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Pantheon: Rise of the Fallen News

Combat & Progression Update Details Overview

[p]Today we are going to begin discussing a major update for Pantheon that will be coming to you in the Spring of 2026. This update will coincide with our release of the Badia de Cara zone and the systems that will support that content. This is a significant milestone for Pantheon. The update will bring our combat and character progression systems into their final, envisioned form for the full launch of the game.[/p][p]When this update comes to the live servers, it will include a character reset and all players will need to create new characters. The changes we are making to character progression are extensive and will render most existing character data obsolete, making it impossible to integrate old characters into the new systems. We understand that this news will be upsetting to many of you, as we recognize the time you have put into your characters. Regrettably, there is no other option at this point as the game progresses further towards 1.0 Launch.[/p][p]Over the next two weeks we will be publishing developer diaries nearly daily with additional details on each area of the changes. So, let’s dive in! Today we are starting with an overview of the major update. We will be following these up with some deep dives on many of these areas over the next two weeks, with additional followup articles, progress updates, and richer discussion in the weeks and months to come.[/p][p][/p][h3]Combat Updates[/h3][p]Since the beginning of Early Access, we have been closely evaluating our combat systems and how players interact with those systems. Combat is core to the adventuring sphere of gameplay, and it’s the primary activity that drives a large amount of adventuring character progression. When it comes to combat and combat challenges, we have a few important goals:[/p]
  • [p]There should not be hard divides between solo, small group and full group content. Groups of all sizes should be able to form more organically and have a rewarding experience in most content.[/p]
  • [p]Solo combat with an individual NPC should feel more challenging than it does currently. To balance this out, players will have more tools to engage with content in unique ways and the experience/loot rewards of each fight will be increased.[/p]
  • [p]At the intended level range of content, players should be capable of overcoming more challenging opponents through a combination of their skill with their class, the quality of their gear, the choices they’ve made in character progression, level of preparation, overall game knowledge and/or joining forces with other players.[/p]
  • [p]The challenge level or our adventuring content should scale in a way that solo and small groups have opportunities to progress their characters, challenge themselves and have fun while experiencing a majority of the game’s content. At the same time, full groups of capable players should be able to push deeper and further into every corner of the game’s content.[/p]
[p]Pantheon is intended to be a challenging game, but not to the degree that full groups are required for the majority of the game’s content Over the past year we have gathered the data and insights needed to conclude that our approach to challenge so far has severely limited accessibility for solo players and small groups. Pantheon will always be a group-centric game, but, as with many of the classic, highly group-centric MMORPGs that inspire us, there will be plenty of room for solo players and small groups to enjoy our game’s content as well.[/p][p]The time has come to put our core combat systems into their final, launch-ready shape so we can begin polishing and refining the details. Here are some highlights:[/p]
  • [p]Instead of “solo” vs. “chevron” (group) NPCs, we will be unifying all NPCs to a singular NPC difficulty type, excluding Named/Rare (slightly more challenging than normal NPCs), Major Boss and Multi-Group Boss NPCs. The difficulty of a normal NPC after this change will be based heavily on its level compared to the player. When we want to further increase the challenge of a specific area, be it within a dungeon or a pocket of the overworld, we will rely on a combination of NPC density, synergy between different NPC types, and the environment itself.[/p]
  • [p]The above change will create a more natural transition between soloing and grouping. With more players able to engage in more content, groups of all sizes will be able to form more naturally in proximity to the content.[/p]
  • [p]Time-to-kill (TTK) for most NPCs will be increasing. Instead of the current, often rapid rate of mowing down NPCS, combat will have a greater focus on sustainability, resource management and time for each player to utilize more of their toolkit. In addition, experience gains will be adjusted to smooth out the leveling curve at low-mid to mid-levels and grant more experience per kill to match the increased TTK.[/p]
  • [p]We will be transitioning to a “first to engage” model for kill credit to better handle situations where multiple players or groups are fighting NPCs in the same area.
  • Note: we still plan for certain world bosses and special encounters to use the “most damage done” model for kill credit, specifically when we want direct competition to be part of the experience.[/p]
[h3]Adventuring Progression Updates[/h3][p]Along with the updates to combat, we are finalizing our Adventuring progression systems. The focus and goal of this update is to refine existing systems and introduce new pathways for horizontal character progression to complement the existing vertical progression through levels and item upgrades.[/p][p]Our goals for adventuring progression are as follows:[/p]
  • [p]A player should have both vertical and horizontal forms of progression available for them to pursue as they play. Through Mastery, leveling up skills, weapon choice, acquiring and choosing techniques, and other means, players should be able to shape their character’s playstyle and focus within their chosen class.[/p]
  • [p]Players should gain a sense of accomplishment from the time they spend customizing and specializing their character.[/p]
[p]Here are the highlights, with greater detail coming this week and next:[/p]
  • [p]Experience rates will be rebalanced with a goal of increasing and smoothing the leveling speed for players in the level 20 to 40 range. We want to emphasize adventure rather than the grind up until the final stretch of the leveling journey.[/p]
  • [p]We are putting greater emphasis on character skills and the role they play in your character’s overall progression and combat potential. More time investment will be required to fully cap a skill, and you will see an increased skill cap per level from +3 to +5.[/p]
  • [p]The technique system is evolving. A higher skill level with a weapon will allow you to learn much more powerful techniques than those that exist today. However, instead of these new techniques being granted automatically, you will need to seek out legendary trainers and prove yourselves to them.[/p]
  • [p]We are enabling the final version of the Adventuring Mastery system. As you level and as you complete other accomplishments within the game, you will earn Mastery Points. These points may be spent to acquire combat bonuses, raise skill caps, unlock new abilities, or specialize your character in different ways.[/p]
  • [p]Alongside these updates, every class will receive adjustments to their abilities, including new abilities in many cases.[/p]
  • [p]The armor and weapons used by some classes will also be adjusted for better class balance and synergy across the game’s itemization.[/p]
[h3]Crafting and Economy Updates[/h3][p]In addition to our focus on adventuring progression, we are taking this opportunity to bring in some long-awaited components of the crafting sphere of gameplay, and some changes designed to help protect, support, and enhance economic activity within the game. Here are the highlights:[/p]
  • [p]The Crafting and Gathering Profession system (“Professions”) will be fully implemented. Players will be able to earn experience and gain levels in crafting and gathering, fully independent of their adventuring progression.[/p]
  • [p]A difficulty system will be added for crafting. More difficult crafts will have a higher chance to fail, potentially costing time and materials, but will also yield greater experience when they succeed.[/p]
  • [p]The Player Market and Mail systems will be added to the game. Players will be able to post items for sale and browse items for sale by others. Players will also be able to transfer items to their friends and guildmates or other characters on their own accounts by using the Mail system.[/p]
  • [p]Economic controls will be introduced to help reduce the proliferation of powerful items and ensure that the rewards from the game’s content are not overshadowed by the ability to buy and sell items. Many powerful items will become bound to your character or account once they are equipped, and some very powerful items will require skill minimums or other requirements to use them.[/p]
  • [p]Existing itemization through much of the game will be updated and more information will be made available in item tooltips, including information about the item’s rarity level.[/p]
[h3]How and when is this all happening?[/h3][p]We are targeting the Combat and Progression Update and character reset for Spring of 2026. The exact date is not yet determined, because we will first be introducing a Public Test Realm to allow everyone to test these updates and provide feedback prior to them moving out to the regular play servers. That Test Realm will be open to any player with an active account in good standing and we encourage all of you to jump in when the time comes and share your feedback with us. The Test Realm will come online as soon as we have most of the new systems in place and working, so that we can gather extensive data and feedback before we deploy these changes to our live servers.[/p][h3]In Conclusion[/h3][p]As we mentioned at the beginning, we will be releasing new developer diaries almost every day for the next two weeks with additional information on the Spring 2026 Update. This update is a big milestone for us. It will be our final, launch-ready state for these systems (barring any tuning changes based on player feedback) and we will finally have all the different aspects of our adventuring progression in the game and functional. We hope you will be excited by everything we have in store for you.[/p][p]Be sure to check PantheonMMO.com daily for the next two weeks as we share further details of the Spring Update.[/p][h3]Read the other articles in this series (updated near-daily until Dec. 22)[/h3][p]Part 2: Unified NPC Templates Part 3: Combat Formulas Part 4: Kill Credit & NPC Spawning Part 5: Leveling & Experience Progression Adjustments[/p]

Dev Diary: Dungeons & Group Accessibility

[p]by Nephele, Project Manager[/p][p]Hi again everyone! It has been nearly a year since we launched into Early Access and opened Pantheon to many new players in doing so. Over that year, we’ve gathered a huge amount of player feedback which has helped us to refine our design for the game. Alongside that feedback, we have also been watching how many of our players are approaching the game’s content and taking copious notes. One of the areas we have paid close attention to is our dungeons.[/p][p]Dungeons are important aspects of any MMORPG and Pantheon is no exception to that. With any dungeon, we want to provide a set of challenging encounters to explore that encourage players to group up and work together to defeat them. Of course, we also want to make sure the rewards in terms of experience, items, and lore/story reveals are exciting and enticing as well. Dungeons should be places that players are excited to see and experience. Delving into them should feel like an adventure where the possibility for both great danger and great rewards lurk around every corner.[/p][p]Our dungeons are some of our most popular areas today, but even so, we have noticed that many players are reluctant to head into the deeper recesses where the most challenging and rewarding content usually hides. Apart from organized guilds that often bring multiple premade groups to “raid” these areas, we see a distinct lack of people grouping up for the deeper parts of the dungeons. Most groups stick to areas relatively close to the entrance and don’t really venture further down. When we investigated the reasons for that, we found some recurring themes: First, many players feel that they have to spend long hours camping named NPCs or bosses inside the dungeon to make the expedition “worth it” in terms of the loot, since there are easier options available for experience grinding. Second, many players are worried that if someone in their group has to leave, or if the group wipes while inside the dungeon, they will not be able to recover from it and all that progress made getting to that point will have been for nothing.[/p][p]We want more players to be able to experience our dungeons, so we are going to be doing a bit of an experiment with Halnir Cave in our December Update by adding two new systems.[/p][p]Here are the two changes you will see in Halnir Cave:[/p][h3]Corpse Summoner NPC[/h3][p]We will be adding an NPC at the entrance of Halnir Cave who will (for a fee) summon adventurer corpses. Corpses summoned in this way cannot be resurrected for experience, but this will provide an option for groups exploring the dungeon to recover their bodies and their items in circumstances where corpse recovery would be very difficult.[/p][h3]Localized Teleport System[/h3][p]We are also planning to add an unlockable teleport system to Halnir Cave that will allow players who have explored the cave to unlock teleports that they can use to quickly move down from the entrance into deeper areas. You will still need to have visited the destination area first (and potentially complete some other objectives such as acquiring certain items) to unlock it as a teleport destination, but this should help speed things up for groups that are interested in pushing deeper, and make it easier to bring in a replacement member when an existing member needs to leave. These teleports will take you to semi-safe areas that will purposely be designed so that they are not usable as camp locations, which should make them good places for groups who need to take a break or are waiting for members to arrive. As a bonus, if you have unlocked a teleport location, it will be two-way, which will allow you to teleport back to the entrance when you are finished with your expedition as well.[/p][h3]In Conclusion[/h3][p]We are hopeful that these two systems will encourage more players to head down into the lower areas of Halnir Cave and try out the content there. Once these come into the game, let us know how they work for you. As we move forward into 2026, we are going to begin bringing our combat and progression systems into their final and complete state for launch (we will be talking a lot more about what that means over the next few weeks). Dialing in the challenge and rewards for our dungeons is a big component of that, especially as we add more dungeons and zones to our game world.[/p][p]If these systems are successful at encouraging more players to try out the deeper parts of our dungeons, we’ll extend them to other dungeons and areas where it makes sense to do so. We are being cautious and starting with just a single dungeon because while we want these places to feel a little more accessible, we also don’t want to trivialize the challenge and fun of exploring the dungeon in the first place. We may also consider some other changes to the way we build our dungeons in the future, but we want to evaluate how these systems work out first.[/p][p]The December Update will be releasing before the holidays, so you won’t have to wait long to try these two things out along with the first iteration of our Mounts and Taming system. In the meantime, please get ready for an increased number of developer diaries over the next few weeks. We have a major gameplay update planned for the Spring that we have been working on lining up, and we’re planning to start talking about that in our next developer diary, which releases Monday.[/p]

Dev Diary: Introducing Mounts and Taming

[p][/p][p][/p][p]by Chris “Joppa” Perkins, Creative Director[/p][p][/p][p]When you crest a hill in Avendyr’s Pass or break through the mists in Wild’s End, there is a feeling we aim to evoke in you: the desire to roam. In Pantheon, our goal has always been to make the journeys as memorable as the destinations. Today we’re excited to share a look at one of the systems designed to deepen that sense of exploration and personal progression: Mounts and Taming.[/p][p]This update will introduce a new dynamic to the world of Terminus: tamable mounts that are not purchased from vendors, but found living in the ecosystems of the surrounding world. Our vision is to provide a non-combat, skill-based branch of gameplay that allows players to tame and manage rideable creatures, emphasizing progression, collection, trade and meaningful stat-based mount variety.[/p][p]Key Highlights:[/p][p]Skill-Based Taming
Taming is a real progression path. As your Taming skill grows, your ability to handle wilder, more powerful creatures grows with it.[/p][p]Creatures with Meaningful Stat Profiles
Every mount will roll a unique spread of stats; not just speed, but endurance, stability and more.[/p][p]Rarity and Collectability Baked In
Common tamable creatures exist, but rare, epic, mythical and even anomalous creatures exist as well if you are skilled (and lucky) enough to find and tame them.[/p][p]With that said, let’s dive into the details![/p][p][/p][h3]What Can I Tame?[/h3][p]Once a player reaches level 20, they will gain access to a quest that will grant them the Tame Mount ability as well as the Taming skill. We intend this quest to act as a light tutorial on the system. Once acquired, your career of seeking out potential mounts across Terminus can begin. However, not all taming attempts will be successful, or even possible.[/p][p]When you see a creature that you want to tame, the first step is to determine two things:[/p]
  • [p]Is it tamable?[/p]
  • [p]Am I skilled enough to tame it?[/p]
[p]Both of these questions are answered by using /consider, or hitting the “C” key with the creature targeted. A Taming Difficulty line has been added to the Consider output for tamable creatures to represent the likelihood of a successful taming attempt.[/p][p]Taming Difficulty is based on your Taming Skill vs. the creature’s Will stat (we’ll talk more about mount stats shortly):[/p]
  • [p]Easy: “This creature looks as if it can be tamed.”[/p]
  • [p]Challenging: “This creature would be challenging to tame.”[/p]
  • [p]Impossible: “This creature is beyond your ability to tame.”[/p]
[p]If a creature is not marked as tamable, the /consider messaging will not include a line related to it.[/p][p]When Mounts and Taming releases, wild horses will be the only tamable animals in Terminus. As a mount category, horses are versatile, reliable travel companions with a wide range of possible strengths based on their individual rolls. Even within a single rarity tier, two horses can feel very different. In time we plan to introduce additional mount types, each with their own identities. For now, horses will set the foundation of the system.[/p][p][/p][h3]How Taming Works[/h3][p]Once you’ve identified the creature you want to tame, you will need to get close enough to use your Tame Mount ability.[/p][p]What to know about the taming process:[/p]
  • [p]Tame Mount is a 10-second channeled ability that is not interrupted by damage.[/p]
  • [p]You will begin burning your Endurance while trying to tame the creature at a rate of 8/s. However, each point of Will the creature has above 8 will drain an additional 1 Endurance/s. This means if you want to tame higher rarity (which means higher Will) mounts, you will need to invest in increasing your Endurance pool![/p]
  • [p]The creature will become hostile and attack you while you are channeling Tame Mount.[/p]
  • [p]Only one player can be actively taming the same creature at a time.[/p]
  • [p]If successful, you must mount the newly tamed creature within 30 seconds or it will flee the area and despawn. Only the player that successfully tamed the creature will be able to mount it during this time.[/p]
  • [p]If the taming attempt fails, the creature will flee and despawn.[/p]
[p]To aid you in your attempts at taming, you will be able to use items that can improve your chances. For example, you can offer a horse a juicy apple before taming it. Different types of mounts will have different “bait” items that can be used with them. It’s important to note here that taming baits can make a significant difference in a creature’s resistance to being tamed. These items will range from simple fruit (such as that juicy apple) to more specialized meals and reagents that can be obtained through crafting and exploration.[/p][p]Bait will be especially useful when:[/p]
  • [p]Your taming skill is low[/p]
  • [p]You’re targeting mounts known to have a strong Will[/p]
  • [p]You’re attempting to secure an Epic or Mythic quality mount[/p]
[p]Using bait items will give determined tamers a bit more agency when attempting something outside their usual skill range.[/p][p][/p][p][/p][h3]The Role of Stables[/h3][p]Once you’ve successfully tamed and mounted the creature, it’s important to know that this bond is not permanent until you register the mount at a Stable. Unregistered mounts will stay with you when zoning into an adjacent zone but will be permanently lost if you teleport or are forcibly dismounted by trying to ride indoors or taking too much damage before reaching a stable. This maintains a strong sense of tension when capturing valuable mounts.[/p][p]To register your new mount:[/p]
  • [p]Ride the mount to a Stable Master in a nearby town or village.[/p]
  • [p]Interact with the Stable Master to register the mount into an empty Stable slot. The first Stable slot is free; subsequent Stable slots can be purchased at an increasing cost.[/p]
  • [p]Once registered, the mount is permanently yours unless you choose to permanently release it from the Stable.[/p]
[p]Stables are universally accessible across the world – the mount collection in your Stable at Demith is the same collection of mounts you will have access to in your Stable at Sorhiryth.[/p][p]From the Stable window you will be able to see your entire mount collection and choose which mount you want as your Active Mount. You can only have one Active Mount at a time and choosing a different Active Mount will require a trip to a Stable. You are free to dismount from your Active Mount at any time via a button in the Mount window (added to your inventory window when you are mounted). Dismounting will cause your mount to wander in a small area until you mount it again, or it despawns after 30 seconds. If an Active Mount despawns while un-mounted, it can be summoned again via the Summon Mount button in the Mount window.[/p][p]Lastly, let’s say you are riding around Terminus on your registered, Active Mount. You suddenly spot a mythical steed in the distance. Since you can only have one Active Mount at a time, what would you do in this situation? It’s as simple as opening the Mount window and clicking the ‘Return Mount to Stable’ button. For a fee, a stable hand will return your Active Mount to the Stable safely, allowing you to attempt taming the mythical stallion that stands before you.[/p][p]More Than Speed[/p][p]Once tamed, every mount is identified by a creature type (horses only for now…) and a rarity tier ranging from Common to Mythic. Each creature type will have a different stat personality, and each tier will have different roll ranges and ceilings.[/p][p]Each mount has six stats that define how it behaves and performs:[/p][p]Speed: Governs the top movement speed of the mount while galloping. The higher the Speed, the faster the mount.[/p][p]Endurance: Determines the mount’s maximum Endurance pool, which controls how long the mount can gallop at full pace before tiring. The mount’s Endurance pool is separate from the player’s pool.[/p][p]Recovery: Governs how quickly a mount regenerates Endurance after exertion. Endurance will regenerate the fastest when the mount is standing still. Endurance will regenerate at a reduced rate while the mount is trotting. Higher Recovery improves both of these rates of Endurance regeneration.[/p][p]Stability: Represents how likely the rider is to stay mounted when taking significant damage. Regarding mounts in combat:[/p]
  • [p]While mounted, players cannot attack or use abilities.[/p]
  • [p]Players can be attacked, take damage and afflicted with status effects.[/p]
  • [p]Mounts cannot be targeted, damaged or healed.[/p]
[p]Brawn: Determines how much weight the horse can carry. The player’s weight, plus the weight of the mount’s saddlebag and any items within it, will be included in the mount’s carry weight. When a mount’s weight limit is exceeded:[/p]
  • [p]The mount will move more slowly[/p]
  • [p]Galloping will drain Endurance more quickly[/p]
  • [p]Endurance regeneration will take longer[/p]
[p]Will: Represents the mount’s independence and difficulty to tame.[/p]
  • [p]The unique Taming Difficulty of a specific tamable creature is determined by the player’s Taming skill vs. that tamable creature’s Will stat.[/p]
[p]Tamable Mounts spawn naturally throughout the world with a rarity tier that influences their potential stat ranges:[/p]
  • [p]Common[/p]
  • [p]Uncommon[/p]
  • [p]Rare[/p]
  • [p]Epic[/p]
  • [p]Mythic (Both Epic and Mythic mounts are extremely rare and will typically appear under very specific circumstances. They will come with unique stats and bespoke appearances).[/p]
[p]Higher rarity increases the odds of strong stat rolls and higher stat ranges, but individual rolls ensure no rarity is guaranteed to be “perfect,” and even Common-grade mounts can surprise you with the right combination. There is even a chance that a tamable creature will spawn with stat anomalies, such as unexpected strengths or inversions of their usual tendencies.[/p][p][/p][h3]Why Mounts Now?[/h3][p]A fair and understandable question![/p][p]Mounts and Taming isn’t something we’re bolting on for novelty’s sake. It’s a core system. It’s a system of progression and a system of traversal. And as a system, it will touch nearly every overland area in the game. It is so foundational in fact, it would actually be more costly and disruptive to postpone.[/p][p]As we build new zones, as we develop new creatures, as we design new travel routes, tamable creatures need to be part of those foundational worldbuilding considerations. If we were to wait until later, we’d be forced to go back through finished zones and retrofit encounters, re-work spawn tables, adjust travel pacing and potentially rebalance entire regions around this new layer of gameplay. This kind of backtracking ultimately slows development down and creates the exact problem we’re trying to avoid: a system that feels tacked on instead of native.[/p][p]In short, by releasing Mounts and Taming now, we secure:[/p]
  • [p]A cohesive, world-first experience where mounts feel naturally integrated.[/p]
  • [p]Consistent zone development where tamable creatures and rare spawns are built with this system in mind.[/p]
  • [p]Reliable travel tuning, so we can shape the pace of exploration as the world grows rather than patching it together after the fact.[/p]
[p][/p][h3]Final Word[/h3][p]This Mounts and Taming update is designed to be more than a movement speed upgrade. Every tamable creature is unique, with its own strengths and weaknesses expressed through its rarity, stats and aesthetic. Taming, evaluating and building a stable of mounts will become a progression path in its own right.[/p][p]As development continues, we will use horses to establish the foundation for the system. We will set standards for customization, rarity, stat variety and the risk/reward loop for taming.[/p][p]Future updates will expand on the system with:[/p]
  • [p]The addition of new tamable creature types.[/p]
  • [p]The ability to find and craft mount gear.[/p]
  • [p]Advanced features (why do mounts come in male and female variants?!).[/p]
  • [p]The ability to name your mounts.[/p]
  • [p]Support for trading mounts to other players.[/p]
  • [p]The ability to change your mount’s appearance through special cosmetic items.[/p]
  • [p]Special Epic and Mythical mounts with unique stats and bespoke appearances.[/p]
[p]But even at this initial release point, we want the experience of taming and riding the mounts you’ve collected to feel meaningful and distinctly Pantheon.[/p][p]More exciting updates to come. Onward and upward, everyone… we’ll see you and your mounts in Terminus![/p]

November's Update Launches Today

[h3]Important[/h3][p]The Wizard class has received a major revision. Many of the old wizard spells have been deactivated and replaced with new versions. If you play a wizard, you will need to visit a trainer NPC and repurchase most of your spells. The spell prices for new wizard spells have been temporarily set extremely low to help make this easier for players. We hope that our wizard players will enjoy the new and improved magical power at their disposal.
[/p][h3]Server Merges[/h3][p]Our community has raised valid concerns that it has been difficult to find groups in some level ranges on some servers. As more and more players return to the game, we have opted to make grouping options more available by combining some servers.[/p][p]Veil of Azeris and Blackmoon will be merging into Stormona. Ossari and Bakamel will be merging into Havensong. No level 1 characters will be moved.[/p][p]A server merge means duplicate names. Duplicate character names will be appended with either a number or an X (or multiple x’s depending on how many of that character name exist).[/p][p]The good news is each character can be renamed once using the new /rename command. Simply type /rename followed by the new name. If the command fails due to a name already in use, it will not count as your single use allowance per character.[/p][p]If you run into any issues, please open a support ticket.

[/p][h3]World[/h3]
  • [p] Local weather systems have been re-enchanted to stop chasing players across the map. [/p]
  • [p] The Wildmound Cradle in the Silent Plains is now accessible for characters level 36 and higher. Adventurers who wish to explore this new area should proceed with caution. [/p]
  • [p] A special high-level event has been enabled in Black Rose Keep. This event can occur randomly and has a higher chance to occur when more groups are actively adventuring in the zone. [/p]
  • [p] Gnashura, the Uncounted Prince, may once again be confronted within his lair in Halnir Caves. The appropriate key will be needed to open the door to said lair, however, and obtaining that key may require several expeditions into the dungeon to unravel some of its secrets.
    [/p]
[h3]General[/h3]
  • [p] Added support for being able to map the same key to different things in the key binds UI. [/p]
  • [p] Added the "Auto Sprint" key bind, which by default is mapped to the LeftShift key and allows sprint to be toggled on/off by tapping the LeftShift key, in addition to being able to hold that key down to sprint as before. [/p]
  • [p] Added a “Move Offscreen UI Windows Into View” button to the Settings → Other menu. It helps recover any panels that wandered offscreen without disturbing your carefully arranged layout. [/p]
  • [p] Corrected an issue that would sometimes cause spell effects to not display in the intended position on a target. [/p]
  • [p] Fixed a bug in character creation that left the UI in a bad state after cancelling. [/p]
  • [p] Most wraith NPCs now count as undead for the purposes of spells and abilities that target the undead. [/p]
  • [p] Current weight will now be displayed in red text when the player is encumbered (carrying more than their max carry weight). [/p]
  • [p] Macros now have a limit of 50 lines. [/p]
  • [p] Added more hair styles for halflings. [/p]
  • [p] Added the /rename command that allows players to rename their character by typing /rename followed by the new name. Please note that you can only rename your character once. If the command fails, it does not count as your single use allowance per character.
    [/p]
[h3]Bug Fixes[/h3]
  • [p] Fixed a crash related to unsupported ASCII characters in chat. [/p]
  • [p] Fixed several issues with climbing and hanging systems. [/p]
  • [p] Fixed a bug causing /who filters to be ignored, filtering now behaves as intended. [/p]
  • [p] Fixed a social menu bug that caused the LFG tab to open after refreshing the Who tab. [/p]
  • [p] Fix a visibility bug that allowed nameplates to show through terrain and structures. [/p]
  • [p] Fixed a bug that would cause the player to get stuck in an evading state in Halnir Cave. [/p]
  • [p] Fixed a bug where pets would not receive group buffs unless targeted. [/p]
  • [p] Fixed a bug where pets would stop responding after they kill an NPC. [/p]
  • [p] Fixed a bug that caused player stuck on uneven terrain when having high ping. [/p]
  • [p] Fixed a bug where merchants would refuse to provide service to players due to slightly negative reputation. [/p]
  • [p] Fixed an issue where you could sometimes see a character's breath when they weren't in a cold environment. [/p]
  • [p] Fixed an issue where trying to sort the social window player lists by zone name would sometimes cause the player to crash. [/p]
  • [p] Fixed an issue where looting a corpse resulted in an increased freeze time for each player death. [/p]
  • [p] Ranger scout pets should now be properly summoned when beginning channeling. [/p]
  • [p] IK adjustment to fix an issue where some movement animations were not playing properly on some races. [/p]
  • [p] Possible fix for a player not getting credit for a kill in some rare cases. [/p]
  • [p] Fixed some UI images that were showing white around the edges but shouldn't have been. [/p]
  • [p] Fixed an issue with climbing where players could accidentally climb down below the surface of the terrain and end up under the world.
    [/p]
[h3]Items[/h3]
  • [p] Moved Sovehly's Searing Slippers onto their own table for the Banshee and increased their drop chance some. This means they have a chance to drop in addition to the other items, rather than instead of. Normalized the drop chance for the other items that remain in her main loot table. [/p]
  • [p] Updated Tel'Daedras' loot tables. They are now categorized by item rarity with a normalized drop chance for each item in their table – the total potential number of items dropped per kill remains the same. Many aspects of endgame itemization will continue to evolve as we move forward - thank you all for your diligent data gathering and feedback on her drop rates. [/p]
  • [p] Updated some NPC abilities in Mad Run
    [/p]
[h3]VFX[/h3]
  • [p] Removed some custom shaders from Wizard stance VFX until they can be optimized. [/p]
  • [p] Reverted and unified color palette of shock and arcane spells for Wizards [/p]
  • [p] Updated Mana Guzzle with new beam VFX
    [/p]
[h3]Classes[/h3][h3]Druid[/h3]
  • [p] Snare line duration and movement speed reduction increased at all ranks
    [/p]
[h3]Monk[/h3]
  • [p] Soaring Dragon cooldown increased to 20 seconds [/p]
  • [p] Side Kick line passive proc rate increased to 22% (10% increase). [/p]
  • [p] Back Hand line passive proc rate increased to 22% (10% increase).
    [/p]
[h3]Necromancer[/h3]
  • [p] Shroud of Undeath mana per tick increased [/p]
  • [p] Aura of Undeath added to vendors at level 42 [/p]
  • [p] DoTs from all lines now apply initial damage when applied [/p]
  • [p] Curse line stacking rules cleaned up [/p]
  • [p] Blight – Disease DoT upgrade added at level 50 [/p]
  • [p] Drain Soul – Lifetap upgrade added at level 46 [/p]
  • [p] Evaporate Blood – Fire DoT upgrade added at level 48 [/p]
  • [p] Heat Blood line damage increased [/p]
  • [p] Life Leech III upgrade added at level 45 [/p]
  • [p] Reap Strength, Stamina Intellect, and Charisma added to vendor [/p]
  • [p] Dark Empathy mana cost removed, sacrifice and heal amounts increased.
    [/p]
[h3]Paladin[/h3]
  • [p] Fixed a bug that allowed Hymn of Devotion to stack. [/p]
  • [p] Righteous Chop now properly calculates against AC [/p]
  • [p] Burst of Light line bonus threat multiplier reduced [/p]
  • [p] Wrathful Aegis damage portion was heavily overperforming in single target and AoE situations. Now does 3 ticks over 9 seconds with increased threat per tick. The intent of the ability is to be an AoE threat skill, but it was functioning as one of the best damage skills in the game.
    [/p]
[h3]Ranger[/h3]
  • [p] Fixed an issue where the shrapnel from a ranger's Crystal Arrow was removing their engage/disengage crit buff.
    [/p]
[h3]Rogue[/h3]
  • [p] Waylay line, cooldown reduced from 12 seconds to 9 seconds. Some modifiers adjusted up/down at various ranks to account for the change. (Net damage increase at all ranks.) [/p]
  • [p] Backstab line, damage increased. [/p]
  • [p] Toxins line, updated tooltips to reflect available use on both primary and secondary weapons.
    [/p]
[h3]Summoner[/h3]
  • [p] Upgrades to Erudite Mind added to vendors for level 25 and 40. [/p]
  • [p] Zephyr's Windblade and Biting Wind damage increased, mana costs reduced. Galestep cost removed.
    [/p]
[h3]Wizard[/h3]
  • [p] Major Class Update – Please visit your spell vendor immediately. Most existing spells have been removed from your spellbook. All new spells have had their prices reduced significantly during this phase. [/p]
  • [p] 18 New Direct Damage spells have been added to the game up through level 50. Focus cost has been normalized to 3 Focus per cast. [/p]
  • [p] Blast of Cold[/p]
  • [p] Bolt of Frost [/p]
  • [p] Evoke Embers[/p]
  • [p] Evoke Magma [/p]
  • [p] Prism Burst[/p]
  • [p] Bolt of Lightning [/p]
  • [p] Blast of Ice[/p]
  • [p] Glacial Spike [/p]
  • [p] Evoke Fire[/p]
  • [p] Sparking Bolt [/p]
  • [p] Blast of Lightning[/p]
  • [p] Molten Spike [/p]
  • [p] Arctic Blast[/p]
  • [p] Mol-Thrane's Storm Arrow [/p]
  • [p] Bolt of Fire[/p]
  • [p] Veyrule's Icy Comet [/p]
  • [p] Shattershock[/p]
  • [p] Ckru-Venoth's Inferno Lance [/p]
  • [p] 6 New Channelled Direct Damage spells have been added. Each tick restores mana. [/p]
  • [p] 6 New Wave (multi-strike) Direct Damage spells have been added. Restores Focus upon completion. [/p]
  • [p] 6 New AOE spells have been added [/p]
  • [p] Starting scrolls have been updated. [/p]
  • [p] Familiars have taken their proper form as wyverns once again with new bonuses. Ranks unlocked at levels 12, 16, 20 and 32, 36, and 40. [/p]
  • [p] Arcane Cords is now a line with multiple ranks. [/p]
  • [p] Cold Snap had its Focus cost removed. Snare decreased from 60% to 50%. [/p]
  • [p] Phoenix Fire changed from Focus cost to cooldown. Health regen changed from Focus consumed to flat value per tick. [/p]
  • [p] Elemental Weaving activation mana cost removed. Stack duration increased to 1 minute. [/p]
  • [p] Nervous Magic readiness cost removed, 1.5 second cast time added. Stat scaling added. [/p]
  • [p] Cold Focus, Shock Focus, and Fire Focus are now instant cast spells. [/p]
  • [p] Mana Current added at level 14. [/p]
  • [p] Upgrades to Erudite Mind added to vendors for level 25 and 40. [/p]
  • [p] Dragonfire Bomb has been temporarily removed until we can find a better purpose for it [/p]
  • [p] Burning weapon and Elemental Piercing have been removed [/p]
  • [p] Mana Skin is now obtained at level 20. It is no longer channelled and absorbs damage up to 30% of your total Mana pool for the next 10 seconds. [/p]
  • [p] Radiate Heat is now obtained at level 4 and is self only. Lasts for 15 seconds and has its damage on hit increased. [/p]
  • [p] Surespell has been moved to level 36. Lasts for 15 seconds and is no longer consumed by the next spell cast. Target level restriction removed.
    [/p]
[p]**This is not considered a balance pass for the Wizard. Please expect further adjustments to all values, resources, as well as more spells in the future. Please leave us feedback on the changes and where you would like to see the class go from here.

[/p][h3]Crafting[/h3]
  • [p] Level 1-10 Crafting Work Orders have been added to Availia village in Thronefast. Players may undertake these work orders to earn tokens which can be used to purchase schematics and supplies for their professions. To unlock the work orders for your character, speak with Foreman Aldeus in Availia.
    [/p]
[h3]Quests[/h3]
  • [p] The conclusion for the main quest line in Black Rose Keep has been added to the game. [/p]

November's Update Patch Details

[h3]What to expect in the November Game Update[/h3]

Hi everyone! Our November game update is scheduled for next Wednesday, November 19th, and we wanted to take a moment to tell you what’s coming in this update.

[h3]The Wildbloods[/h3]

Once peaceful, the Wildblood tribe has somehow become savage and now threaten anyone traveling in the Plains. Travel south of Sky Durbin to explore this new content.
  • Explore a major new POI within the Silent Plains, Wildmound Cradle.
  • Fight your way past challenging new foes to uncover the influence of the Deicide War and the source of the growing threat.
  • Includes content for small groups and full groups starting at level 35.

[h3]Black Rose Keep Additions[/h3]

A few additions have been made to Black Rose Keep, including our first dynamic event!
  • Continue your investigations into the web of intrigue in Black Rose Keep, and uncover a secret known to few.
  • Take part in a level 45 dynamic event (the first of its kind within Pantheon) that can occur periodically within the walls of Black Rose Keep.

[h3]Wizard Ability Updates[/h3]

The wizard class has been updated and refreshed with a new arsenal of powerful spells.
  • Summon your familiar and lay waste to your foes.
  • Includes new spells and abilities from level 1 to level 50

Note: If you currently play a wizard, you’ll need to pick up all your new spells after this update. Make sure to read the patch notes for details on what to do!

[h3]Other Fixes and Updates[/h3]
  • We’ve fixed a number of collision and line of sight issues around the world, and especially in Halnir Cave.
  • Level 1-10 crafting work orders are now available in the village of Availia, within Thronefast.
  • Get ready for the return of a perhaps-familiar face in Halnir Cave.
  • As part of our ongoing work on Badia de Cara and water content for our game, we have made some improvements to swimming. This is a work in progress and more refinements are expected in future updates.

While we anticipate a smooth launch on November 19th, we are still completing some final testing this week. Should unforeseen problems arise that force a delay, we will let you know quickly.