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Game Update 0.16.876

General

  • The vendor-bought class traits every 5 levels now increase all attributes by +1


Bug Fixes
  • Alchemical flasks now require your target to be within line of sight and within range to use.
  • Some Ashbreathers armor pieces that weren't displaying when equipped on some races should now show up.
Items
  • Braided Needle damage reduced to reflect its actual item rarity (it was incorrectly marked as a higher rarity).
  • Dark Runed Gauntlets updated, and now have their correct total stats as well (+hit changed to +parry, +dex changed to +int, 1 additional stamina added).
Class


[h3]Dire Lord[/h3]
  • Blood Bath added to vendors.

Game Update 0.16.867

General


  • Ashbreather's Enclave Part 2 has been added
[h3]Bug Fixes[/h3]
  • The Chilled to the Bone effect should now properly affect the enemy NPC instead of the player.
  • The Blackbark Scimitar is now properly treated as a sword for purposes of weapon damage.
  • Fixed an issue where feign death was failing when used while out of combat.
  • Monks will no longer automatically stand back up when feign death fails.
  • Fixed an issue with feign death where the player was getting notified that their enemies had forgotten about them before the enemies had returned to their normal routines.
  • Crowd Control immunity windows now begin at application, rather than when the duration completes.
  • Fixed some issues that happened in certain cases with quests that required the player to click on an object in the world, including the quest “Echoes of the Corrupted”.
  • Fixed an issue where a player who died in lava could die again after releasing to their bind location.
[h3]NPCs[/h3]
  • Master Bushu now has a proper placeholder on a normal respawn cycle
  • Siphon Life healing amount reduced
  • Mass Drain Blood healing amount reduced
  • Ashbreathers NPC's have remembered how to Critically hit
  • NPC Concentrating (Silence/Interrupt) and Rallied (CC immunity) buff icons changed to improve readability
  • White Wyvern is slightly more menacing, traits disabled
  • NPC health increased
World
  • Mining Nodes, Woodcutting Nodes, and Food, Alchemy, and Fiber Harvesting Nodes have been activated for the Path of Tears region in Avendyr's Pass.
Items

General Itemization

  • You may notice that some items have shifted their stat focus. This is being done so that we can offer both a more balanced array of stats for characters according to our new approach, and alternative choices as more loot is converted to the new system, and more new items are added as well.
Shields

  • Shields are undergoing a major overhaul. The intention of these changes is to make their passive potency lower, so that more of their power lies in abilities that can be used with them.
  • They will no longer provide passive AC
  • They will usually carry some form of resistance bonus, often thematic (fire/cold/shock, or curse/poison/disease, etc)
  • We evaluated the potency of shields and found that it was very far out of line, most notably for Tower and Kite shields. Block ratings and values have been heavily reduced across the board.
Weapon Damage

  • Weapon damage was greatly increased in many cases. We evaluated the way that they were scaling up and found it to be in serious need of revision.
Armor Class

  • We have revised our armor totals and scaling. Cloth, leather and martial cloth will stay fairly close to where they are now. Chain will see the largest boost to mitigation at higher levels, but we've also boosted heavy and light plate amounts as well.
Neck slot accessories

  • Necklace slots were previously giving +9 to a resist at most when present - this has been reduced to the same as the other slots, which is +4. This was done to make room for adding in resistances on other slots here and there, as well as offering resistances on shields as more of a standard.
  • Most rare+ items in the 20-45 range have been updated. The uncommon items from the Ashbreathers areas have as well.
  • "haste rating" has been removed from items. We are currently reviewing our plans for that stat and it will come back eventually.
  • The activated effect for the Warmonger's totem should now work properly, and the same effect should no longer be available on the Band of Battle. We really mean it this time.
  • Adjusted drop chances for the rarer gear drops on Ashbreathers NPCs. They should show up more often now.
  • Temporarily replaced crafting drops from Ashbreathers NPCs with items that are the same as what will eventually be craftable. These items will remain in the loot table until crafting is available in this level range and they can be created as intended. Once that happens, the items will be removed from the loot table, but you will still keep the dropped version.
  • Cursed Soot-Caked Blade and Smolder, Crush and Sunder have had their item levels (affecting damage) adjusted to be closer to the NPCs that drop them.
  • Most items from Ashbreathers that had negative stats have had them removed, and their stat totals adjusted accordingly.
  • A new version of the Dark Silk Shawl is now in the loot table and replaces the previous one. The old one will no longer drop, but if you had it before this patch, you'll keep that version of it.
  • Fixed name for the new Monk leggings from Hanggore
  • Added a new rare baton for Monks somewhere in Thronefast.
  • Updated tooltip for Smolder, Crush and Sunder to indicate the proc effect.
  • The Cinder Flecked Gi and Singed Steelsilk Shawl should now show visuals when equipped.
Quests
  • Updated the final objective for the quest “Bones that should not stir” to clarify that the quest item needs to be unequipped before the quest can be turned in.
  • The remainder of the primary quest line for the Ashbreathers Enclave has been activated.
Classes
  • Mana regeneration rates have been adjusted.
  • Players now regenerate the same amount of mana in and out of combat.
  • A cap has been placed on the scaling for mana regen per tick from resting.
  • The time it takes to for resting mana regen ticks to ramp up to the maximum amount of mana per tick has been reduced.
  • The initial and ramp up regen values now increase with level.
[h3]Cleric[/h3]
  • Added new resurrection ability, “Greater Resurrection”, at level 48.
[h3]Dire Lord[/h3]
  • Arcane Tear is now usable even if stronger resist debuffs are active, debuff will not apply/stack
  • Arcane Tear now provides 5 to all resists at rank 1, and 10 to all resists at rank 2. Debuff remains 10/20. Cooldown reduced to 15 seconds.
  • Thresh ranks 1-5 added to vendor. Single target bleed that scales with Stamina for 200 Essence.
  • Splatter now spreads Thresh and grants additional threat. Cooldown increased to 30 seconds.
  • Blood State: Nightmarish now grants 5 to all resists when active. Threat increased to 20% of all damage.
  • Blood State: Torrential Veins increases Essence gain by 25%, Constitution removed
  • Blood State: Blood Bath added to vendors. Increases Physical and Magical Critical Hit Chance by 5%, heal for 20% of Critical hit damage dealt.
  • Blood Fiend healing modifier when a target is bleeding removed, passive healing reduced.
  • Essence Harvester ticks changed to 2 seconds; amount of Essence gained from Intellect increased.
  • Devour lines stacking rules fixed. You can now apply different drains and have the stats stack but no longer stack multiple of the same drain.
  • Lifetap line bonus threat removed
  • Vital Cage restores 200 Essence on successful absorption, duration reverted to 2 seconds (off GCD)
  • Provoking Phantoms threat increased, threat per stack increased. Max stacks reduced to 10.
  • Dark Revenge added to vendors at level 12
[h3]Druid[/h3]
  • Temporarily removed Line of Sight check from Hirode's Flame and Lasso, ranges reduced. Lasso cooldown increased to 30 seconds.
  • Added new resurrection ability, “Lifebloom”, at level 48.
[h3]Enchanter[/h3]
  • Illusion Graft haste line cooldown removed
  • The Whisper line now improves the target's resting Mana regen rate instead of their passive Mana regen rate. The amount of resting Mana regen per rank has been increased compared to the amount of the former passive Mana regen. The highest ranks of the Whisper line now increase resting Mana regen AND passive Mana regen rates.
  • Added two new ranks of the Whisper line at level 40 and level 50.
  • Expose cost reduced to 1000 Readiness (upgrade from Force)
[h3]Monk[/h3]
  • Gate of Balance obtained at level 5
  • Gate of Soul obtained at level 10
  • Gate of Anger obtained at level 15
  • Elbow Strike and Wheel Kick are disabled
  • Side Kick replaces Wheel Kick at level 8. Additional ranks added at 18 (Hook Kick), 28 (Crescent Kick), 38 (Wheel Kick) and 48 (Gale Kick). Passive proc is always active. Effect of the kick is determined by which gate is open.
  • Back Hand replaces Elbow Strike at level 10. Additional ranks added at 20 (Ridge Hand), 30 (Hammer Fist), 40 (Dragon Claw) and 50 (Burning Hand). Passive proc is always active. Effect of the hit is determined by which gate is open.
  • Side Kick and Back Hand have varying effects based on which gate is open
  • Chi Spear cooldown fixed to share properly among ranks. Changed from Nature to Physical damage.
  • Blazing Hand Punch changed to Soaring Dragon. Stat scaling increased. Soaring Dragon now grants increased Strength for a short time after use.
  • Gates no longer have a shared cooldown. Activated a new gate will close the previous gate automatically.
  • Wandering Fist no longer has gate interactions. 250 Chi cost, 15 second cooldown, deals physical damage scaling with AGI. If used within 6 seconds of a dodge, parry, or block it does increased damage.
  • Flurry damage normalized (reduced)
  • Harmonious Frame Chi cost removed
  • Added new innate passive ability ‘Martial Prowess' at level 1. “Devoted martial training has improved your reflexes, increasing your innate chance to Block by 5%.”
  • Added new ability ‘Iron Lotus' at level 14. “Sacrifice your Strength, Constitution and Wisdom by 30% to increase your Stamina by 30% and your Health by a flat amount.”
  • Added new ability ‘Enraged Dragon' at level 15. “Unleash a powerful burst of Chi (Physical) towards your target, causing immense threat. This threat decays over the next 5 seconds.”
  • Added new ability line ‘Chi Storm' starting at level 18. “Release a surge of Chi energy, dealing Chi (Physical) damage to all enemies within 8m.”
  • Added new ability ‘Double Dragon Emerges' at level 22. “Slowly consume Chi to empower your fists, granting your auto attacks a chance to release a surge of Chi (Physical) damage.”
[h3]Necromancer[/h3]
  • Shroud of Undeath health drain reduced
  • Expose cost reduced to 1000 Readiness (upgrade from Force)
[h3]Paladin[/h3]
  • Fixed a bug with Wrathful Aegis and Fervent Strike cooldowns not being shared among ranks if used in a certain order
  • Lightguard has a 2 second duration to match the other reactive tank skills
  • Faithful Strike Wisdom scaling increased, healing multiplier removed
[h3]Ranger[/h3]
  • Rangers now have a proper Mana pool that scales with level and Wisdom.
  • Increased the stack size of Trap Parts from 20 to 30.
  • Improved the yield amounts of certain foraged items depending on the zone.
  • Beckon Panther damage increased.
  • Predator's Fury damage bonus fixed to scale properly with target's health.
  • Fixed an issue where Swiftshot damage was gaining additional weapon contributions.
  • Cleaned up some ranged abilities that were still using primary weapon damage calculations.
  • Moved ground and flying scout to Utility bar.
  • Added additional rank of the Fractal Arrow line at level 38, ‘Shattering Arrow'.
  • Converted Faerie healing line from direct healing to HoTs. Increased Mana cost to align with new Mana pool.
  • Added new spell line ‘Brightfire Spark' starting at level 10. “Strike an enemy with a spark of druidic magic, dealing Nature damage.”
  • Added additional ranks of Moonrose Balm starting at level 22.
  • Added new ability line related to foraging ‘Wild Hyacinth Draught' starting at level 14. “Create a refreshing draught that restores 15 Momentum and quenches a small amount of thirst. Requires Wild Hyacinth which can be found by foraging in certain zones.”
  • Added new ability line related to foraging ‘Liquid Camouflage' starting at level 24. “Create a mixture made from the iridescent oil of the Phosfila beetle. Coating yourself in this mixture will render you invisible to most non-magical creatures for up to 1 min. After using this ability, you will not be able to camouflage again for 3 min. Requires Phosfila Beetle Oil which can be found by foraging in certain zones.”
  • Added new ability ‘Aspect of the Wolf' at level 25. “Imbue the aspect of the wolf into your target, increasing their movement speed while active. This movement speed bonus will scale with your level.”
[h3]Shaman[/h3]
  • Added new resurrection ability, “Rite of Awakening”, at level 48.
[h3]Summoner[/h3]
  • Arcane Rod now properly applies Vulnerable and uses Exposed
  • Arcamental Bond can be used on either pet
[h3]Warrior[/h3]
  • Strike of Breaking is now usable even if stronger AC debuffs are active, debuff will not apply
  • Mighty Yaulp and Furious Howl BP cost removed
  • Mighty Yaulp tooltip fixed that it applies heavy threat (not taunt). Threat generated increased.
  • Cleave and Brutal Cleave BP cost reduced to 2
  • Disarming Strike can be cast while silenced
  • Shield Block removed from GCD
Gathering
  • Nameplates for gathering nodes are no longer shown in the world. You can still see the name of a gathering node by positioning your mouse over the object.
  • Apple trees in Thronefast and Avendyr's Pass now look much more like actual apple trees. Note that when gathering from these trees, a woodcutting animation will play, but the tree will not fall when woodcutting finishes. The animation for gathering from fruit/nut trees will be adjusted in a future update.
  • Apple trees in Wild's End have also been adjusted as described above, but have a unique appearance that is appropriate for their environment.
  • Walnut trees and Ash trees in Wild's End now have a new coloration to better match their environment.
  • Coloring for gatherable Maple trees in Thronefast and Avendyr's Pass has been adjusted.
  • The visual model for Vine Maple trees in Wild's End has been adjusted to a more appropriate look for the vibrant jungle in which they are found.
Crafting

[h3]General[/h3]
  • Nameplates for crafting stations are no longer shown in the world. You can still see the name of a crafting station by positioning your mouse over the object.
  • Crafting stations throughout Terminus have received updated visual appearances and should now be much easier to locate and identify wherever they appear.
  • Crafting stations have been consolidated so that most professions now utilize a single primary crafting station. Cooking and Brewing stations are still separate, and the Smelter is still a separate station from the Forge.
  • Slight adjustments have been made to the positioning of props and NPCs in Availia and Demith to accommodate the new crafting stations.
  • A second set of crafting stations has been added to Availia, Demith, Sorhiryth, Kingswatch, Sky Durbin, and the Port of Ru'lun.
Known Issues
  • A strange parasitic fungus has caused tufts of grass around the world to occasionally glow brightly in very rare circumstances. Scholars and Sages who have studied the phenomenon have assured us that there is no danger to adventurers from these strangely glowing plants, and that the fungus should die off soon rather than spread. (This is a visual-only issue with a specific plant model and will be resolved in a future update).

Dev Diary - The Ashbreather Milestone


Pantheon Community,

We've been calling this the “Ashbreather” update, but it’s ultimately bigger than the Ashbreathers. One of the reasons this content release was significant is because of its scope. In total, we built the Smoldering Trenches, the Ashbreather Enclave, and a small Explorer’s Camp, while also weaving these three areas together in regards to their setting and story. With this release, we've accomplished more than just additional gameplay. We've also opened the door to deeper connection with the living, breathing history of Terminus.

[h3]Ashes of the Past[/h3]

The lore of Pantheon's history has always been anchored in the mysterious events that brought our playable races to this world. But few events shaped the face of Terminus after their arrival like the Deicide War.

The Smoldering Trenches exist as a haunting vestige of that terrible battle, giving us an opportunity to tell some of that story. We didn't want players to just run through the Trenches. Our goal was to help you feel the past you are standing on and within. To this end, we relied heavily on the Perception system, and based on the feedback we've gotten from players who have explored the area heavily, I think we've done a good job of piquing player interest in learning more about that period of Terminus' history.

[h3]The Enclave[/h3]

Adjacent to the Smoldering Trenches is the Ashbreather Enclave, which is an important milestone for us, being our first slice of level 40+ content. When we began its development, or goal was to set an even higher standard of level design, immersion and challenging group gameplay than what our players had seen before. It was our opportunity to set the tone for what high level content in Pantheon can feel like.

We've made several practical steps forward in system integration as well. One example is that spell resistances have largely been an afterthought to players in thus far, because admittedly they haven't made much of difference. However, Fire Resistance really matters in this dungeon, with environmental lava pools and molten constructs ready to eat you alive if you aren't careful and protected.

Another example is with the Perception system. You have seen in part 1, and will see even more in part 2, the power of the system and all the cool ways we're starting to use it, not just as a vehicle for storytelling, but also as a mechanism for complex events and interactions with the environment.

And with the upcoming release of Part 2, players will finally have an opportunity to face our first multi-group encounter since Early Access began. This encounter is designed to push players at or approaching max level to their limit.

But there's more here than just a challenging fight and top tier loot. This is the culmination of a major storyline that begins at a humble, makeshift explorer's camp. We can't wait to see players uncover who our what is truly behind the living threat the Ashbreathers have become.

[h3]Why This Matters to Us[/h3]

We're after something in the content we make. We want to see players engage with content not just for the rewards, but for the meaning behind it. The story. The sense of discovery.

Since the release of part 1, we’ve seen people discovering lore fragments in the Trenches and debating their implications on Discord. Others are trying to piece together the Ashbreathers’ rise from corrupted survivors to something more organized and threatening. This is the kind of engagement we’re building for. Some have said this content made the game “feel real” in a way it hadn’t before. That’s an incredible thing to hear and may be the best way to sum up our overall goal with the content we create.

At the same time, we're listening carefully to the criticisms and places where things still need to improve. For example, we’ve taken note of feedback around pacing and gear progression. Ashbreathers Part 2 will include tweaks to both Ashbreather itemization as well as adventuring itemization game-wide to reflect this feedback and create a better sense of item progression throughout the existing content (with updates to crafting itemization soon to follow).

[h3]Thank You[/h3]

To each of you who has stepped foot in the Trenches or ventured into the Enclave: thank you. To each of you who continues to play and test: thank you. You are trailblazers in a world still being shaped and we could not do this without you.

Onward and upward, everyone. We will see you in Terminus!

Chris "Joppa" Perkins

The Ashbreather update part two arrives July 16, 2025. Join us in discovering the secrets within.

Dev Diary – Stats and Why They Matter

Hey Everyone,

I wanted to devote this Dev Blog to the recent content release for Smoldering Trenches and Ashbreather Enclave. With this update we introduced itemization updates that have raised many great questions. My goal with this post is to outline our long-term vision, and share how we’re incorporating your feedback as we refine this system.

[h3]Every Point Matters[/h3]

One of our core goals for itemization is that every additional stat point has a noticeable impact on your character’s performance. This is a defining goal, meaning we have architected our itemization and progression as a whole with this goal in mind. Let’s take a quick look at one of the games Pantheon is heavily inspired by: EverQuest. One of my (admittedly few) criticisms of EverQuest was in the relatively low impact of attributes. In my experience, players needed large amounts of a single stat to feel anything like a meaningful increase in power or effectiveness. And certainly on the smaller scale of individual item upgrades, getting a +3 or +5 or even a +10 to most stats in EverQuest felt largely negligible. This is one area where Pantheon is taking a decisively different approach: low stat numbers with high impact per point.

[h3]Where Does Power Come From?[/h3]

To better understand the recent stat updates, it’s important to clarify how player power is determined and how it scales. In many MMOs character power was heavily tied to player level, where gaining a level or two often had a greater impact on combat outcomes than adding 50 points of Charisma or 100 points of Agility. This again is where we’re taking a different approach in order to give our stats higher impact. One of the most fundamental RPG experiences is the notion of leveling up, and getting innately stronger by doing so. Leveling up in Pantheon does make your character stronger: it increases your Health and Mana pool, allows you to raise skills caps, grants combat bonuses towards NPCs as you outlevel them, and provides a stat bonus every 5 levels (which I’ll elaborate on in a bit). But the primary way your character’s power increases is through the stats you obtain and improve via gear and buffs.

Now, this approach creates a challenge: without relying on level-ups as the primary driver of player power (in order to make stats from gear and buffs more impactful), players naturally become more dependent on gear and buffs to feel any sense of progression… so if no gear is dropping, your power progression will be limited no matter how many levels you gain. But how exactly are we avoiding this gear-related power stagnation?

[h3]Two Ways of Power Baselining[/h3]

The first form of power baselining is through what we’ve internally classified as “uncommon” gear. An example of this is the gear that drops off of the bandits near Availia. It is relatively easy for melee characters in their first few levels to get a total of +2 STR and +2 STA from the four pieces of Scuffed armor that drop in this area. Likewise, caster and priest classes

have a total of +2 WIS and +2 INT they can get from the Grassweave armor in the same camps. This approach is expanded throughout the other group-centric camps in each zone. “Uncommon” gear is intentionally low stat and relatively easy to obtain for the sake of characters having a path to improve their baseline as they level up. But this “uncommon” gear is not intended to be the goal, or something that you chase. These items are heavily surpassed in power by the rare, ultra rare and epic grade items that drop from bosses, are crafted via rare crafting recipes, or rewarded to players after completing perilous quests.

The second form of additional power baselining is coming soon and will be available to characters as they level up. We will be adding power milestones every five levels; this will add a nice bit of ‘oomf’ back to leveling up. To do this, we will be updating the current traits you can buy from the Class Trait vendors to give a +1 to all stats instead of the current +1 to a specific stat. Eventually this stat bump will occur automatically as part of the level up event every five levels. But for now, players will still need to pick up these traits from the Class Trait vendors every five levels as they do currently.

With these additional baselining stats flowing through levels, we are able to reassess the increased stats on gear that recently debuted in the Enclave.

How will this change items? What will tooltips look like next? I’m not going to spill all the beans, but here are a few key changes:


  1. A non-raid item will have a maximum of 4 attributes (STR, STA, etc.)

  2. A non-raid item will have a maximum of 2 secondary effects (+Resist, +Dodge chance, etc.)

  3. We will be pulling way back on negative attributes, using it only sparingly once a larger overall item pool has been implemented.

[h3]“Soft-Specialization” in Pantheon[/h3]

The last thing to cover is the design intent behind “soft specialization”, i.e. how classes are able to amplify specific groups of abilities by leaning into specific stats. We’ll start with a quick overview using the Rogue as an example. The Rogue has many different abilities ranging from direct physical attacks, stealth, traps, poison procs, armor debuffs, bleeds, and more.

In most cases, an ability will have a shared theme with other abilities within a class kit, and “soft-speccing” will allow players to amplify the abilities within that theme via a specific stat. In the case of the Rogue, their direct physical attacks are amplified by Agility, their poison-based attacks are amplified by Intellect, and their bleed-based attacks are amplified by Stamina. You can see which stat modifies a specific ability, and what aspect of the ability it modifies, in that ability’s tooltip:

(An important note here is that these stat-based modifiers are in addition to what the stats do innately. In the example above, Stamina is still increasing your overall Hit Points regardless of what abilities it is modifying.)

The reason to bring up this system is because it has an impact on how items are statted. In order to allow players to explore their class specialization more deeply, some items may contain “non-meta” stats that allow for heavy specialization into specific abilities, as well as items that allow for a more balanced approach. The goal of itemization is to make sure player power doesn’t stagnate, but also to provide room for players to make true trade-offs with their soft-speccing. If you want to be a glass cannon, only able to take a few hits before you go splat, we want to support that.

[h3]A Final Word[/h3]

We are excited to have you on this journey with us as we dial in player power. The needle we’re trying to thread here is a tricky one. Not just with combat and stats, but with the kind of classically spirited game we’re making as a whole: balancing inspiration with innovation, classic feel vs. evolution, etc. Our approach to combat and stats is on the more unique side. I firmly believe that when all is said and done, the result will be a solid blend of familiarity and fresh depth.

As always, your feedback is invaluable. So as you play, keep telling us what you think. As we progress, keep evaluating and giving honest feedback. I hope this writeup helped you see a little more clearly into the intent behind our item and stat iterations. I’m looking forward to our next content update - see you in Terminus!

Chris “Joppa” Perkins
Creative Director

Dev Diary – Crafting Station Makeover

[h3]Updated Crafting Stations[/h3]

Hi everyone! Today I want to share an update for our crafters.

When we first implemented crafting into our game a few years ago, we didn’t really have a lot of art assets to use for our crafting stations. You might have noticed some similarities between the different crafting stations if you have been playing up until this point:

There’s no way anyone would ever get confused over what station to use, right?

Along with our visuals, our crafting stations were also set up for a very early version of the game’s crafting system, which was based on each crafting skill having its own separate crafting station. While that made sense at the time, it doesn’t really map well to our current approach centered on Professions that have multiple skills.

This situation has been long overdue for a change, and so I am pleased to announce that change will be happening in our next major patch (exact date to be announced later). Feast your eyes on some much-improved crafting stations below.

The human carpenter’s workbench (left) and scavenger’s workbench (right)

The human fletcher’s workbench

You might have noticed a couple of changes here. First, we’ve made most of our crafting stations bigger so that you have a bit more room to work than just the one table. Second, we’ve tried to make sure that each of them is visually identifiable for the profession that uses them. You’ll still be able to mouse over them and get their names as well.

But wait, there’s more!

The human forge (left) and smelter (right)

It’s nighttime in that screenshot, but you can probably still tell what those two crafting stations are used for even without the captions. Along with making them more distinctive, we’ve added some visual effects to our crafting stations where appropriate both to make them look a bit more real and to help with their visibility at nighttime.

Something that’s also very important to us is that each race’s buildings and architecture have a distinctive feel to them, and that extends to the crafting stations as well.

The halfling kitchen (left) and brewery (right)

The halfling alchemy laboratory

We hope you’ll like the new crafting stations when they make into the game! Along with the new visuals, we are also consolidating some of the crafting stations together so that players in professions such as tailoring and fletching don’t have to jump back and forth between multiple crafting stations as much as they have had to do in the past.



See you in Terminus soon!

- Nephele