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Pantheon: Rise of the Fallen News

Server Merges Incoming!


As the excitement of the Pantheon: Rise of the Fallen Early Access launch has subsided, it is time to merge the servers to achieve a more optimal population of concurrent players. We have chosen to utilize the server sharding feature, demonstrated on the servers Havensong and Black Moon, to grow and shrink server communities as needed during Early Access. Please note that server shards have not been confirmed for 1.0 launch, and are only currently being used for Early Access.

Fresh start servers for those who wish to create a character on a brand new server, will be available in the coming weeks.

The server merge will take place on Wednesday, April 9th during maintenance downtime. The server list is as follows:
  • Havensong (West Coast)
  • Ossari (West Coast), formerly:

    • Ossari
    • Aellos
    • Khadassa
    • Korcera
    • Lynchandrell
    • Runaway Reef
    • Syronai
    • The Sacred Six
    • Wovarren
  • Black Moon (East Coast)
  • Stormona (East Coast), formerly:

    • Stormona
    • Aevos
    • Axecutor
    • Dark Trade
    • Ermos
    • Khaga
    • Lucent Tree
    • Revenant
    • Veil of Azeris

  • Whispering Lands (EU)
  • Bakamel (OCE)

  • The Dead Vault (PvP)
  • Union of Shadow (PvP)


Duplicate names will be appended with an "x" or a number. We will provide a one time name change for those duplicated names and renaming will be handled on a first come, first serve basis. If you find that you are one of those who has the "x" or number on the end of your name, please open a ticket here: https://seforums.pantheonmmo.com/support/ or here on Discord (under Discord Report). In your ticket, please provide 3 acceptable name alternatives in order of preference.

Game Update 0.16.217

General

PvP servers are now enabled. The primary PvP server will be The Dead Vault (East Coast). If you are concerned about lag from the West Coast or if The Dead Vault is full, please choose Union of Shadow (West Coast).
  • The corpses of NPCs killed by guard NPCs will now quickly decay since they are not lootable by players.
  • Adjusted water physics a bit so the player doesn't go quite as deep when falling into the water, which makes falls into water a bit more survivable than before.
  • Trying to salvage something that isn't salvageable should show a message now.
  • Reduced the font size of the title on quest journal header so NPC quest givers with longer names should fit better, such as Foreman Aldeus.
  • Player pets will no longer move to attack targets that are deemed too far away.
  • Adjusted drag and drop a bit so that there needs to be a bit more movement before dragging begins, which should mean less instances where you drag a hot bar ability by mistake when you were just trying to click on it to activate it.
  • Added a brief delay before the ability tooltip appears.
  • Spell Power contribution for damage shields adjusted.
  • Auto attack with a ranged weapon, such as a bow, now requires line of sight to the target.
Bug Fixes
  • Fixed an issue that happened sometimes with looting coins from mob corpses.
  • The alchemy combinations for the Lesser Essence of the Forest should now be more consistent in their required ingredients.
  • Fixed an issue where the Hirode pet was getting stuck in place after its master engaged in combat. It will now just follow the master even during combat.
  • Fixed dwarf female armor body rendering.
  • Fixed a bug where NPCs sometimes weren't fleeing when they should have been.
  • Some crash fixes.
  • Fog rendering fixes.
  • Fixed an issue with the small lake outside the AVP entrance to the Barrowdark that was causing an issue where players would sometimes appear to be underwater when they really weren't after entering and leaving that lake.
  • Auto-combining of stackable items when they are right-clicked into the bank is now re-enabled on a trial basis. We believe we may have fixed the issues that it was causing when it was previously in the game. However, be aware that if we start seeing issues with it, we may need to disable it, which we can do without requiring another patch.
  • Items in player corpse bags now show the proper loot tooltip and both right and left click work to loot the item.
  • Fixed an issue where quest items gave an error about the item not being needed when players tried to loot them from their corpse.
  • Fixed an issue where player pets were teleporting to their target in certain cases.
  • Abilities that teleport your group, such as the wizard gateways or the druid stone abilities, no longer teleport group members who have died but haven't released yet.
  • Fixed a couple cases where chests could be stuck open and not be interactable.
  • Fixed an issue with switching from one crafting station to another not working properly.
[h3]NPC[/h3]
  • NPC mitigation scaling for lower level group NPCs adjusted (reduced)
Classes
  • Techniques providing unique states have had their cooldowns reduced/unified
[h3]DireLord[/h3]
  • Changed the DireLord essence bar background to be more color-blind friendly.
  • Blood Fiend healing adjusted to compensate for the passive buff healing while the activated portion is triggered. Healing removed from on tick events (bleeds).
[h3]Druid[/h3]
  • Fixed an issue where Hirode's Flame was resetting mobs. This ability no longer generates threat.
  • Gust of Wind and Gale switched to instant cast
  • Rockvine Tangle snare percentage increased significantly
  • Greatvine Snag snare percentage increased
  • Vinewoven Snare snare percentage increased (DoT component removed)
  • Stonevine Snag snare percentage increased
  • Fixed the Hirode's Flame abilities so they can't be cast on a group member unless they are within 30 meters of the Hirode.
  • Gale Weaving should now be correctly listed as a level 26 ability in the codex.
  • Wildfire line has a shared 10 second cooldown
  • Hirode's Flame ranks 2, 3, and 4 added
[h3]Enchanter[/h3]
  • Hush is now instant cast
  • Ghaven's Wild Display stun duration increased to 3 seconds
  • Stupefy stun set to 3 seconds, cooldown reduced to 45 seconds
  • Mental Flux damage increased
  • Mind Vice damage increased
[h3]Paladin[/h3]
  • Cleaned up Hymn and Oath rank orders and levels in codex
[h3]Ranger[/h3]
  • Added a slider to the ranger tracking window that allows the maximum tracking distance to be reduced to filter the list to mobs that are closer.
  • Added a name filter to tracking window to filter the list of tracked entities to just those whose name contains what the player typed into the name field.
[h3]Wizard[/h3]
  • Hot, Chilled, and Electrified durations increased to 30 seconds
  • Added Adjure Fire at level 2
  • Added Adjure Ice at level 4
  • Added Adjure Lightning at level 6
  • The Adjure Element spells cost 10% base mana with a shared 10 second cooldown. Each cast grants 1 stack of the respective element which lasts 15 minutes. Upon reaching 3 stacks of an element you regain 1 of that Focus.
Quests
  • The quest “Get Your Hands Dirty” has been disabled and will no longer be offered to characters. The item used by the quest is also no longer available for purchase. If you have this quest in your journal, and you have the item required, you may still attempt to complete it, otherwise you may abandon it.
  • The supply crates used for the quest "Lost Cargo" should now be visible even if you have already finished the quest "Lieutenants of Greed"
  • Dynamic spawning is back! Players who have completed “Sins of the Wild” should seek out Drazzik to see this in action.
  • More quests have been added to Wild's End.
Items
  • Raptor Claws are now flagged as a crafting material and should work properly in the crafting UI for all schematics that require them.
  • Halfling Blood no longer improperly has the Deathbound flag.
  • Stats on the Necklace of Ghaldassi Ward have been slightly altered to be more in line with the item's lore and purpose. Further changes still to come.
Gathering
  • Food and alchemy harvesting nodes have been activated for the Northern Moor'vaki Marshes in Wild's End.
  • The amount of iron, silver, and nickel obtained from smelting Padrium, Slytheril, and Glittering Slytheril ores has been rebalanced. The chance to obtain nickel and silver has also been rebalanced. In general, it should be slightly easier to acquire silver or nickel than previously. Padrium ore will offer smaller quantities of all three metals with lower chances for rare materials, while Slytheril and Glittering Slytheril ore will offer larger quantities and better chances for the rare materials.
Crafting

[h3]General[/h3]
  • Skill requirements for refining schematics have been normalized across all professions and all material tiers.
  • The purchase prices for some items sold by crafting suppliers have been increased.
  • To help carpenters on low population servers, Walnut Stain may now be purchased at the crafting supplier.
[h3]Armorsmithing[/h3]
  • Schematics for Infused Chaimail Coat Bases, Infused Chain Bracers Bases, Infused Chain Coif Bases, Infused Chain Pauldrons Bases, Infused Chain Leggings Bases, Infused Chain Gauntlets Bases, and Infused Chain Boots Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Armor Reinforcements have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Chaimail Coat Bases, Runed Chain Bracers Bases, Runed Chain Coif Bases, Runed Chain Pauldrons Bases, Runed Chain Leggings Bases, Runed Chain Gauntlets Bases, and Runed Chain Boots Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Breastplate Bases, Runed Vambraces Bases, Runed Helm Bases, Runed Spaulders Bases, Runed Greaves Bases, Runed Plate Gauntlets Bases, and Runed Sabotons Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • The schematics listed above may now be purchased from any Armorsmithing trainer.
  • Skill requirements for Tier 2 and Tier 3 Armorsmithing schematics have been normalized.
  • Runed Mace Heads should now properly accept Blood Iron or Black Iron when using a Celestium Dust of Insight and a Damaged Insight Rune.
[h3]Weaponsmithing[/h3]
  • Stat Bonuses have been adjusted for Tier 1 rare crafted weapons. In some cases the requirements to create these weapons have been adjusted as well.
[h3]Alchemy[/h3]
[h3]Fletching/Carpentry[/h3]
  • Stat Bonuses have been adjusted for Tier 1 rare crafted weapons. In some cases the requirements to create these weapons have been adjusted as well.
[h3]Tailoring[/h3]
  • Schematics for Infused Robe Bases, Infused Tunic Bases, Infused Hood Bases, Infused Leggings Bases, Infused Shoes Bases, Infused Gloves Bases, Infused Sleeves Bases, and Infused Shawl Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Infused Gi Bases, Infused Headband Bases, Infused Legwraps Bases, Infused Sandals Bases, Infused Fighting Gloves Bases, Infused Wristbands Bases, and Infused Scarf Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Robe Bases, Runed Tunic Bases, Runed Hood Bases, Runed Leggings Bases, Runed Shoes Bases, Runed Gloves Bases, Runed Sleeves Bases, and Runed Shawl Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Gi Bases, Runed Headband Bases, Runed Legwraps Bases, Runed Sandals Bases, Runed Fighting Gloves Bases, Runed Wristbands Bases, and Runed Scarf Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Cords have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • The schematics listed above may now be purchased from any Tailoring trainer.
  • Skill requirements for Tier 2 and Tier 3 Tailoring schematics have been normalized.
  • The Erudite Robe is now actually craftable at the skill level indicated by its schematic.
  • Stat Bonuses have been adjusted for Tier 1 rare crafted cloth armor and some armor pieces have been renamed. In some cases the requirements to create these pieces have been adjusted as well.
[h3]Leatherworking[/h3]
  • Schematics for Infused Jerkin Bases, Infused Cap Bases, Infused Breeches Bases, Infused Boots Bases, Infused Leather Gloves Bases, Infused Bracers Bases, and Infused Leather Pauldrons Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Jerkin Bases, Runed Cap Bases, Runed Breeches Bases, Runed Boots Bases, Runed Leather Gloves Bases, Runed Bracers Bases, and Runed Leather Pauldrons Bases have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Leather Straps have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • The schematics listed above may now be purchased from any Leatherworking trainer.
  • Skill requirements for Tier 2 and Tier 3 Leatherworking schematics have been normalized.
  • Stat Bonuses have been adjusted for Tier 1 rare crafted leather armor and some armor pieces have been renamed. In some cases the requirements to create these pieces have been adjusted as well.
[h3]Jewelcrafting[/h3]
  • The number of nickel nuggets required to smelt a nickel ingot have been decreased.
  • The number of silver nuggets required to smelt a silver ingot have been decreased.
Salvaging
  • The skill level requirement for the Simple Salvaging Tool has been lowered to 30.
  • The skill level requirement for the Basic Salvaging Tool has been lowered to 60.
  • Many looted weapons, armor, and shields may now be salvaged at the Scavenger's workbench with the appropriate Salvaging tool. Salvaging an item destroys the item and gives you a chance to obtain some crafting materials in return which may be used, sold, or traded. Some rare and powerful dropped items may not be salvaged at this time.
VFX

General VFX

  • Class ability VFX are being separated into tiers of visual progression based on level ranges when the ability or spell is acquired. It will be noted in a separate class line in this section when that class has had its tier pass completed.
Level 1-19: Tier 1

Level 20-39: Tier 2

Level 40+: Tier 3

CLR

  • New vfx for the Korcera mark spell line
  • Updated vfx for the Divine Healing line
  • New casting vfx for the anti-undead spell line
  • New vfx for the tome buffs (only appears when tome is equipped)
  • Added short duration 'holy wings' effect to Inspire Allies that only plays on the Cleric who cast it
  • Updated all current Cleric spells to use the correct T1/T2/T3 variants of the casting vfx at the appropriate levels
NEC

  • Adding missing vfx to the higher level health to mana conversion buff
SHM

  • All spells should now have their correct tier of VFX determined by the level that they were acquired
  • Updated a few older vfx
  • Added new vfx for the Veil buff line
Item

  • Fixed and improved the vfx on the war gavel weapon that drops from the Oosharuuk

Pantheon Reveals 2025 Roadmap

We are pleased to share with you the planned roadmap for Pantheon: Rise of the Fallen for the remainder of 2025. As we drive hard toward release, our primary focus is on efficient production and timely delivery of new content.

To ensure a steady stream of fresh and engaging experiences, we are committed to releasing new content every six to eight weeks, as outlined in the roadmap below. Last year, through extensive organization and effort, we were able to deliver Early Access, and now, we have applied even more detailed planning for 2025.

This roadmap reflects our best, most efficient path to achieving the v1 release of Pantheon. The order of delivery might not be everyone’s preferred priorities, but we are confident it is the best plan to bring us to launch. If we acquire more resources, we are prepared to accelerate our progress even further. We will share the 2026 roadmap at a later date. Thank you for taking this journey with us, and see you in Terminus!

You can find the roadmap here.

Game Update 0.16.141

General
  • Added a quit button to the disconnected / login failed dialog.
  • Added the /guildmotd command for a guild leader or guild officer to set the message of the day for their guild.
  • Added some additional hair styles for the human female. A few of them have texture issues in some lighting conditions which will be corrected in the following client patch.
Bug Fixes
  • Fix for some NPCs that were sometimes spawning in the evading state.
  • Fixed an issue where it wasn't possible to drag a corpse that was unable to move, such as corpses in the air or stuck in geometry. They should now teleport to the player if they can't move to them normally.
  • Annie Rae, Availia's resident provisioner, has worked with her therapist to better control her stress level and avoid taking her frustrations out on others, even on days when Lias the halfling and his sister steal pies from her kitchen. As a result, she should no longer give the impression that she passionately hates every adventurer who interacts with her. Unless they steal a pie.
  • Simple and Standard crafted bucklers should now properly display their visual while equipped.
VFX

[h3]DRU[/h3]
  • Added new effects for the wildfire line
World
  • Additional class trainers and trait vendors have arrived in the village of Demith.
  • Through some undisclosed arrangement, Moneylender Rynn Brocci has acquired the deed to a building in the village of Demith to serve as a proper bank, although it still requires some refurbishment. The building's previous owner, the weapons merchant Mariasi, has set up shop next door with some of the other village merchants.
  • Several adjustments to NPC placement in Halnir Cave with the goal of smoothing out the difficulty progression in certain parts of the dungeon, especially the Ratkin sections.
  • Adjusted the level ranges of various NPC groups.
NPCs
  • Most melee abilities are no longer interruptible (doesn't impact gap closers, drains, shouts, and a few other exceptions)
  • Relentless Pursuit cast time increased to 2 seconds, debuff fades if a player enters Near Death state
  • Decreased Group NPC armor, further emphasizing class archetype differences
  • Reduced NPC Crit chance slightly
  • Ravage and Flurry damage calculations were changed so they no longer scale with player Health.
  • “Scholar” Braidwood now has the appropriate title of “Minister” to reflect his position at The Ministry.
Classes
  • Technique debuffs no longer have caster and melee versions (no more stacking variations).
  • Susceptible Mind, Severed Armor, Constrained, Rattled and Doomed have been switched over to their counterparts
  • Slow effects have been reduced to 20% stacking (down from 25%) - Prep work for the tiered debuff system coming.
[h3]Cleric[/h3]
  • Fixed codex levels of Divine Weakening line
  • Fixed codex levels of Korceras line
  • Increased Spell Power contributions to divine healing line
  • Focus Swing removed from GCD, damage portion enabled
  • Added increased Celestial Power gain to the Healing Spark and Divine Healing lines.
  • Cloak of Light now consumes Celestial Power instead of Mana. Healing modifier stats added. Duration reduced to 20 seconds.
  • Slightly reduced level-based scaling for Arc of Light
  • Tome of Fervor added at level 4. Available on Cleric spell vendors.
  • Added Light Shroud at level 24 and Light's Embrace at level 34 as upgrades to Cloak of Light. These spells are available on Cleric spell vendors.
  • Changed the absorb shield spell line to a new naming convention
[h3]Dire Lord[/h3]
  • Splatter 5 second cooldown added
  • Boil Blood no longer heals NPC's
  • Boil Essence adds Provoking Phantom stacks
  • Vital Cage now lasts the full 4 seconds regardless of multiple sources of incoming spells, no longer generates Essence on spell absorption. 1000 damage limit made visible in tooltip (no change in value).
[h3]Druid[/h3]
  • Hirode's Flame - Synced cooldown to cast time (2 sec)
  • Hirode's Flame – Increased the bonus healing from level scaling based on Hirode's level (which matches the player)
  • Verdanfire Spikes applies the proper level buff
  • Earthquake radius fixed to 15m, target requirement removed
  • Storm Warden and Storm Keeper are now available on Druid vendors
  • Gust of Wind changed to instant cast
  • Preserver's Wildfire scroll has been added
  • Lasso and Tree Form are now limited to your group
[h3]Necromancer[/h3]
  • DoTs no longer receive the full benefit of Spell Power for each tick
[h3]Summoner[/h3]
  • Mighty Slam threat increased
[h3]Warrior[/h3]
  • Shield Slam removed from GCD
Items
  • Certain NPC vendors now offer new, more potent food and drink for sale.
Quests
  • More quests have been added to Wild's End!
  • “Whispers of the Brineclaw” now allows unlimited turn-ins per hour as intended.
Gathering
  • The refining rates and quantities for obtaining nickel and silver nuggets from Padrium ore have been adjusted to be more balanced.
  • The refining rate for silver nuggets from Slytheril ore has been slightly increased.
Crafting

[h3]Weaponsmithing/Armorsmithing[/h3]
  • Schematics for Infused Blade Hilts, Infused Small Weapon Hafts, Infused Large Weapon Hafts, and Infused Knuckle Braces have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Infused Axe Blades, Infused Knuckle Bars, Infused Maul Heads, Infused Greathammer Heads, Infused Greataxe Blades, Infused Dagger Blades, Infused Sword Blades, Infused Greatsword Blades, Infused Mace Heads, Infused Hammer Heads, Infused Poleaxe Heads, Infused Spear Heads, and Infused Pike Heads have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Blade Hilts, Runed Small Weapon Hafts, Runed Large Weapon Hafts, and Runed Knuckle Braces have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • Schematics for Runed Axe Blades, Runed Knuckle Bars, Runed Maul Heads, Runed Greathammer Heads, Runed Greataxe Blades, Runed Dagger Blades, Runed Sword Blades, Runed Greatsword Blades, Runed Mace Heads, Runed Hammer Heads, Runed Poleaxe Heads, Runed Spear Heads, and Runed Pike Heads have been consolidated. If you have duplicated schematics after this change, you can safely sell extra copies back to vendors for a refund of the initial purchase price.
  • The schematics listed above may now be purchased from any Weaponsmithing trainer.
  • Skill requirements for Tier 2 and Tier 3 Blacksmithing and Weaponsmithing schematics have been normalized.
[h3]Fletching/Carpentry[/h3]
  • Schematics for refining lumber and staves have been adjusted to show the correct skill requirements.
  • The schematic for the Lidded Storage Box now correctly identifies the type of frame needed.
[h3]Provisioning[/h3]
  • A new type of food may now be created using the Campfire Cooking Set
[h3]Tailoring/Leatherworking[/h3]
  • Raptor Claws may now be used in place of Wolf Claws for some leatherworking schematics.
[h3]Jewelcrafting[/h3]
  • Copper Signets no longer require a rune in their construction.
  • Nickel Signets now require two dusts in their construction.

March Dev Update – PvP COMING APRIL 2

[h3]Pantheon Development Update[/h3]

Hello Pantheon fans, and welcome to another Pantheon: Rise of the Fallen Update letter. Grab a slice of pineapple pizza, put your feet up, and let’s get started.

In case you missed it, the highly anticipated Druid class launched last week and has quickly become one of Pantheon’s most played classes. This healing class boasts a nature-based arsenal of magic, leveraging Verdanfire for some incredible spells. And don’t forget Hirode, your faithful fox companion, who will not only keep you company but also assist you and your party in your adventures. For a sample of what the Druid can do, check out the updated Druid page.

[previewyoutube][/previewyoutube]

[h3]What’s next for Pantheon?[/h3]

PvP is being re-enabled on April 2 after its hiatus during the Early Access launch. In addition to more bug fixes and addressing some of your top feedback from PvE experiences, PvP servers will be added for those seeking an extra challenge. But be aware! Pantheon’s PvP servers are not for the faint of heart. It is raw PvP. Here’s what you can expect:

  • PvP is only available on PvP servers and will not be enabled on existing servers.
  • There is no class balancing for PvP. Some classes will feel more powerful than others in PvP. You decide how you want to play.
  • This is a lawless land. There will be no GM support for contesting content. It is up to you to shape this world. Order or chaos? Your PvP community will decide.
  • PvP can only be engaged within 5 levels of each other.
  • PvP combat begins at level 5.
  • General inventory can be looted from player corpses by other players; equipped gear cannot.
  • The in-combat state between players will end after 10 seconds of not taking PvP damage.
  • Damage and healing in PvP combat will be scaled differently from PvE content.
  • There is no friendly fire between players in the same group or guild.
  • Players not in your group or guild will default as an offensive target. You can CTRL + Left Click to target them defensively.
  • After dying in PvP combat, players will receive a buff that makes them immune to PvP combat for 90 seconds.
  • Server shard selection is disabled on PvP servers.


Play at your own risk!

Looking for how to play Pantheon?

Pantheon: Rise of the Fallen is available for Early Access on Steam.

If you previously pledged to the project, which includes a playable copy of Early Access, you can download the game patcher and view instructions here.

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