spite of the stability problems, and for continuing to provide valuable feedback and bug reports.
Here’s what else has been happening behind the scenes:Adding interactive doors to the Port of Rulun.
Beginning population work in Detihauna and Kosa Minor.
Finalizing the implementation of cleric mastery and druid mastery.
Additional tuning and itemization work for levels 1-30.
Continuing to wage war upon bugs reported by our player testers. Service guarantees citizenship.
Set dressing shipwrecks on Kosa Ull.
Additional set dressing for the ocean floor in Badia de Cara.
Building out the main point of interest within the Screaming Stones.
Building out the entrance passage to \.
Continued buildout for Detihauna.
Collision and NPC navigation fixes for the Port of Rulun.
Continued concepting for modular Elven dwelling kit for Faerthale City and outlying areas.
Finishing up NPC variations for BDC named and rare opponents.
Created the Obsidian Elemental NPC model.
Starting work on the Obsidian Crocodile NPC model.
Finishing touches on animations for some of the Kosa Ull NPCs.
Special attack animations for \.
Prepping universal armor meshes for race/gender adjustments and skinning.
Beginning detailed concepts for Lucent, Ashen, and Ember elf customization options.
Mastery UI refinements and bug fixes.
Assisting design team in the ongoing war against the bugs. We’re doing our part.
Continued work on itemization and crafting data support.
Continuing work on market system UI (browsing/search window, listing management).
Change requests from Design team related to class parameters and mastery implementation.
This week, we activated the mastery system on our public test realm for initial testing. Much of the team’s focus has been on bringing this system online, and bugs/issues related to that system are being prioritized highly. However, we are still working on some other things in the background (listed below)!
Continuing population work for the Sea Dragon Hatchery and underwater areas of Badia de Cara.
Finishing touches on Port of Rulun NPC placement and pathing, setting up player services.
Prep for NPC placement for Detihauna and Kosa Minor.
Activated mastery system with initial warrior, paladin, and dire lord mastery arrays.
Implementation of mastery arrays for healer classes.
Additional tuning and itemization work for 1-20 content areas.
Fixing bugs as quickly as possible.
Completing polish pass on Kosa Ull Jungle and Caldera.
Continued buildout for Detihauna.
Continuing final detail buildout for Screaming Stones POI area.
Concepting for modular elven dwelling kit for Faerthale City and outlying areas
Finishing collision and navigation fixes for Port of Rulun.
Additional NPC variations for BDC named and rare opponents.
Continued polish work on human jogging/run animations.
Continuing work on ambient life VFX for Badia de Cara.
Continuing work on updated base meshes for all non-robe armor types.
Mastery UI refinements and bug fixes.
Refinements for swimming and underwater physics to better support underwater combat.
General bug fixing.
Continued work on itemization data support.
Continuing work on market system.
Working with Design team to make combat tuning adjustments based on data and PTR feedback.
Planning sessions for upcoming major server updates later this year.
Before diving into Mastery, which is shipping in early form to the Public Test Realm today, I’d like to update you about when the full Combat & Progression update will ship to Production Servers and the accompanying wipe.
We have decided to postpone the wipe. Combat & Progression simply isn’t ready, and we don’t want to risk shipping something that could force another wipe soon.
Expect to see eleven classes with Mastery on the Public Test Realm by July 17, then on Production soon after. Please log into the PTR, try the classes and mastery, and provide your feedback. Expect several weeks of updating, testing and tuning.
Once it’s properly tuned, we’ll wipe the Production Servers and release updated Combat & Progression there. We will publish the new wipe, Combat and Progression Update, and Badia de Cara target dates as soon as possible.
Chris Rowan, CEO
Below are some highlights of today’s patch. For the full list of all of today’s additions and fixes with more details, check out the patch notes here.
This week, we are introducing the first iteration of the Mastery UI, along with mastery options for Warrior, Paladin, and Dire Lord. Mastery for additional classes will be added in the coming weeks.
This week’s Mastery testing will be focused on the functionality of the UI elements, any issues/bugs related to interacting with the Mastery system, and the nodes/upgrades working properly. The Mastery trees for the Warrior, Paladin and Dire Lord are still under heavy development, with many more options and overall tuning/balance improvements forthcoming. With this in mind, we are not looking for feedback on how “good” these Mastery trees are right now, but how well the system functions overall.
One quick note: The Mastery UI and node layouts are a work-in-progress. We will continue to update and improve the UI as we go forward, so expect changes from week to week as we refine it. You will notice some of the Mastery branches are visually busy with connection lines between nodes and other elements. Expect this to be refined heavily in the weeks to come.
To access the Mastery UI, you need to be at least level 5. If you’re level 5 or higher, visit any ability in your Codex and click on the Mastery button. This will open the mastery UI. Make sure you are in a safe place when you do this, since the Mastery UI is currently a full-screen experience.
We’re planning to update the Codex in the future to make accessing mastery a little easier and more intuitive, but for now you can use this method to get into the system.
When you first open the Mastery UI, you will see a short opening animation and a popup dialog introducing you to the system. After acknowledging that dialog, you will be able to begin unlocking Mastery nodes for your class.
You unlock nodes using Mastery Points. Right now, you will earn one Mastery Point per level (which means you will have 5 points to spend at level 5 when you first unlock Mastery). Each node will cost 1 Mastery point to unlock. Nodes can also have pre-requisites, where you must unlock them in a specific order. You’ll see this reflected right now as lines between the nodes in the UI.
A few notes on the layout: The nodes in the center area empower some of your core class abilities. When you unlock one of these nodes, it will allow the effects of that ability to begin scaling up as you spend mastery points in your class mastery branches. This power scaling is still being worked on and may not function in this early build, but expect it to start functioning more fully in an upcoming update.
On either side are your two class branches, divided into rings. At Level 5, the first ring will become available to you, and at higher levels additional rings will unlock. Each ring also requires a minimum number of points spent in that branch before it will unlock, and individual mastery nodes may have their own pre-requisites as well (such as unlocking a specific node in the previous ring).
To unlock a node, first select it in the array by left-clicking on it. You will see the border of the node icon change color when you do this. If you did not want to select it, left-click again to de-select it. You can select multiple nodes as long as you have points to spend:
To confirm your selections, click and hold on the confirmation button at the top of the UI window:
You will see an animation play as your choices are locked in. Once you have unlocked a node, the benefits will apply to your character immediately.
For testing purposes, we are allowing everyone to reset their mastery at any time and re-spend their points for free. Once the system is finalized, you will need to visit a specific type of NPC that will be found in most cities, but their services will not be cheap. For now, however, you can access the reset by pressing this button within the Mastery UI.
As mentioned, this is the very first iteration of this User Experience, and as such you are going to be seeing a lot of placeholder art (like the UI background). Expect visual changes to come in over time, but for now what we are most focused on is making sure that it all functions properly. Please try spending mastery points in different ways and let us know if you encounter any problems while using the UI. Feedback on the experience and how we can make it better or more intuitive is also welcome.
For Warriors, Paladins, and Dire Lords, please let us know if you encounter a problem with any of the mastery nodes that you unlock. This is also the first iteration of mastery for each of these classes, and we are still planning to add several more mastery options for these classes as well before everything is done. Please make sure to report any mastery unlocks that don’t seem to provide their benefits as expected, so that we can investigate those as potential bugs. Feedback on balance is welcome. However, be aware that we may not act on balance issues right away as our top priority right now is ensuring everything works.
Now that we are testing mastery, here is what you can look forward to in future updates:
Refinements and improvements to the Mastery UI and the Codex.
Class Mastery options for other classes (healers will be coming in next).
Additional mastery options, refinements, bug fixes, tuning, and improvements for all classes.
Once Class Mastery is finalized, we will be bringing General Mastery online, along with ways to earn additional Mastery points to spend on that category.
As always, we want to send a big thank you out to all our players who are logging onto the Public Test Realm. Your bug reports and feedback are helping us refine the changes we are making so that when we are ready to push the Combat and Progression update out to all our servers, our game can deliver a compelling and fun combat experience at all levels.
Shrink doesn’t shrink just yet.
Standing under the elevator in Wild’s End will push players under the world (Don’t do that).
Nocturnal Eyes is not functional.
Water in Eastern Plains may not be swimmable.
Sent mail may not immediately show up in the sent tab.
Finishing population work on the Caldera in Kosa Ull.
Beginning population work for the Sea Dragon Hatchery and underwater areas of Badia de Cara.
Finishing NPC placement work for Port of Rulun.
NPC Dialogue work for Detihauna and Kosa Minor.
Finalizing implementation of Warrior, Paladin, and Dire Lord mastery for player testing.
Tuning and itemization work for 1-20 content areas.
Bug fixes.
Additional refinements to charm mechanics.
Final lighting and foliage pass on Kosa Ull, cave transitions.
Continued buildout for Detihauna.
Finishing pass on Sea Dragon Hatchery interiors.
Beginning final detail buildout for Screaming Stones POI area.
Finalizing second round of structural/prop concepts for Faerthale City.
Continued collision and navigation fixes for Port of Rulun.
Additional NPC variations for BDC named and rare opponents.
Continued polish work on human jogging/run animations.
Continuing work on ambient life VFX for Badia de Cara.
Continuing work on updated base meshes for all non-robe armor types.
General bug fixing.
Continued work on itemization data support.
Working with worldbuilding team on lighting transitions.
Continuing work on market system.
Working with Design team to make combat tuning adjustments based on data and feedback.
Design and Narrative
Continued population work on the Caldera in Kosa Ull.
Prep for PTR level cap increase to 20.
Implementing Rogue and Enchanter base abilities.
Prep work for enabling mastery system for player testing.
Review of 1-20 NPC data for updated loadout/ability assignments.
Initial testing and bug fix pass on underwater combat with programming team. Fed the lead programmer’s character to sharks several times to test various fixes.
Numerous PTR bug fixes.
Continued NPC placement work for the Port of Rulun.
NPC Dialogue work for Detihauna and Kosa Minor.
Worldbuilding and Environment Art
Caldera areas of Kosa Ull.
Continued buildout for Detihauna.
Continued refinement pass on Sea Dragon Hatchery interiors.
Finalizing second round of structural/prop concepts for Faerthale City.
Collision and navigation fixes for Port of Rulun.
Character Art and Animation
Wrapping up animation work on Siren and \.
Polish work on human jogging/run animations.
Work on color/texture variations of various NPCs to help add more diversity to Badia de Cara.
Continuing work on ambient life VFX for Badia de Cara.
Continued early explorations for Ashen, Lucent, and Ember Elf visual diversity.
Finalized materials for updated player robes.
Beginning work on updated base meshes for non-robe armor types.
Programming
Bug fixes for mastery system, preparation for public testing.
Final round of updates to ability system to support mastery options and new ability types.
Participated in “shark tank” testing effort with design team to validate underwater NPC movement and combat.
Bug fixes for water, underwater NPC movement, and underwater combat.
Continuing work on market system.
PTR Bug fixes and Investigations into player-reported issues.
Working with Design team to make combat tuning adjustments based on data and feedback.
Continuing work on itemization support features.
Below are just some highlights of today’s patch. For the full list of all of today’s additions and fixes with more details, check out the patch notes here. There is a character reset today due to the experience system changes outlined below.
This week, we’re bringing in some additional planned changes to experience progression. Under the new formula, you’ll find it advantageous to try and take on the toughest NPCs that you can handle. If you’re solo, these will generally be blue con NPCs, although some classes may be able to consistently handle white cons. If you’re grouped up, you’ll want to try and target NPCs above your level for the best experience gain. These experience changes simplify the formula we use to award experience when you kill an NPC, which also helps us tune the rate of progression more easily for soloers, small groups, and full groups. Our goal is to set a standard that is fair, logical, and consistent with the theme that with great challenge comes great rewards. Experienced players should expect things to feel a little fast at first (because you are experienced and know what to do). The new formula expands our toolset by allowing us to dial in experience for varying playstyles (solo, small group, or full group).In addition to the experience changes and the other changes listed in the patch notes, we have made some updates to the Consider System. We have adjusted the way consider colors map to enemy levels to better represent actual difficulty. Enemies that are slightly below your level will now remain white, while the old light blue range has been removed entirely. In addition, we have added a purple range that happens right before enemies turn red. As always, we want to send a big thank you out to all of our players who are logging onto the Public Test Realm. Your bug reports and feedback are helping us refine the changes we are making so that when we are ready to push the Combat and Progression update out to all our servers, our game can deliver a compelling and fun combat experience at all levels.Global Cooldowns have some known bugs that will be addressed in an upcoming tech update.
Water in some areas may not be swimmable.
Standing under the elevator in Wilds End will push players under the world.
When casting Hirode’s Flame, Hirode will heal the druid’s defensive target. If the druid does not have a defensive target selected, the heal will still be cast but will have no effect. Druids who are soloing should make sure to set themselves as their defensive target by pressing F1.
Warrior’s Shield Block is producing the error “Failed ability cast: Cooldown.” This is a false flag, and the ability should be working as intended.
Tome of Healing is doubling heal power.
Continued population work on the Caldera in Kosa Ull.
Implemented ranger base abilities.
Lots of PTR bug fixes.
Design work on Rogue and Monk base abilities.
Continued NPC placement work for the Port of Rulun.
Continued work on NPC dialogue for Faerthale City.
Finalized experience curve adjustments based on data seen so far from PTR.
Work with programming team to support some itemization efforts.
Caldera areas of Kosa Ull.
Continued buildout for Detihauna.
Continued refinement pass on Sea Dragon Hatchery interiors.
Finalizing second round of structural/prop concepts for Faerthale City.
Animation work for additional Badia de Cara creatures.
Polish work on some player character animations.
Work on variations of various NPCs to help add more diversity to Badia de Cara.
Continuing work on ambient life VFX for Badia de Cara.
Early explorations for Ashen, Lucent, and Ember Elf visual diversity.
Finalizing materials for updated player robes.
Beginning work on updated base meshes for non-robe armor types.
Finalizing Mastery UI for initial MVP testing.
Final round of updates to ability system to support mastery options and new ability types.
Mail system bug fixes and polishing.
Continuing work on market system.
PTR Bug fixes and Investigations into player-reported issues.
Implementation work on updated experience gain formula.
Working with Design team to make combat tuning adjustments based on data and feedback.
Starting work on itemization support features.
Updated water plane behavior to better handle areas where rivers split/merge or spill into oceans.
Setup for initial testing cases for underwater NPC movement and land/water transition logic.
Today’s PTR Patch Notes can be found here.
For Week Three, we’re building on the momentum of the first two weeks of the Public Test Realm (PTR). We are planning to increase the level cap in the near future, but we want to make sure we have our early combat tuned well before we start tacking on additional levels and power.Here are some of the highlights for this week’s PTR patch:Ranger Unlocked – The ranger class is ready for testing for levels 1-10. Let us know how it’s looking in our Discord feedback channels.Adjustments to Rested XP – We have made some changes to rested XP so that players will spend it a bit faster. We’ve also reduced the rate at which you earn rested XP while logged out, to help get it closer to its goal of helping people that can’t log in every day.NPC Tuning – We have updated many of our lower-level NPCs and their abilities to help bring them in line with the intended difficulty for low level areas.Item Tuning – We have updated many low-level drops with stats and values that are more appropriate for their level and rarity.Class Adjustments and Bug Fixes – this patch contains several adjustments for class abilities as well as fixes for many of the bugs that you have helped us identify over the past week. We have also adjusted the level requirements of some early abilities for several classes based on player feedback, and added a few new abilities to help fill in some gaps in low-level kits.As always, we want to send a big thank you out to all our players who are logging onto the PTR. Your bug reports and feedback are helping us refine the changes we are making so when we are ready to push the Combat and Progression update out to all our servers, our game can deliver a compelling and fun combat experience at all levels.Known Issues
Paladin Valiant Strike is not doing damage to undead targets.
Tooltips may not display data (specific numbers) correctly.
Mail attachments are still a work in progress and some items may not attach.
Water in some areas may not be swimmable.
The Falcon Strike I scroll is trying to scribe Howling Arrow .
The Valeguard’s Stride ability is set to the wrong item on the vendor and is too expensive for a level 2 scroll.
Warrior’s Mocking Blow is trying to scribe Commanding Strike.
Some players may experience stuttering during peak population. This is being investigated.
For some time now, players who enjoy robe-wearing classes have given us feedback that our spellcaster robes just didn’t look very good. We agreed with that assessment. We’re pleased to announce that as part of the Combat and Progression update, we will be doing something about that.
To fix the problem, we needed to rework the way we are building armor for player characters. The old way we were building armor was contributing to a number of visual problems when trying to make it work across different races, many of which our community has reported as bugs over the last year. Full-length robes are especially tricky due to the way that they interact with player animations. No one wants to see their character’s knees clipping through the robe as they run. At the same time, we also needed to make sure we set things up in a way that allowed us to create a large variety of different looks without having to spend many hours within the animation department trying to account for each and every style variation. Our new approach uses a series of overlapping clothing/armor meshes that we can show or hide as needed to achieve the look that we want, while still keeping everything skinned properly to support character animations, and that still plays nicely with texel density and everyone’s framerate, especially in situations like raids where you might have many different players on your screen, all wearing different armor. These systemic improvements will apply to all the player armor that we create moving forward, and all of our existing armor will be getting updated as soon as we are able.Here is a sneak peek at some of the new robes. These are out-of-game renders, but alongside all the gameplay changes, we are working on bringing these into the game and getting everything hooked up so that we can start using them.This simple robe will be used (in different colors and hooded/hoodless variations) for many of our starting spellcaster equipment.
Here is a fancier robe in several different color variations. This is just one of many new player robe designs that will be coming into the game as part of the Combat and Progression update.
Today’s PTR Patch Notes are located here.
The PTR launched last week and unfortunately, we were unable to have the Steam client available for the first week, but that has now been rectified, and we are happy to have our Steam players join us on the PTR this week. Later today, Steam players will be able to access the PTR directly from their Steam Library. It will be listed as a separate title called “Pantheon: Rise of the Fallen (Public Test Realm).” If you don’t see the PTR in your game list, please head to the store page for Pantheon: Rise of the Fallen on Steam and click on Request Access for the PTR. You will be automatically granted access.The PTR server comes down today at 7am PDT and will be back up a few hours later. There is no exact downtime estimation this week.In the meantime, we wanted to say thank you to our players who have been able to jump in so far and start providing bug reports and feedback on the level 1-10 experience. It is invaluable, and it has already enabled us to find several immediate problems we need to fix. As we keep moving forward to the production release of the Combat and Progression Update, we’ll be using player feedback to help dial in everything and make sure that new systems and mechanics are working before it comes to the regular play servers. We also have plans to leverage the Avendyr realm (the PTR server) for testing some of the server improvements we have planned for later this year, so even once the Combat and Progression update is out, there will be more things to test in fairly short order.To set everyone’s expectations, our immediate focus this past week was on fixing bugs. We successfully identified and fixed several issues that were breaking some low-level class abilities, and we are updating the server with those fixes today. As part of that update, we are performing a character wipe so that we can generate a new baseline with those fixes in place and use that information to help drive tuning for our lower-level content. In the upcoming weeks, we will be enabling access to the remaining classes as they become ready, and we will also begin lifting the level cap as we work through tuning everything. We may do a few more character wipes on the testing realm before it is all done to help make sure that everything is getting dialed in properly, but this is part of the testing process to make sure that we get it right when it comes out to the regular play servers.Of course, we’re not only working on bug fixes and tuning.Spell Pushback Mechanics – we talked about this a few weeks ago, but we have these mechanics ready for testing and will likely be enabling them on the PTR in the next update we do there.
Changes to Ability Types – We are also updating how abilities are organized and assigned to your bars. Previously, your spells/abilities were separated into 3 types: Ability, Utility, and Technique, each with its own dedicated bar and slot limit: 8 Abilities, 6 Utilities, and 4 Techniques. With this update, we are removing those categories by consolidating the 3 separate bars into one unified, 14-slot hotbar (more detail on the hotbar changes below). Players will be able to place any of their abilities into any slot on the new bar, without type-based slot limits. While this does soften some of the rigidity of the Limited Action Set design, it is not intended to remove that structure entirely. Players will eventually have far more than 14 abilities to choose from at any given time, and they will still need to make meaningful loadout decisions before entering combat, since abilities cannot be changed while in combat. In a future blog, we will also discuss how Techniques are being adjusted as part of this broader work.
Updated Hotbars – as promised, we are going to merge our separate hotbars into a single, 14-slot hotbar with fewer restrictions on what you can put there. We are also removing the restriction that you need to keep buffs on your hotbar after you cast them, so you can buff up your party and then swap some of those hotkeys out for things to use in combat if needed.
• A quick technical note here: Buffs will still sometimes drop on zoning for the time being, or if the character who cast the buff logs out or get disconnected. That’s not the behavior that we want long-term, but there are some technical issues related to server memory utilization that we need to sort out before we can fully stop this from happening. • As part of the hotbar changes you will also gain the option to hide your auto-attack hotkey if you so desire. And no, this one doesn’t count against the slot limit on your hotbar. • As another upgrade, you’ll have the flexibility to configure your hotbar in different layouts to suit your preferences.
Greetings, everyone.
We are happy to announce that the Public Test Realm (PTR) for Pantheon: Rise of the Fallen launches on Wednesday, May 6, and will receive updates every Wednesday thereafter. This is your chance to get an early look at the upcoming Combat and Progression update, help us test and tune the game, and provide direct feedback that will shape the final experience. Let’s take a look at what to expect for the first week and beyond.Warrior
Paladin
Dire Lord
Cleric
Druid
Shaman
Wizard
Summoner
Updates to base class skills. Mastery will not be available week one, and will be made available after base skills have been tested more.
First-to-Engage (FTE) tagging mechanic
Updated combat formulas (hit chance, avoidance, mitigation, haste, and critical hits)
Bind on Equip support for items
Full Mail System (send/receive items, send to your own characters, friends, guildmates, or guild if you’re an officer/leader) The ability to send to multiple individual users is disabled for now.
Most updated class mechanics will come online when their respective classes become available for testing.
Mastery system
Spell Pushback mechanics
Market system
Full Crafting and Gathering progression and difficulty
Boats
Solo difficulty – Are low-level NPCs too easy, too hard, or just right?
Small group difficulty – Does grouping trivialize content too quickly?
Class abilities – What feels good or not good about abilities in the first 10 levels?
First-to-Engage (FTE) mechanics – How does it feel in actual play?
Experience progression – Too fast, too slow, or just right?
Rested experience mechanic – How does it feel?
Mail system – Use it heavily. Try to break it and let us know what you think.
General combat – Pacing, how much gear matters, impact of skills, etc.
Important Notes
Bugs are expected, especially at the launch of the PTR. Please report everything you find so we can prioritize fixes.
Tuning is very much in progress. Numbers may feel off (too high or too low) as we dial everything in.
Wipes may occur with any weekly update if we determine they’re needed.
We are actively gathering data on what players fight and kill. Please try to play “normally” so the data is as useful as possible.
PTR Build Pipeline
Design and Narrative
Finalizing population of Mawnok villages in Kosa Ull.
Continued baseline testing for Unified NPC templates and core combat mechanics.
Tuning adjustments for Dire Lord Blood Debt and continued testing.
More bug fixes and refinements for Warrior, Paladin, and Dire Lord abilities.
Implemented Cleric and Druid base abilities.
Started implementation on Shaman base abilities.
Design work on Rogue, Ranger, and Monk base abilities.
Continued design work on Cleric, Shaman, and Druid mastery.
Continued work on NPCs and Dialogue for the Port of Rulun.
Early work on NPC dialogue for Faerthale City.
Implemented test case for charm mechanic.
Minor adjustments to trainer NPCs in starting areas to prep for PTR opening.
Worldbuilding and Environment Art
Continued finalizing set dressing for Mawnok villages (almost done!).
Final set dressing pass on Port of Rulun.
Continued buildout for Detihauna.
Additional set dressing on undersea biomes.
Continued building ship graveyard area at the Screaming Stones.
Continuing on second round of structural/prop concepts for Faerthale City.
Character Art and Animation
Continued animations for Sirens and smaller creatures.
Continued modeling/texture work for minor/ambient BDC creatures.
Completed texture work for Coastal Khroon.
Continuing work on ambient life VFX for Badia de Cara.
Programming
Second round of mastery system bug fixes, identified and tested UI flow scenarios.
Completed Phase 1 work on mail system, merged into main codebase for testing.
More updates to ability system to support mastery options and new ability types.
Completed rested experience bonus and merged into main codebase for testing.
Completed experience curve adjustments and merged into main codebase for testing.
Hi everyone! This week we wanted to share some more information on several different aspects of the upcoming Combat and Progression Update. This is a big update for the game, and there are a lot of different pieces to it that are being worked on in parallel. Anyway, here’s some updates on the update!
Abilities that can have multiple uses that refresh over time
Spell Pushback – the chance that if you’re hit while casting a spell, your casting time will be slowed down slightly
Bane damage on items – for example, finding a dagger of spider slaying that does additional damage to spiders
Hotbar simplification – consolidating our different types of hotbars and giving you more freedom to control the layout of those buttons
Introducing the Charm mechanic which will allow characters with the right abilities the chance to temporarily take control of NPCs (with an appropriate level of risk)
Continuing population of Kosa Ull in Badia de Cara
Continued baseline testing for Unified NPC templates and core combat mechanics
Initial testing for new/updated Dire Lord abilities and Blood Debt mechanic
Bug fixes and refinements for Warrior, Paladin, and Dire Lord abilities
Implementation work for Dire Lord Mastery
Beginning Implementation work for Cleric and Druid base abilities
Continuing work on Mastery for Cleric, Druid, Shaman
Continued work on NPCs and Dialogue for the Port of Rulun
Early work on NPC dialogue for Faerthale City
Continued finalizing set dressing for Mawnok villages
Completed finalizing Rulun building interiors and exterior set dressing
Began work on the floating town of Detihauna
Fleshing out undersea biomes with additional kelp and other flora
Building ship graveyard area at the Screaming Stones
Beginning Faerthale City asset creation (large structural assets)
Starting on second round of structural/prop concepts for Faerthale City
Completed animations for Sharks and Hydryn models
Beginning animations for Sirens and smaller creatures
Continued modeling/texture work for minor/ambient BDC creatures
Continued texture work for Coastal Khroon
Continuing work on ambient life VFX for Badia de Cara
First round of mastery system bug fixes, identified and tested UI flow scenarios
Completed item transfer components of mail system, case testing
Completed shader list for technical evaluation
Added support for NPC leashing controls
Further updates to item tooltips
Updates to ability system to support mastery options and new ability types
Setting up rested experience bonus
Setting up first to engage logic
Preparatory work for market system
Final setup for Public Test Realm and build pipeline testing
What does a mail system have to do with Combat and Progression, you may ask? Honestly, nothing and everything at the same time. While the mail system doesn’t directly impact your combat or adventuring progression, it does enable you to more easily trade that sweet, sweet loot that you’ll acquire during your adventures – whether that’s sending your guildmate a shiny item or transferring some crafting materials to one of your other characters. Our new mail system for Pantheon: Rise of the Fallen is just about ready for testing, and so we wanted to give a quick overview of some of the features.
First, a disclaimer: The screenshots you are about to see all represent a work-in progress user interface for the system. We’re still doing some polish and refinement, so they may look a little different once you are all able to access them in game.You can use the tabs at the top to view messages you’ve received or that you’ve sent. We store up to 50 received messages, after which you will have to clean up your mailbox to receive more.
You can use the filter buttons to hide or display different types of messages – for example, turning on the Guild filter will let you see all messages that were sent to the entire guild, and hide the other types of messages.
You can select any number of messages being displayed, which will let you delete them if you’re done with them, or export them to a file for posterity.
You can click any message to open it up and read it. When you have it open, there’s a button to reply, as well as a button to report the message if needed.
You can also click the button at the top to compose a new message to someone.
Anyone on your friends list
Anyone in your guild
Any of your own characters
The mail system allows players to trade with other people without the other person having to be online.
The mail system allows players to safely and securely transfer items between their own characters.
The mail system is how you’ll receive items that you purchase from the Market.
The mail system is also how you might receive items from us in the future as part of account rewards, or really any other scenario where we need to send out an in-game item to players for some reason.
Design and Narrative
Continuing population of Kosa Ull in Badia de Cara
Baseline testing for Unified NPC templates and core combat mechanics
Initial testing for new/updated Paladin abilities
Bug fixes and refinements for Warrior and Paladin base abilities
Second pass on itemization for Combat and Progression
Continuing work on Mastery for Cleric, Druid, Shaman
Continued work on NPCs and Dialogue for the Port of Rulun
Continued implementation for Warrior Mastery
Starting implementation for Paladin Mastery
Implementing Dire Lord Base Kit and Blood Debt mechanic
Worldbuilding and Environment Art
Continued finalizing set dressing for Mawnok villages
Continued finalizing Rulun building interiors and exterior set dressing
Continued Adding shipwrecks and ruin areas to undersea biomes
Finalized underwater lighting settings
Added more underwater flora including color variations
Finalized concept work for Faerthale City structural elements (walls, gates, walkways/bridges, and towers) to begin asset creation
Imported small player boat for in-engine testing
Character Art and Animation
Continuing animations for Sharks and Hydryn models
Continued modeling/texture work for minor/ambient BDC creatures
Continued Detailed modeling/texture work for Siren
Continued texture work for Coastal Khroon
Beginning work on ambient life VFX for Badia de Cara
Programming
Finished initial implementation of bane damage and bonus damage system for items
Finished implementation of equipment proficiency system
Updated item tooltips to display item rarity
Finishing hookup of Mastery persist layer and UI functionality
Finalizing Mail system UI, database hookup, and initial testing
First pass testing for mastery code
Additional prep for testing 3D NPC movement
Compiling shader list for technical evaluation
Begin adding support for additional NPC leashing controls
Begin adding support for multi-charge player abilities
Most trade in the Silent Plains comes through the Port of Rulun’s gates
As one of the few deepwater ports on the continent, Rulun is equipped for larger shipsToday we take a look into the upcoming class refresh for the Dire Lord. We will take a short break from the class refresh details and then resume again with more details on the other classes. As a reminder: what you see reflected below is meant to be a high-level conceptual overview of where we are taking each of these classes. Many details, like the level or skill requirements and effects for the different class and mastery abilities, are expected to change and fluctuate as we go through testing before the update releases. We are looking forward to everyone’s feedback once our public test realm is available, to help us with dialing all those details in so that each class feels fully realized, distinctive, and fun to play.
• Sword
• Great Sword
• Axe
• Great Axe
• Hand to Hand
• Whip*
* Weapon type that will be implemented in future updates.• Dodge
• Parry
• Corruption
• Fortification
• Enervation
• Manifestation
• Augmentation
Ability
Description
Abyssal Touch
Drain life from your target equal to your missing Health and deal damage equal to half life absorbed.
Corrupt Blood
Deal Fire damage over time to your target. Becomes stronger when applied with higher Blood Debt.
Devour Strength
Drain some of the target’s Strength and grant it to yourself.
Life Tap
Deal Curse damage to your target and heal yourself for a portion of the damage dealt.
Provoking Phantoms
Affect an enemy’s mind with relentless apparitions. When you strike the enemy in combat, Provoking Phantoms will gain 1 stack. Each additional stack will increase the threat you generate on the target.
Devour Dexterity
Drain some of the target’s Dexterity and grant it to yourself.
Thresh
Slash the target, dealing Physical damage and inflicting Bleeding Essence, cause them to bleed rapidly for a short time.
Devour Presence
Drain some of the target’s Presence and grant it to yourself.
Blood State: Nightmarish
Manifest a nightmarish visage, causing additional threat every time you deal damage.
Blood Fiend
Gain a small amount of healing from all of your physical attacks, OR activate the effect to reduce some of your Blood Debt with each strike while the activated effect lasts.
Dark Revenge
Counterattack with a vicious strike after receiving spell damage.
Leaden Blood
Progressively slows your target’s movement speed until they are rooted to the ground for a short time.
Deafening Whisper
Interrupt an enemy’s spellcasting for a short time.
Blood State: Torrential Veins
Empower your blood flow, increasing the amount of damage converted to Blood Debt.
Dire Grip
Pull nearby enemies to your location and root them in place.
Harmshield
For a short time, reflect a portion of incoming spell damage back at your attackers in the form of Curse damage.
Splatter
Spread the Essence Bleed from Thresh on your primary target to other nearby enemies.
Spiky Bloodcoat
For a short time, reflect a portion of incoming physical damage back at your attackers in the form of Curse damage.
Essence Harvester
Rip into your enemy with corruption running through your blade, dealing damage and healing a portion of your Blood Debt.
Call of the Dire
Reduce your target’s movement speed and force them to walk towards you, unable to resist.
Blood State: Famished
Enter a bloody frenzy, increasing your chance to critically hit, and causing you to be healed for each critical hit while active.
Imposing Visage
Instill a primal dread in your opponents, forcing them to flee for a short time.
Darkfall
Sacrifice a portion of your health to reduce the enemy’s resistance to magic and destroy a portion of their Mana over a short time.
Canopy of Blood
Sacrifice a portion of your health to shield your group members from damage for a short time.
Essence Thief
Manifest at the location of an enemy and deal Curse damage to them.
Haunting Blade
Deal physical damage and purge a beneficial magical effect from your enemy.
Purge Essence
Sacrifice a portion of your health to cleanse yourself of Poison and Disease effects.
Mastery
Description
Ability Unlock: Terrormancer
The duration of Fear effects on you is dramatically reduced.
Ability Unlock: Relentless Vitality
The lower your health becomes, the stronger your natural health regeneration becomes.
Phantom Recoil
When a target afflicted by Provoking Phantoms hits you with a melee attack, it suffers a small burst of Curse retaliation damage. This damage scales with stacks of Provoking Phantoms.
Debt-Fed Apparitions
While your Blood Debt is above 60%, each strike against a target afflicted with Provoking Phantoms will grant 2 stacks instead of 1.
Blood Shock
Corrupt Blood now does initial damage when it lands. Additionally, each instance of damage will generate a small amount of bonus Threat.
Calculated Infusion
When you are healed by Life Tap, 20% of the healing amount will be applied as Blood Debt reduction instead of healing you directly. Additionally, Life Tap is now immune to spell pushback.
Marked Blood
If Vital Cage absorbs or reduces Spell Damage, you gain increased resistance to the same spell school for a short duration.
Unyielding Leech
Using your Life Tap when you are below 50% health will reduce the damage you take for several seconds.
Baleful Ground
If Dire Grip pulls 2 or more enemies it will create a 6m area of effect beneath you for 5 sec. This zone increases your threat generation while you remain in the area of effect.
Bloody Provocation
Reduce the initial damage of Thresh, but increase the Threat generated by the attack.
Ruinous Carving
Blood Fiend’s passive healing effect when using two-handed weapons is increased. Additionally, the threat generated by offhand attacks when using the activated ability is increased.
Immutable Call
Call of the Dire is now effective against Iron-Willed enemies.
Nightmare Crown
A portion of the threat you generate when attacking a target inflicted by Provoking Phantoms is converted into Blood Debt reduction.
Carnage Mastery ExamplesThe Carnage Dire Lord is a berserker of blood and ruin, turning their damaged bodies into raw offensive power.Mastery
Description
Ability Unlock: Bloodrot
Usable on targets afflicted with Bleeding Essence. Infect the wound, increasing the bleed damage per tick and causing the wound to burst at the end of its duration, consuming all stacks of Bleeding Essence and dealing higher damage based on the number of Bleeding Essence stacks consumed.
Ability Unlock: Sanguine Blast
Sacrifice a portion of your Health to form a blast of power from your own Essence, dealing Curse damage. Damage taken from Sanguine Blast will add to your Blood Debt.
Ability Unlock: Carnage-Soaked Adversary
You gain bonus damage and other ability-specific advantages the lower your health and the higher your Blood Debt.
Ability Unlock: Edge of Midnight
Deal damage to your foe and gain a stack of Malefic Power, increasing your own damage but reducing your armor for a short time. Stacks up to 2 times.. Can be used multiple times.
Debt-Fed Affliction
Increase the amount of bonus damage applied to Corrupt Blood based on your Blood Debt.
Open the Vein
Thresh is now able to apply up to 5 stacks of Bleeding Essence, increasing the damage per tick with each stack.
Baleful Pact
A portion of the damage inflicted by your Bleeding Essence, up to a cap, will contribute to your Blood Debt. Additionally, increase the damage bonus effect of Carnage-Soaked Adversary.
Bloody Chain
When Splatter spreads Bleeding Essence to nearby enemies, newly afflicted targets will inherit the same stack count of the original target if the Essence Bleed was at 3 stacks or more.
Memory of Rot
When Bloodrot bursts, the target will take increased Physical damage for a short period of time.
Overdrawn Malice
The malefic power generated by Edge of Midnight now grants more of a physical damage increase, but further increases incoming damage as well.
At the Brink
The Famished Bloodstate now grants additional critical hit chance and increased healing on critical hits while you are below a certain health threshold or your Blood Debt is above a certain point.
Waning Mind
Darkfall also dramatically reduces the outgoing spell damage of the target’s next damaging spell.
Dire Lords will now be able to equip Light Plate armor.
Essence has been removed and replaced with the Blood Debt mechanic.
Mastery selections focused on leaning into and empowering defensive abilities or offensive abilities.
Unique abilities unlocked through mastery selections.
Design and Narrative
Continuing population of Kosa Ull in Badia de Cara
Baseline testing for Unified NPC templates and core combat mechanics
Continuing first pass on itemization updates for Combat and Progression
Continuing work on Mastery for Cleric, Druid, Shaman
Prep work for Rogue, Ranger, and Monk Mastery
Continued work on NPCs and Dialogue for the Port of Rulun
Worldbuilding and Environment Art
Finalizing dressing for Mawnok villages
Finalizing Rulun building interiors
Expanded set dressing for undersea biomes
Concept work for Faerthale City structural elements (walls, gates, walkways/bridges, and towers)
Final feedback pass on small player boat design
Character Art and Animation
Finalized animations for Mawnoks
Beginning animations for Sharks
Beginning animations for Hydryn
Continued modeling/texture work for minor/ambient BDC creatures
Detailed modeling/texture work for Siren
Programming
Continued implementation of combat formula changes for Combat and Progression Update
Beginning implementation of additional item stat options
Finishing hookup of Mastery persist layer and UI functionality
Finalizing Mail system UI, database hookup, and initial testing
Finishing initial implementation of 3D NPC movement system
Continuing from the Warrior last week, today we are taking a look into the upcoming class refresh for the Paladin. As a reminder: what you see reflected below is meant to be a high-level conceptual overview of where we are taking each of these classes. Many details, like the level or skill requirements and effects for the different class and mastery abilities, are expected to change and fluctuate as we go through testing before the update releases. We are looking forward to everyone’s feedback once our public test realm is available, to help us with dialing all those details in so that each class feels fully realized, distinctive, and fun to play.
• Sword
• Great Sword
• Short Spear
• Great Axe
• Axe
• Great Hammer
• Hammer
• Long Spear
• Hand to Hand
• Martial Staff
• Whip*
• Crossbow*
• Flail*
• Throwing Weapons*
* Weapon types that will be implemented in future updates.• Shield
• Parry
• Dodge
• Protection
• Invocation
• Fortification
• Consecration
• Manifestation
• Restoration
Ability
Description
Lay on Hands
Completely restore the Health of your target, with a very long cooldown.
Smite
Smite the target, dealing Divine damage and generating Wrath. Does additional damage and increased threat to Undead enemies.
Righteous Flame
Surround yourself in fiery light, granting several charges of Righteous Flame. When you take damage, one charge will be spent to deal Divine damage back at the attacker. This damage will generate a small amount of bonus threat.
Oathflame
Lightly heal a target ally.
Venger’s Vow
Generate some Wrath instantly while increasing the damage you deal and the damage you receive for a short time.
Cure
Attempt to cleanse a harmful disease effect from an ally.
Incite
Taunt your target, forcing them to attack you for a short time.
Hymn of Devotion
Chant a powerful hymn, increasing the healing power of your group members while in effect.
Valiant Cross
A sweeping strike that deals damage to all targets in front of you.
Armor of Faith
A blessing of protection, increasing your ally’s Armor Class.
Radiant Lance
Impale your target with a bolt of celestial light, dealing Divine damage. If the target is low on health, deals additional Divine damage and has a chance to stun the target.
Atone
Bring a fallen ally back to life, but does not restore lost experience. Causes Resurrection sickness.
Faithful Strike
Channel celestial light through your weapon, dealing additional Divine damage when you strike and healing yourself for some of the damage dealt.
Golden Aegis
Makes you invulnerable to damage and many detrimental effects for a short time.
Edict of Celestial Authority
Recite the edict of authority, stunning your target for a short time.
Edict of Celestial Fury
Recite the edict of fury, reflecting a portion of the next damage that you take back at the attacker and generating some Wrath.
Living Light
Channel your Wrath into a burst celestial light, healing the members of your group.
Hymn of Anticipation
Chant a powerful hymn, increasing the dodge rate of your group members while in effect.
Oath of Conviction
While in effect, your attacks have a chance to do additional Divine damage and generate additional Threat.
Oath of Wrath
While in effect, your attacks generate additional Wrath.
Turn Undead
Attempt to cause an undead target to flee in fear for a short time.
Hymn of the Stronghold
Chant a powerful hymn, increasing the physical defense of your group members while in effect.
Lightful Avenger
Temporarily increase your wrath generation and deal increased damage, especially against Undead opponents.
Hymn of Rites
Chant a powerful hymn, increasing the magical defense of your group members while in effect.
Wrathful Avenger
Each cast of your Smite line of abilities will grant a stack of Welling Wrath, increasing outgoing Divine damage per stack.
Unleash Wrath
Consume stacks of Welling Wrath to deal Divine damage to enemies in front of you. Does additional damage to Undead.
Mastery
Description
Ability Unlock: Lightguard
Imbue your weapon with celestial light for 4 sec, reducing the next source of incoming Physical damage by 40%.
Ability Unlock: Wrathful Aegis
Radiate celestial flame that ignites enemies in a radius around you, dealing Divine damage and with increased Threat over time. Additionally, all Threat generated on a target while under the effects of Wrathful Aegis will be increased.
Judgement of Flame
Your Smite ability now brands the target with Judgement of flame for a short time. While branded, the target deals reduced damage to other players that aren’t you.
Condemnation
Smite now applies Condemned. If the target dies while Condemned, you immediately gain some Wrath. The amount of Wrath gained increases if the target was Undead.
Smoldering Convictions
Whenever a charge of Righteous Flame is consumed, restore a small amount of Wrath.
Sacred Provocation
Incite now creates a window of increased threat generation on the target until the effect ends.
Sanctified Perimeter
Enemies are slowed while under the effects of Wrathful Aegis. If an affected enemy leaves the area of effect, they will suffer a burst of Divine damage and bonus threat.
Unrelenting Vows
While Venger’s Vow is active, incoming damage still increases, but you gain additional Wrath from hits taken.
Luminous Brace
Increase the incoming damage your Lightguard ability is able to mitigate. Additionally, if Lightguard’s full amount of mitigation is used, your next Incite will last twice as long.
Blaze of Glory
For a short time, greatly increase your armor, health, and outgoing damage. At the end of the effect, you are incapacitated.
Devout Mastery ExamplesThe Devout Paladin is a healer forged for the front lines, capable of mending the wounded in the thick of battle.Mastery
Description
Ability Unlock: Vigilance
Create a bond of celestial light with a target ally, causing some of your abilities to heal that ally when used. Additionally, a percentage of your healing on other targets will apply to your bonded target.
Ability Unlock: Battle Meditation
Stoke your fury while in battle, increasing your Wrath generation.
Ability Unlock: Glory and Honor
Your melee attacks will heal your group members for a small amount.
Hallowed Flame
Remove the bonus threat-generation component of Righteous Flame. Additionally, whenver a charge of Righteous Flame is consumed, heal the lowest-health group member for a small amount.
Kindled Oath
Oathflame heals for more when cast on your Vigilance target. If the target is below a certain health threshold, this bonus is increased.
Afterglow
Living Light restores a small amount of Wrath for each target healed.
Watcher’s Grace
When your Vigilance target drops below a certain health threshold, your next Oathflame or Golden Charge costs no Wrath.
Faithful Restoration
When Vigilance is active, Faithful Strike heals your bonded target for more and applies a short heal-over-time effect on the bonded target.
Empowered Healing
Your healing abilities become more potent, in some cases gaining additional effects.
Purifying Grace
Your Cure ability becomes Cleanse. Cleanse is guaranteed to remove 1 Poison and 1 Disease effect from the target. Additionally, targets cured by Cleanse will receive a bonus to their Poison and Disease resistance for a short time.
Righteous Fury
Your wrath no longer decays outside of combat.
Additional weapon skills and combat skills with more meaningful impact
Rebalanced base ability kit
Mastery selections focused on leaning into and empowering physical abilities or spellcasting abilities
Unique abilities and powerups unlocked through mastery selections
Hi everyone,
As part of the Combat and Progression Update, we are updating each of our adventuring classes. This isn’t just adding Mastery for each class, but it also includes looking at the skills they use, their base ability kit, and even their special class mechanics as well. Not everything is going to change, and many aspects of the classes will feel familiar, but our goal is to get all of our classes to a point where they are functionally complete with their full intended kits from level 1 to level 50. We’re also using this opportunity to address some long-standing challenges that have made it difficult to balance our content and to produce coherent itemization for the game.We are starting this process with our three Tank classes (Warrior, Paladin, and Dire Lord). We will go over the Warrior today, and the Paladin and Dire Lord next week.A very important disclaimer here: what you see reflected below is meant to be a high-level conceptual overview of where we are taking the class. Many details, like the level or skill requirements and effects for the different class and mastery abilities, are expected to change and fluctuate as we go through testing before the update releases. We are looking forward to everyone’s feedback once our public test realm is available, to help us with dialing all those details in so that each class feels fully realized, distinctive, and fun to play.• Dagger
• Great Sword
• Sword
• Great Axe
• Short Spear
• Great Hammer
• Axe
• Long Spear
• Hammer
• Martial Staff
• Hand to Hand
• Shortbow
• Whip*
• Crossbow*
• Flail*
• Throwing Weapons*
* Weapon types that will be implemented in future updates.• Shield
• Tactics
• Dodge
• Warfare
• Parry
Ability
Description
Assault
A powerful strike that deals Physical Damage. Generates 1 Battle Point.
Strike of Breaking
A tactical strike that increases incoming damage on the target while increasing your Armor Class. Stacks up to 3 times.
Storm
Charge at the target with furious speed, stunning them briefly. Generates 1 Battle Point.
Rupture
A strike that deals Physical Damage and causes the target to bleed over time. Costs 1 Battle Point.
Shield Block
Raise your shield, reducing a major amount of incoming Physical damage and a minor amount of incoming Spell damage. This is a channeled ability that cannot be interrupted by damage. Costs 1 Battle Point for each second while channeling. Requires a Shield.
Quell
Follow up a successful shield block with a powerful shield strike, generating increased threat and a Battle Point.
Mighty Blow
A charged attack that consumes 1 Battle Point per second while charging. When released, Mighty Blow will deal bonus damage based on how many Battle Points were consumed.
Taunt / Angering Shout
Taunt an enemy in melee range, forcing its attention on you for 3 seconds. Release an angry shout, taunting an enemy up to 25 meters away.
Challenger’s Banner
Place a Banner of War near you that lasts for a short time. Remaining near the banner will increase the threat that your actions generate in combat.
Bash
Slam the target, dealing minor Physical damage with a chance to interrupt the target’s spell casting.
Formation: Conquest
Command your group into an offensive formation, increasing their attack and spellcasting speed, but limiting their mobility for a short time.
Banner of Arms
Place a Banner of War near you that lasts for a short time. Group members near the banner will have an increased chance to hit their foes, while enemies near the banner will suffer a penalty to their avoidance.
Cleave
Swing your weapon in a mighty arc, dealing damage to multiple foes in front of you.
Javelin
Hurl a javelin into an enemy at distance, dealing Physical damage and generating a small amount of threat.
Counterplay
Brace your weapon, retaliating with Physical damage to attackers whenever you successfully block or parry an attack.
Rallying Banner
Plant a Banner of War near you that lasts for a short time. Group members who remain near the banner will be less vulnerable to control effects, while enemies near the banner will become more vulnerable to these effects.
Formation: Unyielding
Command your group into a tactical formation, giving them immunity to control effects for a short time, but also making them more vulnerable to direct attacks for the same period.
Breaker’s Roar
Shake off the effects of a root or snare that has afflicted you.
Close the Gap
Leap to an enemy’s location and strike them with your weapon, temporarily stopping their movement. Generates 1 Battle Point.
Last Stand
Stand your ground, increasing your chance to block and parry attacks, and increasing healing you receive for several seconds. Only usable at low health.
War Horn
Sound your war horn to taunt all nearby enemies.
Devastate
Unleash a massive attack in an attempt to finish off your opponent. Only usable on targets with low health.
Mastery
Description
Ability Unlock: Hammering Blow
Hammer the edge of your shield into the enemy, dealing Physical damage and increasing your Physical damage mitigation for a short time.
Ability Unlock: Shield Bash
Slam the target with your shield, dealing minor Physical damage, interrupting spell casting, and silencing the target for a short time.
Ability Unlock: Shield Throw
Hurl your shield at the target, dealing Physical damage and knocking the target down for 3 sec. While your shield is traveling, you will be shieldless and unable to use shield-based abilities.
Heavy Platemail Proficiency
Unlocks the ability to wear Heavy Platemail Armor.
Shield Prowess
Your prowess with the shield grants you the chance to gain a Battle Point on successful blocks.
Anchored Stance
While channeling Shield Block, you are immune to forced movement, including knockback and pull effects.
Hold the Line
For each Battle Point Shield Block consumes, you receive a 5% bonus to incoming healing for a short time.
Iron Mandate
If the target is immune to Taunt, using Taunt will instead grant increased Threat generation on that target for a short time.
Tactician
Using Assault on a target under the effect of your Taunt will generate an extra Battle Point.
Anchoring Arrival
The root effect from your Close the Gap ability lasts longer, and the target’s movement speed is reduced for a short time after the root ends.
Rallying Brass
If War Horn successfully lands on 2 or more enemies, refund 1 Battle Point.
Critical Recovery
When you activate Last Stand, immediately restore 5% of your maximum Health, then gain another 5% over 5 seconds.
Reinforced Shield Block
Increase the amount of Physical damage your Shield Block is able to mitigate.
Intercepting Spear
If the target struck by Javelin is more than 15 meters away, gain a short burst of movement speed and your next Storm within 3 sec generates an extra Battle Point.
Warlord Mastery ExamplesThe Warlord Warrior is a brutal front-line combatant who turns skill at arms and battle experience into relentless offense.Mastery
Description
Ability Unlock: War Lariat
Unleash a whirlwind of steel, attacking all targets in a 360 degree radius around you. Must have a primary and offhand weapon equipped.
Ability Unlock: Punish
Grants the Punish ability. Punish has a chance to become usable every time Rupture’s bleed ticks.
Ability Unlock: Furious Howl
Release a furious howl, generating 1 Battle Point and increasing your melee attack speed.
Brutal Trajectory
Javelin deals increased damage and gains increasing chance to critically hit based on the distance traveled.
Double Tap
Your Assault ability has a chance to strike a second time with your primary weapon.
Break the Line
Storm deals additional damage to targets above a certain Health threshold. If the target is below a certain Health threshold when Storm is used, Storm’s cooldown will be shortened.
Skullringer
Your Bash ability deals increased damage and is guaranteed to interrupt spell casting.
Deepening Wounds
Increase the bleed damage caused by Rupture.
No Quarter
If a target dies while bleeding from your Rupture ability, gain a short movement speed bonus and restore some Health.
Dual-Wield Specialization
Improve your overall effectiveness and damage output while dual-wielding.
Two-Hand Specialization
Improve your overall effectiveness and damage output with two-handed weapons.
Warbringer
Your critical hits now have a chance to generate a Battle Point.
Kill Engine
Gain the ability to move while charging your Mighty Blow.
Precision of Battle
Your AoE attacks, such as Cleave and War Lariat, will no longer break Root or Mesmerize effects on opponents, although they will deal reduced damage against targets under these effects.
Additional weapon skills and combat skills with more meaningful impact
More complete and robust base ability kit, with abilities up to level 50
Mastery selections focused on leaning into and empowering defensive abilities or offensive abilities
Unique abilities and powerups unlocked through mastery selections
Design and Narrative
Continuing population of Kosa Ull in Badia de Cara
First pass of NPC tuning for Unified NPC templates
First pass on itemization updates for Combat and Progression
Finalizing Mastery for Warrior, Paladin, Dire Lord
Beginning work on Mastery for Cleric, Druid, Shaman
Continued work on NPCs and Dialogue for the Port of Rulun
Worldbuilding and Environment Art
Set dressing for Mawnok villages
Finalizing layout for port of Rulun
Beginning work on Rulun building interiors
Continued set dressing for undersea biomes
Continuing asset definition for Faerthale City to inform detailed concepts
Character Art and Animation
Finalized modeling/texturing for Qha-Ladahn
Finalized modeling/texturing for Aridola and Detidola clothing
Finishing remaining spellcasting animations for Mawnoks
Beginning modeling work for minor Badia de Cara creatures
Initial modeling work on Hydryn
Programming
Continued implementation of combat formula changes for Combat and Progression Update
Continued work on persistence layer and Mastery UI
Finalizing Mail system UI, database hookup, and initial testing.
Hi everyone! We’re here with another progress update for you this week as we march towards the Combat and Progression Update. In this dev diary, we want to talk about what should be a very important part of combat: mitigating damage.
In Pantheon we have two basic ways to reduce incoming damage. Armor, which helps you mitigate incoming physical damage, and resistances, which help you mitigate incoming non-physical damage. These two types of mitigations work both for players and for NPCs. Both stat types are primarily tied to equipment (although they can come from buffs as well) and should be one of the main reasons for players to consider upgrading their equipment as they level up.Neither of these concepts are new to Pantheon – but our previous implementations of both armor and resistances weren’t really achieving the desired results, and there has been plenty of player feedback over the past year about that. So, as part of the Combat and Progression Update, we’re taking the opportunity to adjust the way these two game mechanics function.At lower levels, armor upgrades are going to feel very meaningful for players – even if they are wearing cloth or leather.
At higher levels, the numbers get bigger, and players will want better armor (or better armor-enhancing buffs) to help mitigate that incoming damage.
Design and Narrative
Continuing population of Kosa Ull in Badia de Cara
First pass of NPC tuning for Unified NPC templates
Further work on class mastery selections for tank classes and general mastery
Continued work on NPCs and Dialogue for the Port of Rulun
Worldbuilding and Environment Art
Finishing touches on the Kosa Ull Jungle
Continuing rebuild and expansion for the Port of Rulun
Beginning set dressing for undersea biomes
Identifying structure and prop concepts needed to support Faerthale City
Final check-in for Detihauna assets and additional prop creation for Detihauna
Character Art and Animation
Beginning model creation for the Qha-Ladahn
Creating the updated Aridola and Detidola Clothing
Polish work on combat animations for Mawnok male and female
Polish work on combat animations for Gurloks
Finalizing animations for Kosa Panthers
Concept work for minor Badia de Cara creatures
Programming
Finishing implementation of 3D NPC movement and pathfinding
Continued implementation of combat formula changes for Combat and Progression Update
Finalizing code to support mastery node effects, beginning work on persistence layer and Mastery UI
Finalizing Mail system UI, database hookup, and initial testing
Hi everyone! We hope you’re enjoying the Ability Loadouts feature, the Nightfall Crypt and our update to the Summoner class. We’re continuing to watch the feedback on each of those things, but now that they’re out, we’re going to be shifting more of our focus to preparing for the Combat and Progression update coming up in the spring.
Today we wanted to share some changes we are making to character attributes in that update to help support better itemization for the game, and to help make the attributes a bit more intuitive for everyone. Just to help prevent any confusion, when we use the word “attributes,” we’re talking about core character stats such as Strength, Dexterity, or Intellect. While there are plenty of other stats that are part of your characters, attributes play an especially big role in Pantheon’s itemization, and these numbers influence almost every aspect of adventuring gameplay.Each attribute should have a distinct impact on character performance, although that impact does not have to be the same for all classes.
Each character class should value multiple attributes for gameplay, both in terms of baseline combat performance and to enhance various class abilities.
Each character class should present meaningful choices in terms of what attributes to emphasize. No single attribute build should allow you to be the best at everything you can do.
The attribute bonuses provided by items should generally be useful to all classes who generally use that item type. As an analogy, our goal is that while a necromancer may prefer a slightly different robe from a wizard, both classes should still see a tangible benefit from wearing either option.
Attribute Name
What it Represents
Passive Benefits
Strength
Raw Physical Power
Bonuses to Melee Auto-attack Damage and Carry Capacity
Dexterity
Hand-Eye Coordination
Bonuses to Ranged Auto-attack Damage, Parry Chance, and Melee Crit Chance
Agility
Reflexes, ability to move quickly
Bonuses to Dodge Chance, Base Armor Class
Stamina
Physical Health and Fortitude
Bonuses to Player Health Pool
Concentration
Ability to Focus and Ignore Distractions
Resistance to Spell Pushback* from being hit in combat and Resistance/Reduction to some hostile control effects (stuns, silences, etc.)
Intellect
Mental Acuity, Problem-Solving, Tactical Thinking
Bonuses to Mana Pool and improved chance of spell criticals for some classes
Wisdom
Rationality, Strategic Thinking
Bonuses to Mana Pool and improved chance of spell criticals for some classes
Presence
Social Impact, Force of Will, Focus, Aura
Vendor prices, Faction Gains, Utility Buff Duration, Power of charm and mesmerize effects
* Spell Pushback is the chance that incoming damage increases the time it takes to finish casting a spell.You might notice that the baseline benefits aren’t all equally valuable depending on the class you play – but attributes do more than just provide those baseline benefits. They will also factor into the performance of your class abilities, as follows:Strength will be used to increase power on some physical melee attack abilities that rely on force for their effectiveness.
Stamina will be used to increase power on some offensive and defensive abilities that are focused on shield or armor use or on absorbing or blocking incoming damage.
Dexterity will be used to increase power on some physical melee and ranged attack abilities that rely on precision for their effectiveness.
Agility will be used to increase power on some defensive abilities that rely on avoiding enemy attacks, as well as reaction- and movement-related abilities.
Intellect will be used to increase power on some damaging spellcasting abilities that focus on manipulation of elemental or arcane energy.
Wisdom will be used to increase power on some spellcasting abilities that focus on manipulation of divine or curse energy, or (in some cases) that impact the target’s mental and physical state.
Concentration will be used to increase power on some magical attacks and abilities that rely on sustaining effects or channeling energy over time.
Presence will be used to increase power or duration on some magical attacks and abilities that rely on willpower or manipulating the target’s mental state. This applies to many classes: Taunt abilities for tanks, crowd control abilities such as stuns and fears, charm and mesmerize, abilities that empower minions and pets, etc.
Class Name
Class Primary Role
Core Attribute
Secondary Attribute 1
Secondary Attribute 2
Secondary Attribute 3
Warrior
Tank
Stamina
Strength
Agility
Presence
Paladin
Tank
Stamina
Strength
Wisdom
Presence
Dire Lord
Tank
Stamina
Strength
Dexterity
Presence
Cleric
Healer
Wisdom
Strength
Stamina
Presence
Shaman
Healer
Wisdom
Intellect
Concentration
Presence
Druid
Healer
Wisdom
Intellect
Concentration
Presence
Ranger
Physical Damage
Dexterity
Strength
Wisdom
Stamina
Rogue
Physical Damage
Dexterity
Strength
Intellect
Stamina
Monk
Physical Damage
Dexterity
Strength
Agility
Stamina
Wizard
Magical Damage
Intellect
Concentration
Wisdom
Presence
Summoner
Magical Damage
Intellect
Concentration
Wisdom
Presence
Necromancer
Support
Presence
Concentration
Wisdom
Intellect
Enchanter
Support
Presence
Concentration
Wisdom
Intellect
Bard
Support
Presence
Strength
Dexterity
Agility
You will notice a lot of overlap between different classes within the same role – this is intentional. Again, one of our goals for this change is to make it so that more of the equipment in the game is useful to each class, even if it may not be perfect for that class’s ability set.It should go without saying that once we implement these changes, we may need to make some adjustments based on your feedback. These changes (along with many others) will be part of the Combat and Progression update and will be available on our Public Test Realm when it opens. We encourage all of you to jump in and provide feedback on your favorite classes when the time comes.Moving forward, we’re going to be including this section in our weekly web content as often as possible to help show you some of the progress that’s being made behind the scenes. Each of these items is a current area of focus for the team and part of the work we have to do for our upcoming releases.
Design and Narrative
Beginning population of Kosa Ull in Badia de Cara
Finalizing skills, abilities, and mastery selections for Warriors, Paladins, and Dire Lords
Updated NPCs and Dialogue for the Port of Rulun
Layout and Mood Paintings for Faerthale City to help inform building assets
Worldbuilding and Environment Art
Finalizing jungle biome in Kosa Ull and beginning set dressing for Mawnok villages
Beginning rebuild and expansion for the Port of Rulun
Buildout and environmental asset creation for the Obsidian Depths
Creating Detihauna structures, platforms, and walkway kit and progress on player sailboat
Character Art and Animation
Touch-up work on Shark Models
High-Poly passes on Hydryn and Siren models
Finalizing concepts for Qha-Ladahn
Finalizing concepts for Detidola clothing and update to Aridola clothing
Finalizing animations for Mawnok male and female
Finalizing animations for Gurlok models
Finalizing Bone Merchant NPC clothing/armor
Programming
Beginning work on 3D NPC movement and pathfinding for underwater and aerial environments
Beginning implementation of combat formula changes for Combat and Progression Update
Continuing implementation of mastery system components
Initial implementation of mail system UI components and database hookup
The summoner class has received a major update and restructure of its abilities. Players will now begin the game with access to the Fury pet and the Zephyr pet, and skillful control of the pet will be emphasized during combat. Highlights:
Fury and Zephyr pets are available starting at level 1, with upgrades every 10 levels. The Zephyr is a melee-oriented, Rogue-like pet, while the Fury is a spell-oriented, Wizard-like pet.
The Undine is available starting at level 20, with upgrades every 10 levels. The Undine is still the only pet that can be out at the same time as either the Zephyr or the Fury.
The Titan pet is currently unavailable, but will be returning to the Summoner arsenal with the Spring update.
Summoners will now deal the majority of their damage through their pets, using a combination of Wind Blade, Galestep and Tempest lines with the Zephyr, and Mana Bolt, Mana Flame and Mana Burst lines with the Fury. Additionally, Summoners have had their personal spell arsenal updated to include the Aether Dart, Mana Bomb and Clash Bomb lines.
On the Utility side, Summoners will be able to make themselves invisible, as well as summoning a potion that will make others invisible. They have a full suite of summoned food and drink, gate stones, bandages, the Eye of Zohm for scouting and the ability to summon Toxic and Frigid glyphs.
Summoners retain their beloved damage shields, a selection of buffs for their pets, and the ability to summon higher quality weapons and armor for their pets as they level up. **Note: the summoned weapons and armor for Summoner pets will be the only source of these items with this patch. Expect pet itemization to expand significantly with the Spring update.
This is a massive step forward for the Summoner class. But remember, the Summoner will be receiving even more updates alongside the other classes with the Combat and Progression update in the Spring. We can’t wait for you all to give the revamped Summoner a try and we look forward to the feedback!
The first of several planned Nightfall Crypt dungeons has been added to the game. Nightfall Crypts are built to support a different style of dungeon experience, which you can read about in more detail in our Peek at Nightfall Crypts and the Story Behind Nightfall Crypt. Should you discover the entrance to this dungeon, gather your friends and prepare well, for a harrowing trial awaits you within its halls.
Added the “Show In-world Combat Text For Your Pets” option to the General tab of the Settings window, which, when enabled, will show the damage and healing that your pets do in the floating combat text.
It’s now possible to click and drag your pet’s cast bar to undock it from the pet’s window and drop it wherever you’d like on screen. If you’d like to re-dock it to the pet window, drag and drop the pet’s cast bar on top of its pet window. You can also adjust the size/scale and opacity of the cast bar by holding Control and right-clicking the pet’s cast bar.
With pets that can equip items, if you have their pet sheet open, you can equip/unequip items on them using Ctrl+right-click.
Skills are now grouped by their categories in the character sheet skills lists, and the skills lists are now collapsable by clicking the small tab with the arrow icon on the right edge of the skills list.
If a group member has pets, and you are close enough to see those pets in the world, their health bar and name will now be displayed on the group member’s UI element. Left clicking on these pet health bars will defensively target that pet.
Added “Keep Cast Bars Visible” option to the general settings, which forces your cast bar and the cast bar of your pet(s) to remain visible to make it easier to adjust their settings (ctrl+right-click on the cast bar to adjust its scale and opacity settings) and left-click and drag on the cast bars to adjust their position on screen.
Added a Master Volume slider to the partial settings window that is used prior to entering the world.
Added support for ability loadouts. You can now set up to four different loadouts, each with a different set of abilities. You can also rename each loadout (by right-clicking the loadout name) and set a hotkey for it.
Fixed an issue with NPC dialogues sometimes prematurely closing or kicking players.
Fixed an issue where pet stats, such as armor, weren’t updating when the player equipped/unequipped armor on their pet.
Fixed an issue where cancelling the taming process was leaving it in a bad state.
Corrected the model for the Scorched Adventurer’s Hat.
Fixed an issue where players would sometimes get stuck in the air when they got feared.
The strange reality warping affecting parts of the city of Sorhiryth has been resolved, and the affected platforms have returned to their original size and position.
The zoneline between the Silent Plains and Eastern Plains has been adjusted to resolve some areas where players were crossing between zones multiple times.
Missing collision on several rocks in the world has been restored. The rocks should now properly behave as tangible objects.
The first Nightfall Crypt dungeon has been added to the game, somewhere in the world. Explorers seeking to brave this location should be warned: Few who have ventured there have ever returned to tell the tale.
Added an additional section to Tel’Daedras’s loot table to house some extra items.
The keys used to unlock various doors in Halnir Caves are now lifebound.
Haste of all types has been temporarily disabled and will be re-enabled in a future update.
Many robes may not animate properly while swimming.
Hi everyone! We wanted to take a moment to talk more about the Ability Loadouts feature that’s coming to the game in our next update. We think this is something that will be very useful for many of you, so you can think of this dev diary as sort of an “instruction manual” for how to use it.
If you have a buff or pet on two loadouts and switch between those loadouts, the buff or pet will stay active.
If you have a buff or pet on your loadout and then switch to another loadout that does not have that buff or pet, the buff or pet will deactivate when the switch occurs.
by Nephele
Hi everyone! You may remember that before the holidays, we released a series of dev diaries talking about everything that we have planned for our Combat and Progression Update coming up this Spring (or this Fall, if you live in the southern hemisphere). Since then, we’ve talked a bit more about how the design for the Mastery system has been evolving. However, we wanted to give you a more complete update on what we’ve been doing and how that effort is going. Let’s dive in!Your weapon skills and spell skills will now contribute more directly to your chance to land an attack, and (at very high skill levels) those skills can help you bypass some of the target’s avoidance.
Your defensive skills like dodge and parry will now have more of an impact when it comes to incoming damage – as those skills increase, it should make more of a measurable difference for you during fights.
The shield skill (which formerly didn’t do anything except let you equip a shield) is now going to improve your chance to block attacks, making it work more like dodge and parry. Shields overall are going to be getting a bit of an overhaul to help make them useful without being overpowering – we’ll try to talk through that a bit more in the next progress update.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Pantheon: Rise of the Fallen, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Pantheon: Rise of the Fallen statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.