1. Fellowship
  2. News

Fellowship News

Upcoming Hotfix & Maintenance Notice - November 21

[h3]UPCOMING HOTFIX AND MAINTENANCE - PLANNED FOR NOVEMBER 21 @ 10am CET[/h3]

We wanted to give you all a heads up that Fellowship will be going into maintenance tomorrow, November 21, so we can go out with a hotfix patch. We aim for maintenance to start at 10am CET.

[h2]HOTFIX NOTES[/h2]

[h3]HEROES[/h3]

Elarion

We saw that Elarion was falling behind consistently in performance compared to the other heroes, even more after the adjustments to the Voidbringer’s Touch weapon in yesterday’s patch. The following adjustments aim to increase his power when fighting numerous targets - and to address some general issues with his kit that we have received feedback on from the community.

  • All of Elarion’s damage has been increased by 12%.
  • [Ricochet] damage has been increased to 70% of the initial hit’s power (up from 50%) for both [Highwind Arrow] and [Piercing Seekers] (Heartseeker Barrage Talent).
  • [Lunarlight Mark] is now applied to up to 12 targets (up from 5).
  • [Lunarlight Mark] application radius has been increased by 21.4%.
  • [Multishot] damage now reduced beyond 15 targets (was 8)
  • [Starfall Volley] now deals reduced damage beyond 15 targets (was 12)
  • [Starfall Volley] is now a targeted ability and attaches to the target enemy for the duration (was a ground target ability that stayed in the target location)
  • [Grappling Arrow] is no longer on the Global Cooldown and now cancels any ongoing casts when pressed.
  • [Pathfinder's Resilience] now cancels any ongoing casts when pressed.
  • The [Ricochets] from the [Piercing Seekers] Talent no longer reduce the cooldown of [Starfall Volley] during Event Horizon.
  • During [Event Horizon], [Heartseeker Barrage] main target hits now reduce the cooldown of [Starfall Volley] by 1 second (was 0.5 seconds).
  • [Impending Heartseeker] now increases the damage of each arrow by 15% (was 10%).
The tooltips have not been updated to reflect the above changes. The tooltips will be updated with the next round of localization updates.

[h3]WEAPON TRAITS[/h3]
  • The [Heart of Stone] Weapon Trait was incorrectly only active while above 80% health. It is now correctly a permanent passive effect.
[h3]ARMOR SET BONUSES[/h3]
  • The Proc Per Minute (PPM) of the Heart of Tuzari 2-Set Bonus was double scaling with Haste. It now scales properly with Haste.
[h3]RELICS[/h3]
  • The [Conjure Portal] ability granted by [Humming Portalstone] now properly applies [Treasure Hunter's Delight] to you upon use.
  • The [Conjure Portal] ability granted by [Humming Portalstone] is no longer affected by Mara’s [Final Stratagem] ability.

Upcoming Patch & Maintenance Notice - November 20 @ 7:00am CET

[h3]UPCOMING PATCH AND MAINTENANCE - PLANNED FOR NOVEMBER 20 @ 7:00am CET[/h3][p]Fellows! Thank you all so much for your continued feedback!

We wanted to give you all a heads up that Fellowship will be going into schedule Weekly Maintenance tomorrow, November 20, at 7:00am CET, so we can go out with a major patch. Reminder: Weekly Maintenance is at 7am CET every Thursday.[/p]

Maintenance Details:
  • [p]Start Time: 7:00 AM CET[/p]
  • [p]Servers: Offline during this time[/p]
  • [p]What’s This Maintenance For? This maintenance is for us to release a major patch that will bring bug fixes, balancing improvements for Heroes and Dungeons, and more.[/p]
  • [p]Patch Launch: Immediately following maintenance tomorrow [/p]
  • [p]See below for patch notes![/p]
[p]Thank you again for your feedback and ongoing support!

[/p][h2]PATCH NOTES - FOR THE NOVEMBER 20, 2025 PATCH[/h2][p]

In the first month after the early access launch, our focus was heavily focussed on the here-and-now issues of getting players into a stable and consistent experience. A significant amount of that work has been how our backend and servers have been configured. Now that we are seeing a more stable experience, our team is able to start shifting their focus to long-term improvements, and feature development. There are a lot of new things we are working on to get into the game, and that comes with development and testing to make sure we’re not introducing new issues as we go. While we are gaining momentum on these new features for future updates, we have a number of fixes and updates coming this week as well.

[h3]GENERAL[/h3]
  • Added the ability to remove offline players from your friends list.
  • Fixed an issue where players were unable to whisper across Strongholds.
  • Added feedback in chat when a muted player tries to speak.
  • The ‘Select Previous Target’ functionality was still not working as expected. This has now been fixed.
  • Fixed an issue where non-boss non-minion NPCs would collide with boss barriers.
[h3]UI[/h3]
  • Added additional context (block, parry, miss etc.) on the Death Recap for 0-damage events.
  • Fixed an issue where player’s health numbers were being shown underneath the ‘dead’ label when a player died.
  • Fixed an issue where the texture on the player’s health bar was displaying incorrectly.
  • Fixed several issues where translated text was overrunning the buttons they were in.
  • Fixed an issue where Mara’s Hero HUD blocks mouse inputs.
  • Fixed an issue where the new active ability timers would not scale with the rest of the UI correctly.
[h3]PROGRESSION[/h3]
We discovered a bug in our damage calculations this week that was causing some strange behaviors for any effects that acted as a multiplier on your Main Stat (Strength, Intellect, Agility). We have fixed the issue in this patch, and we are keeping a very close eye on any unexpected ripple effects this may have for any of the Heroes. From the limited time we had to test this internally, we haven’t seen any dramatic effects - and please let us know if you notice anything out of the ordinary in this patch in regards to Hero performance.

The Bug

The bug caused any % Main Stat bonuses to be added to your base damage coefficient, even though they would show up on your character sheet as expected.

Example 1, “Big Damage” abilities
  • We are using Elarion’s [Highwind Arrow] for this example.
    For this example’s sake, we will ignore any other damage bonuses that may be active (no Event Horizon damage bonus, no buffs, etc). We will also pretend that Elarion has 0% Critical Strike, Expertise, and no Talents.
  • Elarion’s [Highwind Arrow] deals 865% Agility damage baseline.
  • With 1000 Agility, that would result in an average of 8650 damage per main target hit.
  • With the 2-set bonus from Ransack of Drakheim you are granted 20% increased Agility for 20 seconds.
    • This would result in your Agility being increased from 1000 to 1200.
    • The expected result would be that your [Highwind Arrow] now deals an average of 865% of 1200 = 10380 damage per main target hit.
  • The bug instead added the 20% to the base coefficient.
    • This instead resulted in your [Highwind Arrow] dealing an average of 865% + 20% = 885% of 1000 = 8850 damage per main target hit.
  • In the case of [Highwind Arrow], this has caused the Ransack of Drakheim bonus specifically to increase the damage of it by approximately 2.02% - rather than the intended 20%.
Example 2, “Small Damage” abilities
  • We are using Mara’s [Volatile Poison] explosions for this example.
  • The explosion from Mara’s [Volatile Poison] deals 40% Agility damage baseline.
  • With 1000 Agility, that would result in an average of 400 damage per hit.
  • With the 2-set bonus from Ransack of Drakheim you are granted 20% increased Agility for 20 seconds.
    • This would result in your Agility being increased from 1000 to 1200.
    • The expected result would be that your [Volatile Poison] explosions now deal an average of 40% of 1200 = 480 damage per hit.
  • The bug instead added the 20% to the base coefficient.
    • This instead resulted in your [Volatile Poison] explosions dealing an average of 40% + 20% = 60% of 1000 = 600 damage per cast.
  • In the case of Volatile Poison’s explosion, this has caused the Ransack of Drakheim bonus specifically to increase the damage of those hits by approximately 50% - rather than the intended 20%.

Now that this is working correctly. From the two examples above you can see that this will cause “small damage abilities” to benefit less from %main stat bonuses - while “big damage abilities” will benefit more from them as this patch goes live.

As a result, we have preemptively adjusted the abilities that will get heavily affected on the negative side to compensate for this fix. Mara’s [Volatile Poison] damage for example, has been increased by 30% baseline as part of this compensation.

You can read the rest of these compensations as part of the Hero tuning segment of the patch notes.

This fix only affects the following effects:
  • Hero Talents
    • Helena’s [Second Wind] Talent: When your Toughness has reduced an amount of damage equal to 30% of your Maximum Health, you gain 30% increased Strength for 8 seconds.
  • Set Bonuses
    • Cithrel’s Fall set: Your critical strikes have a chance (0.9 PPM) to increase your Strength / Agility / Intellect by 18% for 15 seconds.
    • Wraithtide Vault: +4% Main Stat
    • Ransack of Drakheim: Your Spirit Ability grants you Drakheim’s Absolution, increasing your Main Stat by 20% for 20 seconds.
  • Gem Bonuses
    • Ruby - Might of the Minotaur: +3% / +9% Main Stat while you are above 80% health.
    • Sapphire - Ancestral Surge: While your Spirit of Heroism is active, your Main Stat is increased by 8% / 24%.
    • All Overcap bonuses (the main stat portion of them): Every 2 “Gem” Power above 2640 grants you +0.01% Main Stat & Stamina.
  • Weapon Traits
    • Hidden Power: Your abilities have a chance to grant you 1 stack of Hidden Power for 60 seconds. When you have 5 stacks, Hidden Power is consumed and Power Revealed is granted to you for 15 seconds, increasing your Main Stat by 7.5% / 9% / 10.5% / 12%.
    • Vengeful Soul: Your critical strikes have a chance to increase your Main Stat by 4% / 4.8% / 5.6% / 6.4% for 6 seconds.
    • Willful Momentum: Whenever your Spirit refunds resources for you, your Main Stat is increased by 3% / 3.6% / 4.2% / 4.8% for 4 seconds.
    • Martial Initiative: Your weapon ability grants you 10% Main Stat and 15% Damage Reduction for a duration equal to 20% / 24% / 28% / 32% of your weapon ability's default cooldown.
  • Any item level “Squishing”
    • This was where we first discovered the initial symptom of the bug. When a player with very high item level and power played in a Contender League Dungeon, they would sometimes deal “1” or “2” damage with their abilities. This was happening due to an extreme interaction with this bug.
    • Players should no longer be squished to unreasonably low damage numbers when wearing full, high item level gear in low League Dungeons.
[h3]HEROES[/h3]
Many of the adjustments to Heroes below are due to the “%Main Stat Bonus” bug fix and the adjustment to Voidbringer’s Touch, in addition to a few general bug fixes and adjustments.

Meiko

Adjustments below are both to help her catch up to Helena’s damage output and to compensate for the “%Main Stat bonus” bug fix (as she has a number of “small damage abilities”)
  • [Spirit Palm] damage was increased by 12%.
  • [Wind Kick] damage was increased by 40%.
  • [Earth Fist] damage was increased by 12%.
  • [Earthfist Barrage] damage was increased by 15.1% (this does not include the final hit)
  • [Rising Storm] damage was increased by 5%.
  • [Lashing Stormkick] damage was increased by 8.9%.
  • [Spirited Vortex] damage was increased by 33%.
  • [Stone Shield] damage was increased by 7%.
  • [Shatter Earth] ticking area damage was increased by 5%.
  • [Twin Souls: Army of One] damage was increased by 6%.
  • [Spirited Vortex] now grants +15% dodge chance while active on you (was +5%).
  • [Spirited Vortex] radius was increased by 14%.
  • Enemies hit by [Spirited Vortex] now deal 10% reduced damage while they are affected by Spirited Vortex’s debuff (5 second duration).
Rime
  • [Glacial Blast] damage was increased by 20%.
  • [Freezing Torrent] damage was increased by 10%.
  • [Cold Snap] damage was increased by 20%.
  • Fixed an issue where [Drakebreaker Claws] were missing visual representation on the Hero.
Elarion
  • [Skystrider’s Grace] cooldown has been reduced to 120 seconds (was 180 seconds).
  • [Event Horizon] now increases all damage you deal by 20% for the duration (was 15%).
Ardeos

In the previous week’s patch, we increased the direct damage dealt by Ardeos’ [Incinerate] ability by a large amount, which we felt was needed to provide impact for that ability. During the week we realized the ability had no damage scaling reduction when used on very large groups of enemies. This was an oversight, as all our Hero’s area abilities that deal direct damage have some form of scaling when hitting a predetermined amount of enemies. This is needed to make sure those abilities are still relevant to your damage on single target encounters (ie: bosses).

To clarify, this damage scaling will still cause your overall damage dealt with an ability to increase as you add more targets - but you will deal slightly less damage to each individual enemy the more enemies you add in - to avoid linear scaling (ie: hitting 32 enemies should not to 32x damage - or it would need to be tuned down until it had no impact on single target encounters).
  • [Incinerate’s] direct damage while channeling now deals reduced damage when hitting more than 8 targets (was not being reduced).
Mara

Adjustments below are to compensate for the “%Main Stat bonus” bug fix (as she has a number of “small damage abilities”)
  • [Skittering Blades] damage has been increased by 12%.
  • [Arachnid Assault] damage has been increased by 10%.
  • [Volatile Poison] damage has been increased by 30%.
Vigour
  • [Rune of Renewal’s] direct healing has been increased by 16%.
Sylvie
  • Fixed an issue where the [Synchronized Fluttering] Talent caused overcharged [Fluttercall: Heal] casts to deduct the mana cost twice. This fix results in it now correctly costing 200% of its base cost on overcharged casts (down from 400%).
[h3]WEAPONS[/h3]
The big update of this patch is the adjustment we are making to Voidbringer’s Touch, in addition to some tuning to a few other weapons.

Voidbringer’s Touch (Ranged DPS and Melee DPS)

We have made adjustments to Voidbringer’s Touch to address the extreme peaks the weapon was able to produce in regards to damage. This change also reduces the overall damage Voidbringer’s Touch will deal - as it was intended to be a weapon that does not have the highest overall damage in a Dungeon, but rather sacrificing some overall to gain access to an important tool (being able to focus down one specific dangerous enemy in a pack).

With this change, we also granted Voidbringer’s Touch +100% critical strike chance. This means the weapon will always deal grievous critical strikes - causing it to have less extreme scaling with critical strikes than it did before, while not removing the value of critical strike chance (grievous critical strikes gain an increase to the base damage equal to your Hero’s critical strike chance). This change also makes it more reliable in its performance, as those huge critical strikes for double damage - while fun - would also lead to very anticlimactic “non-crits”.

With this adjustment to Voidbringer’s Touch, we also made some positive adjustments to Hero’s base kits to compensate.
  • [Voidbringer’s Touch] now accumulates 10% of all damage you deal (was 20%).
  • [Voidbringer’s Touch] can now accumulate a maximum of 4250% main stat before self triggering (was 8500% main stat).
  • [Voidbringer’s Touch] cooldown was increased to 90 seconds (was 60 seconds).
Chronoshift (Ranged DPS)

Due to the amount of “hidden damage output” Chronoshift grants players through its Cooldown Acceleration mechanic, we decided to tone down the damage slightly to make it more in line with the other weapon choices.
  • The damage of [Chronoshift] has been reduced by 10%.
Earthbreaker (Melee DPS)
  • [Earthbreaker’s] initial hit damage has been increased by 10%.
  • [Earthbreaker’s] ticking area damage has been increased by 20%.
Al’Zerac’s Shackle (Tank)
  • [Al’Zerac’s Shackle’s] damage over time effect applied by the eruption was increased by 20%.
  • [Al’Zerac’s Shackle] now reduces the Attack Speed of afflicted enemies by 40% (was 35%).
Twilight Skybolt (Healer)
  • [Twilight Skybolt’s] healing was increased by 20%.
[h3]CURSES[/h3]
We heard feedback that two of the curses in particular were causing a net-negative on the Dungeon timer to deal with and have made some changes to address that in these cases.

Shadow Lord’s Trial
  • The Shadow Lord now has a 400 Spirit Point Value (was 0).
    • Spirit Point Value is the amount of Spirit Points you and your allies gain as you are reducing its health. An enemy with 10 Spirit Point Value will generate 1 Spirit Point for your party for every 1% health your damage deals to it. The Spirit Point Value is then divided among the players (4).
    • This change causes the Shadow Lord to generate a total of 400 Spirit Points for your party (100 each), causing players to be able to use their Spirit Abilities as the Shadow Lord spawns, and then have their Spirit Abilities fully charged again by the time the Shadow Lord reaches 0% health.
  • The health of the Shadow Lord has been increased by 10%.
    • With the above change, we expect players to be using their Spirit Abilities in most cases to deal with the Shadow Lord. As such we increased the health of it slightly. We will keep an eye on how this affects the timer on a whole and will adjust accordingly moving forward if the gain is too small or large.
      To further clarify because we’ve seen some confusion around the Spirit stat and how it interacts with Spirit Point generation. If you have 20% Spirit on your Hero, you will get 20% more Spirit Points, as a personal bonus, of the resulting share (ie: for Spirit Lord, you would generate 120 Spirit Points, rather than 100 with 0% Spirit).
Malevolent Shade
  • Malevolent Shade’s health has been reduced by 40%.
  • Upon defeating a Malevolent Shade, players are now healed for 85% of their max health (was 30%) and gain 50% of their maximum mana (was 20%).
[h3]DUNGEONS[/h3]
This patch is fixing some issues with the “Boss Encounter Barriers”.

All Dungeons
  • Boss “Encounter Barriers” now only affect players. All enemies can now use abilities and run through the barriers at any time.
Wraithtide Vault
  • Bael’Aurum’s (boss) encounter barrier has been adjusted. This change fixes an issue causing the [Treasure Ball] to sometimes be spawned outside the Encounter Barrier - and then disappearing.

Upcoming Hotfix & Maintenance Notice - November 14

[h3]UPCOMING HOTFIX AND MAINTENANCE - PLANNED FOR NOVEMBER 14 @ 9am CET[/h3]

We wanted to give you all a heads up that Fellowship will be going into maintenance tomorrow, November 14, so we can go out with a hotfix patch. We aim for maintenance to start some time between 9am and 10am CET.

[h2]HOTFIX NOTES[/h2]

[h3]TARIQ CHANGES[/h3]
We noticed that the adjustments to Tariq’s lightning damage had a larger effect than intended on his overall for his “lightning build”. As we stated in yesterday’s patch notes, our intention was to keep that build relevant, while making his other talent and legendary choices more competitive. As such, this hotfix aims to get his lightning build back on track.
  • [Chain Lightning] damage was increased by 60% (counting from the value before yesterday’s patch results in a 20% reduction, rather than a 50% reduction).
  • [Hammer Storm] damage was increased by 12.5%.
  • The additional Lightning Damage dealt by [Heavy Strike], [Skull Crusher], and [Hammer Storm] during [Thunder Call] has been increased by 16.67%.
  • The [Schism] talent now increases the damage of your next [Skull Crusher] or [Hammer Storm] by +250% (was +200%).
    • This change is not reflected in the tooltips in the game. This will be updated in a coming patch.

Upcoming Patch & Maintenance Notice - November 13 @ 7:00am CET

[h3]UPCOMING PATCH AND MAINTENANCE - PLANNED FOR NOVEMBER 13 @ 7:00am CET[/h3][p]Fellows! Thank you all for jumping into Fellowship during our first-ever Halloween event, and as always, thanks for your feedback!

We wanted to give you all a heads up that Fellowship will be going into schedule Weekly Maintenance tomorrow, November 13, at 7:00am CET, so we can go out with a major patch. Reminder: Weekly Maintenance is at 7am CET every Thursday. 

Maintenance Details:
[/p]
  • [p]Start Time: 7:00 AM CET[/p]
  • [p]Servers: Offline during this time[/p]
  • [p]What’s This Maintenance For?[/p]
  • [p]This maintenance is for us to release a major patch that will bring bug fixes, balancing improvements for heroes and dungeons, and more.[/p]
  • [p]Patch Launch: Immediately following maintenance tomorrow [/p]
  • [p]See below for patch notes![/p]
[p]Thank you again for your feedback and ongoing support!

[/p][h2]PATCH NOTES - FOR THE NOVEMBER 13, 2025 PATCH[/h2][p]
[/p][h3]End of the Haunting[/h3][p]The ‘Haunting of Stronghold’ event is now over. Thank you to everyone who took part, the response has been very positive and it’s great to see so many players showing off their seasonal costumes.
[/p][h3]GENERAL[/h3]
  • [p]Removed the ‘Haunting of Stronghold’ Event. [/p]
  • [p]Updated the Stronghold’s appearance.[/p]
  • [p]Updated the Stronghold music, emitters, and ambience.[/p]
  • [p]Updated Stronghold Loading Screen.[/p]
  • [p]Removed the ‘Caretaker of Fallen Heroes’[/p]
  1. [p]Added the ability to bind Left and Right mouse buttons but only when used with modifiers.[/p]
  2. [p]Fixed an issue where middle-mouse clicks weren’t registering when clicking on health bars.[/p]
  3. [p]Fixed an issue where non-party leaders were still getting AFK kicked while matchmaking.[/p]
  4. [p]Fixed an issue with the ‘select previous target’ functionality where the history could be lost.[/p]
  5. [p]Fixed various translation issues in text throughout the game.[/p]
[h3]UI[/h3]
  • [p]Added feedback so health bars on the party frame will now fade down when the other player is out of range, or line of sight to them is blocked. The distance check is based on the standard max range of ranged hero abilities.[/p]
  • [p]Added a ‘Refresh Regions’ button to the start menu to force the refresh of each region’s state. Previously players needed to restart the client.[/p]
[h3]HEROES[/h3][p]Cloth & Leather Armor Adjustments We have increased the amount of armor provided by Cloth and Leather items. Our intention is to have a noticeable difference in between the Armor Classes in the game - and to overtime supply players with a variation of ways to deal with encounters where Physical damage specifically becomes a problem for them as we continue expanding on the game's systems. However, we have noticed that the difference was larger than intended on higher difficulties and decided to increase the amount of armor found on Cloth and Leather items to reduce that gap. This will affect all cloaks and Rime and Ardeos (cloth) - and Sylvie, Mara, Elarion, and Meiko (leather). [/p]
  • [p]At 330 item level, Cloth heroes will now have around 25% physical damage reduction from their armor (was 14.5%).[/p]
  • [p]At 330 item level, Leather heroes will now have around 32% physical damage reduction from their armor (was 22%).[/p]
[p]Armor Adjustments and Meiko Adjusting for the changes to Leather armor values, we have adjusted Meiko's kit in some places to make sure her defensive power does not increase while she has all her buffs and effects active. The change will increase Meiko's defensive power when she has no buffs or effects active. [/p]
  • [p]\[Stone Shield] now increases Meiko's Armor by 20% (was 50%) per stone up to a maximum of 60% at 3 stones (was 150% at 3 stones).[/p]
  • [p]\[Spirited Armor] (spirit refund passive) now increases Meiko's Armor by 20% (was 30%).[/p]
[p]To clarify how the above changes affect Meiko's defensive power in various situations (using 330 item level without gems as the reference point): [/p]
  • [p]With no buffs or effects, Meiko now has 48.95% Physical DR (was 41.04%).[/p]
  • [p]With \[Stone Shield] at 3 charges, Meiko now has 68,17% Physical DR (was 66,95%).[/p]
  • [p]With \[Stone Shield] at 3 charges + \[Spirited Armor] proc Meiko now has 70.88% Physical DR (was 70.82%).[/p]
  • [p]With \[Stone Shield] at 3 charges + \[Resonance] from talent + \[Serenity] DR from legendary boots Meiko now has 83.45% Physical DR (was 82.23%).[/p]
  • [p]With \[Stone Shield] at 3 charges + \[Resonance] from talent + \[Serenity] DR from legendary boots + \[Spirited Armor] proc Meiko has 84.86% Physical DR (was 84.32%).[/p]
[p]Ardeos
[/p]
  • [p]The direct damage dealt while channeling \[Incinerate] has been increased by 312%.[/p]
  • [p]The damage over time of \[Incinerate] now deals 62.5% increased damage.[/p]
  • [p]The damage over time of \[Incinerate] now gains +30% increased damage for each stack applied.[/p]
  • [p]\[Incinerate] now has a static channel time of 2.5 seconds, and its tick rate is now affected by your Haste.[/p]
  • [p]\[Incinerate] no longer generates Cinders. [/p]
  • [p]Note: Ardeos Spirit Ability, Incinerate, was underperforming and did not have enough of an impact beyond its ability to generate Cinders and extend the duration of his other damage over time effects. In addition to this, Ardeos'; ramp time has been a bit too long - especially in the early game. As such, the ability no longer generates cinders and deals heavy damage on its own, to allow Ardeos players to get into their big burst moment earlier.[/p]
  1. [p]The initial direct damage of \[Apocalypse] has been increased by 50%.[/p]
[p]Tariq
[/p]
  • [p]\[Heavy Strike] damage increased by 50% and the static portion of its Fury Generation increased to 7% (was 4%).[/p]
  • [p]\[Face Breaker] damage increased by 50% and the static portion of its Fury Generation increased to 6% (was 5%).[/p]
  • [p]Wild Swing damage increased by 100%.[/p]
  • [p]Chain Lightning now deals damage 6 times baseline (was 5 times).[/p]
  • [p]Thunderstruck talent now grants Chain Lightning 2 additional bounces (was 3).[/p]
  • [p]Chain Lightning damage reduced by 50%.[/p]
  • [p]Skull Crusher damage increased by 10%.[/p]
  • [p]Culling Strike damage increased by 54%.[/p]
  • [p]The additional Lightning Damage dealt by Heavy Strike, Skull Crusher, and Hammer Storm during Thunder Call was reduced to 30% of the initial hit (was 50%).[/p]
  • [p]Schism talent now has 3.2 PPM (was 1.2 PPM) and the damage bonus has been reduced to +200% (was +300%).[/p]
  • [p]Bloodied Brass necklace (legendary necklace) now deals 350% of Face Breaker's damage to the target of 24 seconds (was 450%). [/p]
  • [p]Note: The lightning damage in Tariq's kit has been reduced, while the power of his other abilities have been increased. Overall, his total damage should be at a similar place as before, but more of the damage is coming from your non-lightning mechanics - with the intention of making other legendaries and talents more competitive.[/p]
[p]Rime
[/p]
  • [p]Fixed an issue where \[Wrath of Winter] would cancel when Rime was being moved by a force push such as High Tide or the Rivers in Sailor’s Abyss.[/p]
[p]Sylvie
[/p]
  • [p]Fixed an issue where spawning \[Life Petal] through \[Dryad’s Haven] (Legendary Boots) could cancel other abilities or be canceled by other abilities.[/p]
[p]Vigour
[/p]
  • [p]Fixed an issue where Vigour’s orb would pull enemies too far beneath him.[/p]
[h3]DUNGEONS[/h3][p]Dungeon Timer Adjustments
[/p]
  • [p]The Wyrmheart: +15 seconds[/p]
  • [p]Sailor's Abyss: +20 seconds[/p]
  • [p]Empyrean Sands: +20 seconds[/p]
  • [p]Urrak Markets: +20 seconds[/p]
  • [p]Godfall Quarry: +35 seconds[/p]
  • [p]Everdawn Grove: +48 seconds[/p]
  • [p]Silken Hollow: +50 seconds[/p]
[p]Cithrel’s Fall
[/p]
  • [p]Cithrel's \[Path of Oblivion] damage from the initial hit has been reduced by 20%.[/p]
  • [p]Cithrel's \[Bloodhunt] initial hit damage has been reduced by 10%.[/p]
  • [p]Cithrel's \[Bloodhunt] bleed damage has been reduced by 20%.[/p]
  • [p]Damage from the Blade of Cithrel's \[Spinning Blades] ability can now be Blocked, Dodged, and Parried.[/p]
  • [p]The Blade of Cithrel's \[Ice Breaker] ability now detaches from the player after 1 second - allowing players time to move out of the impact area.[/p]
  • [p]The Tundra Stalker's \[Rapid Fire] now has a 1.5 second precast (uninterruptable).[/p]
[p]The Wyrmheart
[/p]
  • [p]The Coldheart Assassin's \[Coldheart Poison] ability now has a 2 second, uninterruptable cast.[/p]
  • [p]The Coldheart Assassin's \[Wicked Strikes] now waits 1 tick after the stun to start stabbing the target.[/p]
  • [p]Damage from the Blade of Cithrel's \[Spinning Blades] ability can now be Blocked, Dodged, and Parried.[/p]
  • [p]The Blade of Cithrel's \[Ice Breaker] ability now detaches from the player after 1 second - allowing players time to move out of the impact area.[/p]
  • [p]The Tundra Stalker's \[Rapid Fire] now has a 1.5 second precast (uninterruptable).[/p]
  • [p]Fixed an issue where Cithrel’s ‘fly away’ animation would not play if one player reached the boss before the others.[/p]
[p]Empyrean Sands
[/p]
  • [p]Damage from the Tombguard Reaver's \[Whirlwind] ability can now be Blocked, Dodged, and Parried.[/p]
  • [p]Acolyte of Sinnari's \[Wrath of Sinnari] damage reduced by 59%.[/p]
  • [p]Sin-magir’s \[Ruinous Star] explosions can no longer be outranged by players.[/p]
  • [p]Sin-magir’s arena now has a barrier that activates in the doorway once the encounter has started.[/p]
  • [p]The damage of Sin-Magir's \[Ruinous Star] explosions has been reduced by 10%.[/p]
  • [p]The health of Sin-Magir's \[Ruinous Star] has been reduced by 15%.[/p]
[p]Empyrean Sands / Wraithtide Vault
[/p]
  • [p]Greedspawn Sentinel's \[Greed's Embrace] damage reduced by 30%.[/p]
[p]Godfall Quarry
[/p]
  • [p]The Enforcer's \[Piercing Strike] now has a 2 second pre cast (uninterruptable) and a new sound effect on both the pre-cast and the impact.[/p]
  • [p]The boss encounter will now reset correctly if a lone player starts the encounter and dies before other players join the fight.[/p]
[p]Sailor’s Abyss
[/p]
  • [p]Fixed an issue where players would not be able to detach from the mast if the team wiped during ‘Sinthara’s song phase.[/p]

Upcoming Patch & Maintenance Notice - Planned for November 6, 2025 @ 7:00am CET

UPCOMING PATCH AND MAINTENANCE - PLANNED FOR NOVEMBER 6 @ 7:00am CET
[p]Fellows! Thank you all for jumping into Fellowship during our first-ever Halloween event, and as always, thanks for your feedback! [/p][p]We wanted to give you all a heads up that Fellowship will be going into schedule Weekly Maintenance tomorrow, November 6, at 7:00am CET, so we can go out with a major patch. Reminder: Weekly Maintenance is at 7am CET every Thursday. [/p][p]Maintenance Details:[/p]
  • [p]Start Time: 7:00 AM CET[/p]
  • [p]Servers: Offline during this time[/p]
  • [p]What’s This Maintenance For?[/p]
    • [p]This maintenance is for us to release a major patch that will bring bug fixes, UI improvements, gameplay balancing improvements and more. [/p]
  • [p]Patch Launch: Immediately following maintenance tomorrow[/p]
    • [p]See below for patch notes![/p]
[p]Thank you again for your feedback and ongoing support.[/p][p][/p]
PATCH NOTES - FOR THE NOVEMBER 6, 2025 PATCH
[p][/p][h3]GENERAL[/h3]
  • [p]Fixed an issue causing enemies to sometimes desync on their patrol paths - making them invisible to players until they suddenly appeared on top of them. This should resolve the most common situations that caused enemies to become “invisible”.[/p]
  • [p]Fixed an issue where “Targeted ground abilities” would sometimes cause the aiming circle to disappear or get centered on your character when the cursor was pointing at a wall or steep slope.[/p]
[h3]PROGRESSION[/h3][p]
Matchmaking item level requirement adjustments
[/p][p]We have adjusted the item level required to match make in Adept, Champion, and Paragon leagues. The biggest change was made to Adept to smooth out the jump in difficulty that comes with the added enemy and boss mechanics. While our goal was (and is) for Adept to be a step up in challenge and complexity, the league ended up being more punishing toward mistakes than we were aiming for. We will be listening for your feedback on this change, and looking at how it affects the overall player experience.[/p]
  • [p]Increased the minimum item level required to matchmake in Adept to 80 (was 60).[/p]
  • [p]Increased the minimum item level required to matchmake in Champion to 130 (was 120).[/p]
  • [p]Increased the minimum item level required to matchmake in Paragon to 190 (was 180).[/p]
[p]ITEMS[/p]
  • [p]Fixed an issue with the \[Dark Prophecy] set bonus proc so that it no longer triggers on "non-hero" actions, such as emotes and interacting with camp fires.[/p]
  • [p]The \[Ancient Wardstone] relic now provides High Haste and Low Expertise.[/p]
  • [p]The \[Chalice Al'Zerac's Essence] relic now provides Spirit and Haste.[/p]
  • [p]Fixed an issue where Meiko’s \[Crusader Longcloak] was incorrectly named for two different items.[/p]
  • [p]Fixed an issue where Vigor’s \[Lamellar Helm] was incorrectly set as a pair of gloves.[/p]
  • [p]Fixed various Uncommon and Rare items that had their rarity set incorrectly.[/p]
  • [p]Fixed an issue where Vendor gear was always set to Common rarity. That gear now correctly reflects the league they are assigned to.[/p]
  • [p]Fixed various item typos.[/p]
[p]WEAPONS[/p]
  • [p]\[Fated Strike] hit delay was reduced to 0.15 seconds (was 0.3 seconds) when used in melee range.[/p]
  • [p]The \[Latent Resurgence] trait healing has been increased by 50%.[/p]
  • [p]Fixed an issue where \[Repository of Light] was not properly removed from other players whenever the source died.[/p]
[p]HEROES[/p][p]
Helena
[/p]
  • [p]Helena's health gained from Stamina was increased by 10%.[/p]
  • [p]\[Hold the Line] tooltip was updated to reflect the recent hot fix, causing her Toughness to not be reduced while the absorb from \[Empowered Shield Slam] is active on her.[/p]
  • [p]The absorb effect from \[Empowered Shield Slam] has been renamed to "Empowered Shield Slam: Barrier" (was "Hold the Line").[/p]
  • [p]The bleed from \[Sweeping Strikes] now reduces all damage dealt by afflicted enemies by 10% for its duration.[/p]
[p]Meiko[/p]
  • [p]The \[Sibling of Earth] from Meiko's \[Twin Souls: Bulwark] now has health equal to Meiko's max health, increased by 2% for every 1% critical strike, haste, expertise, and spirit she has (was not increased by secondary stats previously).[/p]
  • [p]The \[Shattering Obelisk Drape] (legendary cloak) now accumulates 10% of all damage it takes and pulses it out as damage on intervals (was 18%).[/p]
    • [p]Note: The \[Shattering Obelisk Drape's] damage accumulation needed to be toned down considering the rather large increase to the \[Sibling of Earth's] health. In overall, the \[Shattering Obelist Drape] is dealing more damage now, when taking all the above changes into account.[/p]
  • [p]The \[Necklace of Tectonic Impact] now increases the damage of the final hit of \[Earthfist Barrage] by another 75% when consuming a 2nd charge (was 50% - tooltip stated 60%).[/p]
  • [p]Tooltip for \[Twin Souls: Bulwark] has been updated to show the resulting max health of the \[Sibling of Earth] - and now includes information on new secondary stat scaling of \[Sibling of Earth's] health.[/p]
  • [p]Tooltip update from last hot fix. Meiko's description for her Spirit stat has been updated to reflect that the \[Spirit Armor] effect she gains upon triggering a \[Spirit Refund] now grants 30% more armor (was 50%).[/p]
  • [p]Tooltip update. Meiko's \[Stone Shield] tooltip has now been updated to match the last hotfix, stating she gains 50% increased Armor for each stone that is active on her (was 35%).[/p]
  • [p]Tooltip update: Meiko's \[Earthfist Barrage] and \[Lashing Stormkick] tooltips now correctly state they cause her to heal for 100% of the damage dealt (the tooltip was incorrectly displaying 150% in one place and 200% in another place).[/p]
[p]Sylvie[/p]
  • [p]The healing of \[Fluttercall: Heal] has been increased by 25%.[/p]
  • [p]The healing of \[Fluttercall: Restore Life] has been increased by 25%.[/p]
  • [p]\[Heartbloom] now accumulates 12% of all Flutterfly Healing (was 15%)[/p]
  • [p]\[Flower Power] now causes \[Heartbloom] to accumulate 8% of all Flutterfly Healing (was 10%).[/p]
    • [p]Note: Sylvie's baseline healing from Flutterflies were a bit lower than intended overall. Heartbloom was toned down slightly to keep its power similar to before.[/p]
  • [p]Enfeebling Rootsap duration was increased to 10 seconds (was 6 seconds).[/p]
  • [p]The shields applied by \[Safe Haven] and \[Ironleaf Ward] when talented into \[Natural Protector] have been increased by 200%.[/p]
  • [p]\[Natural Protector's] shield is now also applied to players that walk into \[Safe Haven] after it has been placed. This only works once per player, per cast of \[Safe Haven].[/p]
    • [p]Note: Natural Protector as a 3 point talent was underperforming.[/p]
  • [p]\[Life Petal] now has 2 charges and gains Cooldown Acceleration from your Haste.[/p]
  • [p]\[Nettlebolt] damage was increased by 70%.[/p]
  • [p]\[Prickly Vines] damage was increased by 20%.[/p]
  • [p]\[Sprouting Nettles] PPM was reduced to 2.0 (was 4.0) but now increases the critical strike chance of Nettlebolt by +400%.[/p]
  • [p]\[Symbiosis] now increases \[Prickly Vines] damage by 12% for each player that has a Pink Flutterfly active on them.[/p]
[p]Vigour[/p]
  • [p]\[Soulbrand] damage has been increased by 20%.[/p]
  • [p]\[Dawnbreaker Orb] damage has been increased by 35%.[/p]
  • [p]\[Radiant Blast] damage and healing has been increased by 15%.[/p]
  • [p]Fixed an issue with \[Grand Design] talent causing \[Rune of Renewal] (when overcharged) to only increase the direct healing by 100% on targets that already had \[Rune of Renewal] active, when it should be increasing the direct healing by 200%.[/p]
  • [p]Tooltip updated for \[Levitate]. Movement abilities do not benefit from Cooldown Acceleration based on health. The text has been removed (the ability has not been changed).[/p]
  • [p]\[Harmonizing Refractions] (Legendary Necklace) now stacks up to 2 times to mitigate situations where 2 procs in a row would cause the first proc to be overwritten and effectively lost.
    [/p]
[p]Tariq[/p]
  • [p]\[Heavy Strike] can no longer be spammed to trigger proc effects. Now only triggers proc effects once the \[Heavy Strike] starts its swing.[/p]
  • [p]The \[Bloodied Brass Necklace] legendary now deals 450% of \[Face Breaker's] damage (was 150%), dealt over 24 seconds (was 18 seconds).[/p]
  • [p]The bleed from \[Bloodied Brass Necklace] can no longer critical strike, and no longer double dips in Damage% bonuses, Expertise, etc.[/p]
  • [p]\[Ruinharrow Necklace of Spoils] had Strength on it. Now only has Stamina like all necklaces.[/p]
[p]Ardeos[/p]
  • [p]Fixed an issue causing the \[Engulfing Flames] applied by \[Pyromania] to not generate \[Cinders].[/p]
[h3]
UI[/h3][p]New "Active Ability Timers" added[/p][p]In our continued work on Active Ability Timers, the following abilities now show a yellow frame to indicate the remaining duration of its effect.[/p]
  • [p]Relics[/p]
    • [p]Sanctuary[/p]
    • [p]Bloodrite Drums[/p]
  • [p]Weapon Abilities[/p]
    • [p]Repository of Light[/p]
    • [p]Sahril's Wrath[/p]
    • [p]Sahril's Aegis[/p]
    • [p]Voidbringer's Touch[/p]
  • [p]Helena[/p]
    • [p]Shields Up[/p]
    • [p]Iron Wall[/p]
    • [p]Seigebreaker[/p]
  • [p]Meiko[/p]
    • [p]Twin Souls: Army of One[/p]
  • [p]Rime[/p]
    • [p]Frost Ward[/p]
    • [p]Ice Blitz[/p]
    • [p]Flight of Navir[/p]
    • [p]Winter's Blessing[/p]
    • [p]Wrath of Winter[/p]
  • [p]Ardeos[/p]
    • [p]Wildfire[/p]
    • [p]Flame Ward[/p]
  • [p]Elarion[/p]
    • [p]Skystrider's Supremacy[/p]
    • [p]Fervent Supremacy[/p]
    • [p]Skystrider's Grace[/p]
    • [p]Event Horizon[/p]
    • [p]Pathfinder's Resilience[/p]
  • [p]Mara[/p]
    • [p]Maiden of Death[/p]
    • [p]Veil of Shadows[/p]
    • [p]Matriarch Macabre[/p]
  • [p]Tariq[/p]
    • [p]Thundercall[/p]
    • [p]Unbreakable Will[/p]
    • [p]Focused Wrath[/p]
    • [p]Raging Tempest[/p]
  • [p]Vigour[/p]
    • [p]Levitate[/p]
    • [p]Lightshaper's Ward[/p]
    • [p]Runic Proliferation[/p]
    • [p]Avatar of Light[/p]
  • [p]Sylvie[/p]
    • [p]Hidden Trail[/p]
    • [p]Ironleaf Ward[/p]
    • [p]Enfeebling Rootsap[/p]
    • [p]Fluttercall: Jubilee
      [/p]
[h3]DUNGEONS[/h3][p]Sailor’s Abyss[/p]
  • [p]Fixed an issue with Hollowed Corsairs, causing them to play their voice over too often.[/p]
[p]Wraithtide Vault[/p]
  • [p]Fixed an issue with the Tide Witches, causing the \[Sunken Gale] visuals to be rotated and move in the wrong direction for players sometimes.[/p]
[p]Stormwatch[/p][p]Fixed an issue causing Warlord Brogg to return to full health when entering the second phase. Brogg now starts the second phase with the same health as at the end of the first phase.[/p]