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Dev Blog: Itemization Updates Explained

[h3]Itemization Updates Explained[/h3]

(Note to community, itemization changes will be making their way into the game, starting with the next patch. The process will be ongoing.)


Greetings from your friendly neighborhood Artificer.

This message is to inform everyone of the plans for itemization. Recently, I have taken on the role of managing, solidifying and refining how we approach it as a whole. The upcoming content should showcase this, and we highly encourage feedback on it that keeps the following points in mind. Older itemization will be addressed in following updates.

To set the stage, it must be stated that we are itemizing this content in the game with 1.0 and beyond in mind. We want to avoid making and distributing items in the game in a way that does not move towards that goal, just to address issues in the now that would be solved organically as development continues.

1. Item distribution in Pantheon. Items not only provide your character power and progression, they are also an essential part of the game for driving player traffic through the world, helping it feel alive, and encouraging a more interesting/healthier player experience and bigger adventure. Many of you have noted that the amount of items available for a specific class/archetype in a level range feel rather thin, and this is intentional with our distribution model. As more content comes online that has a similar level range, this aspect of our itemization vision should feel much better.

2. Keeping stat inflation down, but making equipment acquisition feel satisfying. For launch, we wanted to keep our stats on the smaller side, so they don't go crazy soon after when more content comes online, however, Pantheon characters have a lot of gear slots! To avoid either watering them down per-piece, or inflating them overall, we're going to consolidate *most* stat bonuses to armor slots. This means accessory slots (which include waist and back as well for this purpose) are going to be offering ratings, resists, and non-stat bonuses (some of which have yet to be seen in game) to characters primarily, and will be less focused on stats.

3. Stat variety on items and "soft specs". With class abilities finally changing to utilize a wider array of stats per-class, we need to offer more gear that has a wider variety of stat bonuses. Those changes also give us a great avenue for horizontal progression, collecting layouts of gear that focus on different stats for a class to accentuate different abilities and playstyles. The total number of stats on items will be rising in general, but will also be more spread out. Like our item distribution, this will start to feel better as more content becomes available to hunt for items with different stat focuses in.

4. Making resists matter more. The itemization side of this involves increasing their availability, so that content can be created with more of an emphasis on utilizing them. Part of the planned system for resists, and utilizing them as a minor route of horizontal progression, is to use a bonus/penalty system. For example, a lower level or quality item might offer some fire resistance, but have a higher penalty to nature resistance. A higher level or quality item might offer slightly more fire resistance, but much less of a penalty to nature resistance, a different resistance, or perhaps none at all in the case of the best ones. The goal here is to offer resistances in amounts that matter, without inflating them too much, so rather than the amount of resistance always rising with an upgrade, one way the item can be an improvement is to have less of a penalty, or a different one that the player feels is less detrimental.

Solidifying and adhering to the above, is a large piece of the puzzle as the team works towards the unified vision of the game.

- Codeman, QA/Designer.

Iconic Abilities: Defining Your Role in Terminus

Esteemed Pantheon Community,

Imagine a fellowship in Terminus, standing at the edge of a crumbling ruin. A Warrior’s shield locks with another, forming an unbreakable wall against a charging horde. A Druid summons vines to bridge a chasm, while a Rogue’s nimble fingers unlock a hidden vault. In the chaos, a Cleric’s radiant shield holds the line, and a Monk’s daring sacrifice turns defeat into victory. This is Pantheon: Rise of the Fallen—a world where every class shines with a unique identity, and interdependence weaves adventurers into a tapestry of shared triumph. Today, we’re thrilled to unveil a suite of new iconic abilities, each crafted to deepen your role and play style.

Iconic Abilities: Defining Your Role in Terminus

These abilities are the heartbeat of Pantheon’s classes, designed to make each role feel essential and vibrant. They’re not just tools—they’re the essence of your character’s story, ensuring no class feels redundant and every group thrives on cooperation.

Here’s a look at some of these iconic abilities (not a complete list):

[h3]Cleric[/h3]

  • Celestial Aegis: A towering ethereal shield rises at the Cleric’s command, halting enemies and deflecting deadly projectiles. It stands as a divine bulwark, protecting allies and turning the tide when hope falters.

  • Coalescence: With a sacred bond, the Cleric aligns their vitality with a wounded ally, raising that ally's health to match their own.

[h3]Dire Lord[/h3]

  • Call of the Dire: The Dire Lord’s chilling command compels an enemy to abandon all resistance, walking helplessly toward their doom.

[h3]Druid[/h3]

  • Conjure Storm: The Druid calls forth a tempest, darkening the skies with thunder and rain. This localized storm unsettles foes and empowers allies, marking the Druid as nature’s herald.

  • Vinewoven Bridge: Vines twist and grow at the Druid’s will, forming a sturdy bridge across impassable gaps. It’s a lifeline for the group, opening paths where none existed.

[h3]Enchanter[/h3]

  • Squee’s Mimicry: With a flicker of illusion, the Enchanter transforms into a nearby object—a barrel, a crate—blending seamlessly into the environment. It’s a playful trick that opens stealthy opportunities.

  • Charm and Dire Charm: The Enchanter bends an enemy’s mind, turning foe into ally. Whether a temporary pet or a permanent thrall, this power makes the Enchanter a puppeteer of battle.

[h3]Monk[/h3]

  • Monk Gates: The Monk opens mystical gates within, unlocking buffs and abilities that shift their combat prowess. Each gate is a step toward mastery, adapting to the fight’s demands.
  • Chi Burn: In a blaze of sacrifice, the Monk unleashes Chi Burn, surging with unmatched offensive might at the cost of their own vitality. It’s a daring gamble that can save or doom the group.

[h3]Paladin[/h3]

  • Sense Undead: The Paladin’s senses sharpen, revealing undead with glowing clarity and guiding them to their quarry. It’s a holy calling that marks their crusade against the unholy.

  • Lightful Avenger: Consuming corruption from undead foes, the Paladin transforms into a radiant avenger, their strikes blazing with divine wrath. It’s a beacon of justice in the darkest fights.

[h3]Ranger[/h3]

  • Kaylen’s Command: With a commanding call, the Ranger sways a wild beast to become a temporary ally.

[h3]Rogue[/h3]

  • Length of Rope: The Rogue unfurls a rope, letting allies climb treacherous heights. It’s a practical yet vital skill, opening paths only a Rogue’s cunning can provide.

  • Lockpicking: With deft hands and a lockpick, the Rogue unravels the secrets of locked doors and chests, revealing treasures and shortcuts for the group.
  • Pick Pocketing: In stealth, the Rogue’s fingers dance, pilfering coin or trinkets from unsuspecting foes. It’s a risky art, indeed.

[h3]Shaman[/h3]

  • Veil Walking: Sacrificing their spirit pet, the Shaman gains a fleeting afterlife. Upon death, they roam as a spectral wolf, healing allies and dragging their own corpse to safety.

  • Shrink: With a mystic chant, the Shaman shrinks a companion, easing navigation through tight spaces or adding whimsy to the journey.

[h3]Warrior[/h3]

  • Shield Wall: The Warrior channels unyielding resolve, linking shields with another to form a fortified barrier. It taunts foes and halves damage, a defiant stand for the group’s survival.

  • Battering Ram: With a mighty charge, the Warrior shatters weakened barriers, clearing paths through ruins or fortifications—a brute force solution only they can deliver.

[h3]Wizard[/h3]

  • Dragonfire Bomb: The Wizard hurls a slow, fiery orb that scorches enemies in its path before erupting in a blazing explosion.



A Fellowship Forged in Terminus

These iconic abilities are at the core of Pantheon’s vision. They are part of ensuring that every class—from the Cleric’s radiant shields to the Rogue’s sly thievery—has a distinct role, making groups more than the sum of their parts. The Druid’s Vinewoven Bridge gets you across a chasm, but the Warrior’s Shield Wall keeps you alive on the other side. The Enchanter’s Charm turns enemies into allies, while the Paladin’s Lightful Avenger purges the undead. Together, they create a world where interdependence isn’t just mechanics—it’s the magic of adventure.

As we introduce more of these iconic abilities over the coming weeks and months, we invite you to hop in game to see them in action and share your feedback.

Thank you for believing in a game where every class matters, and every adventure is shared. Onward and upward—see you in Terminus!

Warm regards,
Chris “Joppa” Perkins
Creative Director, Pantheon: Rise of the Fallen

Game Update 0.16.417

General
  • Added the "Show Ability Visual Effects" option to the Graphics tab of the settings window, which allows spell/ability VFX to be turned off.
  • Added the "Show In-world Combat Text" option to the General tab of the settings window, which allows the combat and buff add/removal text that appears in the 3d view to be disabled.
  • Added a header row to the social window lists, and clicking on the column names (such as Name, Lvl, Class, etc.) will sort the list by that column.
  • Added another punching animation.
  • Added new facial hairs for human male.
  • The offensive and defensive target windows can now have their settings (such as scale and opacity) edited by holding Ctrl and right clicking on them.
Bug Fixes
  • Fixed an issue where readiness wasn't regenerating during gathering of resources.
  • Fixed missing collision on a wall piece in Halnir.
  • Fixed an issue where keys and other items needed to open doors or trigger things in the world would work if the player had the item in the bank. They now need to be in the player's actual inventory.
  • Fixed issue with weather transitions at night blowing fog color out until the transition completed.
Classes

[h3]General[/h3]
  • Miscellaneous technique fixes and minor adjustments.
  • Removed readiness gains for taking or doing damage and weapon style adjustments to readiness gain. Increased base readiness regen by 3 times.
[h3]Cleric[/h3]
  • Cleric Techniques use a Strength modifier and have had their weapon scaling damage increased (very minor adjustment, more changes coming).
  • Censure, Rebuke, Castigate, Reproof, Abominate, Condemn, and Judgement have had their damage increased significantly and now use a Constitution modifier.
  • Reduced the bonus to Readiness generation for the Writ line to 10, 15 and 20% to be more in line with the latest Readiness changes.
[h3]Dire Lord[/h3]
  • New skills should now properly add Provoking Phantoms stacks.
  • Call of the Dire reduced to 200 Essence.
[h3]Enchanter[/h3]
  • Delayed Wound Readiness cost reduced to 1000.
[h3]Necromancer[/h3]
  • Induce Nausea changed from 4 ticks to 3 ticks, damage increased per tick.
  • Locust Swarm Readiness cost reduced to 1000.
  • Sicken base damage per tick increased.
[h3]Ranger[/h3]
  • Sabotage no longer requires [Exposed] status to apply effects.
  • Ground Scout now has the proper level in the codex.
  • Fixed Ground Scout and Flying Scout.
[h3]Rogue[/h3]
  • Twin Fangs base DoT damage increased.
  • Inject Poison base DoT damage increased.
  • Venomous Strike base DoT damaged increased.
  • Deceptive Strike now properly detects weapon type to apply debuffs.
  • Weak Point now unlocks at a weapon skill of 100 and applies [Bleed].
Toxin Crafts added vendors.

  • Synthetic (level 6) deals Chemical damage and scales with AGI.
  • Anticoagulant (level 16) deals Physical damage and scales with STA.
  • Venomous (level 26) deals Poison damage and scales with INT.
  • Searing (level 36) deals Fire damage and scales with STR.
[h3]Summoner[/h3]
  • Wind Dagger fixed.
[h3]Warrior[/h3]
  • Reduced the bonus to Readiness generation for the Sturdy Tactician line to 5, 10 and 15% to be more in line with the latest Readiness changes. This line will not stack with the Cleric's Writ line.
Crafting
  • Players may now undertake Level 1-10 crafting work orders for all professions in the city of Sorhiryth. Work orders are repeatable crafting quests that provide opportunities for crafters to improve their skills, earn money, discover more about different areas and factions, and earn unique crafting schematics. To participate in this content, players should speak to Trademaster Vinzin in the Sorhiryth market. Please note that additional work orders and work order rewards will be added to the game on an ongoing basis in many different areas.
Gathering
  • Mining nodes have been activated for the Lower Ironroot Slopes in Wild's End.
  • Mining nodes have been activated for the Upper Ironroot Slopes in Wild's End.
  • Woodcutting nodes have been activated for the Upper and Lower Ironroot Slopes in Wild's End.
  • Several gatherable plants have received updated VFX in preparation for eventually disabling the default visibility of nameplates on gathering nodes to help reduce screen clutter. The new effects should be less noticeable during the day but help with locating these plants at night. Please note that what you see may vary depending on your monitor settings. Additional node types will be updated in future updates.
Audio
  • Added new sound effects for some Cleric, Druid, Shaman and Wizard abilities.
  • Added some new night music, added new music in Wild's End, and some music changes in Eastern Plains.

Game Update 0.16.379

General
  • Readiness now regens even while out of combat and while resting in combat.
  • Group NPC base Resistances have been reduced to coincide with Resist debuff stacking rules
  • Group NPC base Armor Class has been reduced to coincide with the AC debuff stacking rules
  • Group NPC avoidance has temporarily been reduced, until the accuracy bug has been fixed
Bug Fixes
  • Fixed a hole in the terrain at a Gadai recruit camp in Thronefast.
  • Fixed more crashes and player disconnect cases.
  • Possible fix for some NPCs getting stuck evading after combat ends.
  • Corrected an issue that prevented many low-level dropped items from being salvageable. Please note that rare drops from named NPCs may still not be salvageable – this is intentional (for now).
Classes

[h3]General[/h3]
  • Disorient State now lasts 60 seconds (up from 20)
[h3]Techniques[/h3]
  • Brain Shock cost reduced to 1000 Readiness
  • Panic Creation cost reduced to 1000 Readiness
  • Nervous Magic cost reduced to 1000 Readiness
  • Induce Nausea cost reduced to 1000 Readiness
  • Monster Within cost reduced to 1000 Readiness
  • Serpent Strike cost reduced to 1000 Readiness
  • Vine Whip cost reduced to 1000 Readiness
[h3]Dire Lord[/h3]
  • Arcane Tear is learned at level 15 (through weapon skill level) and now steals 10 of all Resistance types.
  • Arcane Tear has a combo ability that is learned at level 30 (through weapon skill level) and now steals 20 of all Resistance types.
Additions

  • Boil Blood (L1) and Boil Essence (L21) names changed to Corrupt Blood and converted to ranks. Added additional ranks of this line at level 11 and level 31.
  • Added additional spell to Lifetap line at level 34
  • Added additional ranks of Devour Dexterity starting at level 15
  • Added additional ranks of Devour Constitution starting at level 18
  • Added Devour Intellect line starting at level 10
  • Added additional ranks of Deafening Whisper starting at level 16
  • Added additional ranks of the Torment line starting at level 18
  • Added additional ranks of Leaden Blood starting at level 22
  • Added additional ranks of Essence Harvester starting at level 30
Tweaks:

  • Call of the Dire is now instant cast. Cooldown increased to 3 minutes.
[h3]Enchanter[/h3]
Tweaks:

  • Adjusted the levels that the Forceful Will line is received. Forceful Will is now available at level 6.
Additions:

  • Added a new rank to the Forceful Will line, Sieging Will, at level 36
[h3]Necromancer[/h3]
Additions:

  • Added a new line of abilities, starting with Noxious Vapors at level 10, that slow the target's Attack and Spell Casting speed.
[h3]Rogue[/h3]
Tweaks:

  • All ability calculations have been adjusted for the skills listed below.
  • Backstab (all ranks) changed to a Dexterity damage modifier
  • Waylay (all ranks) changed to a Dexterity damage modifier
  • Blackjack Kick changed to an Agility damage modifier
  • Fan of Knives (all ranks) added an Agility damage modifier
  • Bloodletter changed to a Stamina damage modifier
  • Rogue damaging techniques have been changed to an Agility damage modifier
  • Rogue state techniques have been changed to a Dexterity damage modifier
  • Deceptive Strike bleed damage changed to a Stamina damage modifier
  • Strike of Demise bleed damage changed to a Stamina damage modifier
  • Twin Fangs poison damage changed to an Intellect damage modifier
  • Inject Poison poison damage changed to an Intellect damage modifier
  • Venomous Strike poison damage changed to an Intellect damage modifier
  • Deceptive Strike no longer requires/consumes [Exposed]
  • Trick Shot Slashing state changed to Grappled
  • Strike of Demise Piercing state changed to Defenseless
  • Shadow Walk Readiness generation rate reduced to compensate for universal Readiness gain changes
Fixes:

  • Fixed an issue with the first rank of Corrosive Brew where it was not reducing the amount of armor that was intended.
Additions:

  • Added additional ranks of Corrosive Brew starting at level 18
[h3]Shaman[/h3]
Tweaks:

  • Adjusted the levels at which the Scorched Fog line is acquired from 10, 20, 30, 40 to 10, 18, 26 and 34 respectively.
  • The first Armor Class reduction the Shaman learn is now called Fraying, at level 6.
Additions:

  • Added additional rank to the Armor Class reduction line at level 34, now called Embrittle.
[h3]Cleric[/h3]
  • Quick discipline changed from health to readiness.
[h3]Warrior[/h3]
  • Strike of Breaking is now a combo ability. New ranks are learned at levels 10, 20, and 30. Cost has been reduced to 500 Readiness.
VFX

General

Disabled VFX scaling on the majority of effects. This should address some NPC types (spiders, toads, etc) having improperly scaled VFX play on them. Some may need to be re-adjusted to account for this change (like appearing too small now in some cases, or components not playing at the correct height on some NPCs), but for now it should resolve the majority of these cases where visual effects were way too big and obstructing gameplay.

Pantheon Celebrates the Legacy of Brad McQuaid

Today, April 25th, is the birthday of Brad McQuaid. He is an MMORPG legend and the original creator of Pantheon: Rise of the Fallen.

We have on our team, personal friends of Brad and long-time work associates. Bringing Pantheon to Early Access has been another big step in realizing Brad's last dream, and we would like to preserve his legacy by honoring him today.

We have shared personal stories from the team remembering Brad. We would also like to introduce Aradune Mithara into the world of Terminus. You will find him near Availia and near the lift in Wild's End currently and we have future plans for Aradune that we hope brings a touch of Brad's magic to the world we continue to create.

Please read Brad's tribute here:

https://www.pantheonmmo.com/news/pantheon-celebrates-the-legacy-of-brad-mcquaid/


Thank you all so much for continuing to support us as we realize what Brad McQuaid started. It has been an honor for us to be a part of this game and this community.