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Black Rose Keep: Shrouded in Secrecy

[h4]Black Rose Keep: Shrouded in Secrecy[/h4]

“Here on Terminus, the currents of fate are swift and change without warning. Such was the case of a prized and fast-rising Thronefastian officer named E’mani Karos, who stood at the forefront of the empire’s thrust to expand beyond the continent of Kingsreach.

Ascending from the poorest class of the city, Karos became a champion of the faceless and misfortuned. In the War Room and on the battlefield, his instincts, charisma and poise were the envy of Nobles and Regulars alike.

Yet a treacherous mystery befell this hero of street children and career soldiers. In one infamous night, Karos was caught in the act of treason and fled like a common thief. Or…perhaps he was innocent of all charges, betrayed by a jealous rival and hunted down like a rabid animal. The tale, like fate, has changed swiftly over the last seven years.

What is clear is that the fallen, favored son of Thronefast escaped that night and rebelled against his parent city before the first light of dawn. With the ferocity and suddenness of an ocean storm, Karos’ heralded talents turned against the crown he’d risked his life to protect. Karos raised the banners of the Black Rose and recruited a guerilla force of expert criminals and military refugees from across the globe. As they grew in numbers and influence, Karos set his eyes on an abandoned keep deep within the recesses of Avendyr’s Pass. He named this fortress Keep Leon and from its walls the Black Rose have orchestrated a near decade-long campaign of calculated hostility against the throne.

It is inside this Black Rose Keep that the secrets of the most wanted man in Thronefast still burn, like the heart of a youth torn from the embrace of the woman he loves. To this day, the true goal of Karos and the Black Rose is fitted with a mask just as mysterious as the night he fell from grace.”


The keep is scheduled to launch August 27, 2025, See the Black Rose Keep Screenshots on the official Pantheon: Rise of the Fallen website.

Dev Diary – The Mystery of Black Rose Keep


[h3]Introducing Black Rose Keep[/h3]
Pantheon Community,

Greetings! The team has been pouring heart and soul into Black Rose Keep and we’re thrilled to finally be at the stage where we can start sharing more with you. Even better, we're so close now to releasing the zone and seeing you all experience it for yourselves.

Black Rose Keep has become something truly special to us. From the intricate design and prop detail of the Keep itself, to the challenge it presents, to the geographical contrast of the chasm that stretches far below and the rich lore that ties it so deeply into Thronefast’s story... there’s so much here to love. It’s without a doubt one of our favorite areas we’ve built, and we can’t wait to see you dive in and make your own stories within its walls!

[h3]Highlights[/h3]

In this upcoming major content release, players will be able to journey to the infamous Black Rose Keep. Here are some highlights that players can expect:

  • Explore a Vast new Dungeon: The sprawling fortress is filled with challenges, secrets and treasures for groups of adventurers from level 15 to 40.
  • Conquer Black Rose Keep: Delve into the fortress to face two epic boss encounters and hunt down over 20 rare NPCs. Loot and glory awaits.
  • Descend into the Chasm: Venture far beneath the Keep into the chasm labyrinth where you may chance upon the camp of the nomadic Aridola. But tread carefully...Zakaat goblins and countless other deadly creatures have made the maze their home.
  • Peer Into Thronefast's Past: Players can gain insight into pivotal moments in the kingdom's recent history and the shadowy intrigue surrounding E'mani Karos and his Black Rose.
  • Use Your Perception: Investigate rumors, overhear whispered conversations, and unravel a web of intrigue behind Thronefast’s recent turmoil, from the disaster in the Veil of Azeris to the shadowy organizations vying for power in its wake.

Rumors persist of merchants, nobles and even Thronefast Regulars being attacked across the southern lands. Some have reported seeing mercenary soldiers manning the Keep's walls. But with no official word on the status of the Keep itself, some adventurers have been compelled to investigate.
Those that do should be prepared for a hostile reception.


- Chris “Joppa” Perkins, Creative Director


Black Rose Keep is scheduled to be open to players, starting August 27th.



Game Update 0.17.1

Bug Fixes
  • Fixed an issue where newly learned skills sometimes didn't appear in the skills list until the player zoned or relogged.
  • Fixed an audio issue that was causing incorrect volume levels.
[h3]NPCs[/h3]
  • The Gnashura encounter in Halnir's cave has been temporarily disabled while we perform further tuning and adjustments to the encounter flow and adjust the loot items to the correct power levels for the intended difficulty of the encounter.
  • The mysterious Black Rose Woodsman who had infiltrated Demith has been discovered and run out of town by the militia. The streets of the village
  • should* now be safer for passing adventurers…
Items
  • Updated Gnashura's current drops. For now, the items will stay in game, but they may be replaced by different drops in the future when Gnashura returns.
  • Updated Splintered Round Shield
  • Increased the item rarity of the Rotten Flesh Fistwraps (which increased its damage to 24). This change does not affect the drop rate of the item.
  • Corrected the name of Blackrose Squire Gauntlets (formerly Gilded Blackrose Spaulders) and changed their stat total to match their actual item level.

Game Update 0.16.994

General
  • Added an item name filter to the vendor window.
  • Grocer vendors (including several innkeepers) now also sell mineral water and trail rations.
Bug Fixes
  • Taught some of the snakes that were “standing” to stay on the ground where they belong.
  • Cryptlings should no longer be laying down on the job.
  • Mountain stalkers have been taught to stand on all four feet – at least as much as you can teach a cat to do anything
  • Possible fix for another double death case.
  • Fixed an issue where a player's inventory could be listed out in the chat window on login or zoning as if they had just received new items.
  • Fixed an issue where some skills that a class had were not being displayed in the skills list. Known issue: a skill that was just learned sometimes still doesn't display in the list until you zone or relog. Should be fixed in a future patch.
  • The Molten Key is now correctly tagged as a quest item.
World
  • The final encounter for the Ashbreathers Enclave has been adjusted to resolve some bugs and prevent potential exploits.
[h3]NPCs[/h3]
  • Kvetra, the Burning Banshee can now be triggered once per game day. If a player attempts to trigger her and she has been killed recently, the trigger attempt will fail, but the trigger item will now remain in the player's inventory.
  • Blinding Powder (Hanggore Scout) duration reduced and cooldown increased.
  • White Wyvern health and mitigation reduced to single group scaling. The previous change was due to a template adjustment impacting all NPCs in that category, rather than an intentional change.
  • Numerous NPC ability fixes and damage adjustments.
Items
  • Activatable equipped items now work in combat too.
Added a new heavy plate drop somewhere in the Ashbreather temple
Changed the Writhing Stud from a guaranteed proc on dodge to a chance on any physical damage taken, to account for the increased avoidance characters receive vs targets lower level than them.
  • Cleaned up some NPC ability functionality, damage, and cooldowns.
  • The vendor purchase and sale prices for Alchemical Flux has been increased.
Adjusted the stats on;
  • Gown of the Hearth (was missing 1 stat, added it to INT), added small spellpower bonus as a placeholder.
  • Charred Guardian's Cuirass (shuffled stats to add +4 WIS to shift the item towards Cleric usage, to align with class armor usability goals based on level). Added 2 Spell Power as a placeholder stat to be replaced by a specific damage type bonus later.
  • Garnet-Studded Emberlinks (Reduced charisma, added it elsewhere and 1 additional missing point)
  • Crystalline Plate Helm (Reduced CHA by 1, increased WIS by 1), added small spellpower bonus as a placeholder.
  • Increased item level of the Investigator rings and added some extra stat(s). The spell power bonuses on the caster and priest version are placeholder until we get specific healing and damage type bonuses available.
  • Headband of Woven Crystal has had its INT bonus moved to CON, and the spell crit removed since no Monk abilities use them now.
  • Corrected the AC value on Frosthowl Raider Greaves (slight increase)
  • Spear of Endless Frost now has +2 STR, +27 crit rating, +27 hit rating.
  • Frost Rimmed Shield AC value removed, block value reduced to correct amount
  • Increased the DEX and STA on the Crystalline Coat to account for the freebie CHA stat points since its a pretty coat
  • Shifted CHA to CON on Crystalline Legplates
  • Added SHM to list of classes for Scepter of Smoldering Symbols
  • Increased CON and WIS by 1 on the Emberweave Ceremonial Shawl
Quests
  • The quest item that can be acquired from the final encounter in the Ashbreathers Enclave will now be granted to all players who meet the quest pre-requisites and are in the room when the encounter is defeated.
  • A visual effect will now display on the ember braziers in the Ashbreathers Enclave while the cooldown for their associated NPC is in effect.
Crafting

[h3]Armorsmithing[/h3]
  • The schematic for Asherium Chain Links, which is required by some work orders, is now available for purchase on the armorsmith trainer.
Classes
  • Addressed numerous stacking issues for buffs/debuffs, still more issues to resolve, but feel free to submit any that are still stacking or not stacking properly.
  • Long duration buffs changed from 45 min to 60 min durations
[h3]Cleric[/h3]
  • Greater Resurrection should now be on the correct bar and properly resurrect allies.
  • Channelling Ward now removes properly after casting from the undead line
  • Added new ranks to the Luminous Surge/Burst line starting at level 32
  • Normalized most buff durations to 60 minutes
[h3]Dire Lord[/h3]
  • Thresh stacks from different players
  • Corrupt Blood V now adds a provoking phantom stack and listed in the codex as level 41
[h3]Druid[/h3]
  • Hirode's Flame V added to vendors (level 50)
  • Hirode's Flame checks for distance at the start of cast, rather than the end to prevent failures due to minor range changes. Larger distance gaps will still cause the spell to fail (10+ meters).
  • Verdanfire direct damage line damage increased slightly, mana cost increased. Fixed an issue where cooldown wasn't being shared among ranks.
  • Verdanfire Pilum added to vendors (level 48)
[h3]Enchanter[/h3]
  • Normalized most buff durations to 60 minutes
[h3]Monk[/h3]
  • Martial Prowess added to vendors
  • Flurry changed back to DEX scaling
  • Double Dragon emerges chi cast cost removed, 5 second cooldown added
  • Precision Hand Strike resist stacking fixed
  • Updated Side Kick retaliation durations on scrolls
[h3]Necromancer[/h3]
  • Normalized most buff durations to 60 minutes
[h3]Paladin[/h3]
  • Wrathful Aegis stacks from multiple Paladins
  • Fixed a bug that prevented technique use with certain weapons equipped (please report any outliers).
  • Incite increased threat window for all players during the buff window removed
[h3]Ranger[/h3]
  • Beckon Grizzly and Beckon Panther now require line of sight to the target.
  • Kaylen's Command and Withdraw now require the target to be within 25 meters.
[h3]Rogue[/h3]
  • Increased level scaling damage modifier on toxins
[h3]Shaman[/h3]
  • Grip of the Crags and Gale Strider should now be correctly listed as level 22 abilities in the codex.
  • Normalized most buff durations to 60 minutes
[h3]Summoner[/h3]
  • Mana Pins properly applies debuff
[h3]Warrior[/h3]
  • Strike of Breaking stacking rules cleaned up
  • Strike of Breaking IV debuff fixed. Rank 4 debuff applies 35% armor reduction (down from 40%).
  • Banner of Warding decreases spell damage by 10/15/20 per rank and increases melee damage by 10/15/20 down from 10/20/30.
  • Taunt increased threat window for all players during the buff window removed
[h3]Wizard[/h3]
  • Arcane Brand properly applies debuff
  • Hot, Chilled, Electrified last for 60 seconds and no longer remove each other.

Dev Diary - The Commitment to Tenets

[h2]What We Stand For[/h2]
The Vision Behind Pantheon’s Core Tenets

If you’ve followed Pantheon for any length of time, you’ve probably heard of our core tenets. These are the guiding principles that shape every piece of the game we’re building. However, we see them debated far too often within the community. We are taking this opportunity to revisit our tenets - to consolidate them and clarify them. And also to explain a bit of why these tenets exist, not just as lofty ideals but as grounded design positions we are committing to in very real and practical ways.


Here is the list of the newly consolidated tenets:

  1. Content is King
  2. Class Identity Matters
  3. A Challenging, Social Game
  4. Risk Should Be Rewarded
  5. Player Progression Should Be Meaningful and Multifaceted
  6. A Living, Breathing World
  7. Economy and Rarity Matter
  8. Forge Bonds That Matter


[h3]1. Content is King[/h3]
A thriving world demands a relentless commitment to content creation.

If there’s one thing MMO players have proven time and again, it’s that they will always consume content faster than we think they will. They’ll unlock the door. They'll beat the bosses. And they'll do it better than you planned for. This is the reality of making an MMORPG, especially one like Pantheon.

That’s why this tenet is also a commitment: we are committed to keeping Pantheon’s world alive with hand-made, engaging content. It's as simple as saying content is king because without it, players will stop playing. So as a statement of commitment to all of you, and a daily reminder to us, content is very much king.

And yes, we've heard the question: “If content is king, where is it now?” And the answer is: we’re building it. Pantheon is still in active development and while much of the world is still under construction, this tenet drives our efforts and scope.

[h3]2. Class Identity Matters[/h3]
Classes are distinct, specialized, and designed within interdependent roles.

Pantheon is built on the classic foundation of role-based gameplay: Tank, DPS, Healer, and Support (which includes dedicated crowd control), and our encounters are designed with these roles in mind. The core of Pantheon’s group content relies on this interdependence of roles. Groups will need at least one Tank, at least one Healer, enough DPS, and Support to provide necessary buffs/debuffs and crowd control.

But it goes deeper than this. Our goal is to create classes that aren't just variations of a role, but have a unique identity. Warriors and Paladins both tank, but they don't feel the same. They don't approach fights the same way or support their groups in the same ways. The toolkits, the playstyle, the pacing - these ingredients create unique rhythms from class to class in how they play and how others play with them.

[h3]3. A Challenging, Social Game[/h3]
The game is built to challenge players and reward interdependence in combat, crafting, exploration and knowledge.

Let’s start by saying this unequivocally: Pantheon is intended to be a group-centric game. We are not building a solo-centric game. Instead, we want to emphasize the magic that happens when players work together. And I'm not just referring to combat encounters. You're not going to be able to master every crafting profession by yourself. Blacksmiths may require goods from Leatherworkers and Alchemists may have important transactions with Provisioners as the need arises. This philosophy applies to Perception as well: you won't be capable to uncovering every mystery, connection or outcome by yourself without comparing notes with or relying on the insights others have gained on their unique journeys.

We know that right now soloing is too easy. This is something we continue to dial in and over time, soloing will become more deliberate and dangerous, but also more rewarding relative to the risk. But the vision is clear: Pantheon's heart and soul is found when players join each other to fight, craft, explore and learn.

[h3]4. Risk Should Be Rewarded[/h3]
The greatest rewards come from enduring the greatest dangers.

We believe that challenge is what gives a reward its meaning and makes it satisfying. So we embrace risk taking as a fundamental design tenet: long pulls, unexpected adds, hostile factions, brutal climates, navigating the unknown, and the ever-present risk of death. We want you to feel it when you're deep in a dungeon. And when you emerge with your spoils in hand, we want you nodding your head saying, "Yea, that was worth it."

We know this tenet doesn't feel fully realized yet. Solo experience comes too easily with negligible risk. Sometimes the loot you get at the end of a tough fight doesn't seem to match the effort and risks you took to earn it. These things will continually be brought into alignment with this tenet - as we refine systems, adjust pacing, dial in encounters, etc. the goal is that hard things should feel worth it.

[h3]5. Player Progression Should Be Meaningful and Multifaceted[/h3]
Meaningful progression will increase power and social prestige while opening up more of the world to you.

We are building Pantheon to have a strong sense of power progression. Ability upgrades that unlock with higher levels are potent. Stat points are weighted heavily; gear upgrades and attribute buffs are impactful.

But beyond levels, we're putting an emphasis on horizontal character growth as well. Investing in your climbing skill and some climbing gear can dramatically affect where you can go and what you can reach. Eventually, your skill in Perception will allow you to unlock additional storylines and hidden knowledge that others might miss entirely. Your crafting and harvesting skills elevate your place in the economy and your ability to create items others depend on. And as our water content grows, higher swimming skill and water-based equipment begins to reflect the degree of your preparedness as a player.

[h3]6. A Living, Breathing World[/h3]
Immersion comes from a believable world, not just visual fidelity.

In the words of Brad McQuaid, we are building a world with Pantheon, not just a game. Part of the way we are accomplishing this is by filling the world with believable denizens. The NPCs in Pantheon are not intended to be mere vending machines or quest markers; they have needs, allegiances, carry secrets, and hold opinions. To compliment these interactions, we will emphasize factions that track your standing and give your decisions sizeable impact.

And still it goes further. NPC Dispositions will shape how enemies behave, creating an air of immersive unpredictability. The extreme climates of the world will challenge your preparedness and make you respect the forces of nature within Terminus.

A living, believable world cannot be built around a treadmill of extrinsic rewards. It needs to be a place. Our goal is to build Pantheon to be a place in which you want to dwell.

[h3]7. Economy and Rarity Matter[/h3]
Items should retain value through scarcity and community interdependence.

Our goal is to cultivate an economy that slows inflationary bloat by delaying item saturation, embracing meaningful crafting and empowering player interdependence through trade. Rare items should feel rare with the power to match. Crafted items should be on par with adventuring items, making them highly sought after. Player trading should be active and lucrative.

This tenet isn't a declaration of current perfection. Our economy is still forming, itemization is being developed and drop rates tuned. But the goal we are working towards should be clear.

[h3]8. Forge Bonds that Matter[/h3]
The best stories in MMOs aren’t written by developers... they’re written between players.

In some ways, this might be the most important tenet of them all. We talk about community a lot around here and how much it matters. One of the key elements of classic MMORPGs that Pantheon is inspired by is the intensely social worlds they created. From the pace of combat, to the interdependence of group roles, to the need for shared travel - the danger and the downtime - it all serves the same purpose: to create room for social bonds.

This is something modern MMOs have forgotten how to do. With Pantheon, our goal is to remind you that the people you are playing with are people. We want to make those names on your screen matter, whether they become friends, guild mates or rivals.


Our hope is that this short article refines and clarifies the intentions behind what we're building with Pantheon and why it stands to be such an important game within the MMORPG landscape.

Thank you for taking the time to read. As always, we look forward to seeing each of you in the living, breathing world of Terminus as it continues to take shape.

Chris "Joppa" Perkins