About the Public Test Realm (PTR)
The PTR is a server for players to participate in testing upcoming systems and content. It is NOT a full game experience. For the full early access game, please use the commercial Pantheon: Rise of the Fallen client.
On the PTR, players will encounter bugs and incomplete content and/or systems. Server availability is not guaranteed. Additionally, character and/or server resets may occur without notice.
Please provide your bug reports and feedback on the Official Pantheon: Rise of the Fallen Discord, where PTR feedback channels have been created.
In this Update
This update contains substantial changes for Paladins and Dire Lords, as well as updates for several other classes. In addition, the update contains fixes for problems that were impacting NPC pathfinding, as well as several other bugs that were reported by players over the past testing period.
Dire Lord Updates
The mastery array for Dire Lords has been updated, and many abilities have been adjusted as a result. Dire Lord players may want to familiarize themselves with their new abilities when logging in after this update.
Paladin Updates
The mastery array for Paladins has been updated, and many abilities have been adjusted as a result. Several new abilities were added. Paladin players may want to familiarize themselves with their new abilities when logging in after this update.
Level Cap
The level cap for Week 10 will remain set to Level 30. Trainer NPCs for level 21-30 class abilities may be found in the village of Kingswatch in the Eastern Plains and the Port of Rulun in the Silent Plains.
Week 10 Testing Focus
- Combat testing for levels 1-30
- Mastery User Interface
- Mastery options for Warrior, Paladin, Dire Lord, Shaman, Cleric, and Druid
- Solo and Group adventuring gameplay throughout the game.
Bug Fixes
- Fixed an issue where the health bar for a charmed NPC would not be removed from the group member UI element when they were dismissed or when the charm effect was broken.
- Fixed several issues that were causing NPCs to fail when attempting to compute a path to a player they were engaged in combat with or to take extra time to compute that path. NPCs should feel more responsive in combat after this change.
- Fixed several issues related to NPC pathfinding in and near shallow bodies of water, such as lakes and ponds.
- Fixed an issue that would cause abilities to generate an error message stating that they failed due to a cooldown when in fact the ability was successfully executed.
Classes
General
- Warriors, Paladins, Dire Lords, and Clerics now receive the Light Plate armor proficiency at Level 25.
Cleric
- Sacred Shield should now refresh its effect if cast while it is already active on the target.
- Signet of Weakness should now properly reduce damage from opponents, rather than increasing it.
- The layout of the Mastery array for clerics has been updated.
- Celestial Light should now be properly granted to the Cleric when unlocked via Mastery.
- Writ of Restoration should now be properly granted to the Cleric when unlocked via Mastery.
- The potency nodes in the Cleric mastery tree should now properly contribute to the effects of many Cleric abilities.
- Several mastery effects that modify the behavior of Healing Spark and Celestial Light are in the process of being updated. These effects should now work more reliably when the first rank of either ability is used but may not work correctly for higher ranks at this time.
- Reprimand should now be properly applied when casting Rebuke or Smite.
Dire Lord
- The amount of Essence a Dire Lord has will cause them to be placed into one of three states during combat, reflected by a buff icon in the UI. In the Dormant state, where Essence is Low, the Blood Debt mechanic will be active, and the Dire Lord takes a small penalty to outgoing damage. This state is focused primarily on mitigation. In the Rising state, new damage will no longer be shunted to Blood Debt, and the Dire Lord will regain some health based on damage that they do. There is no penalty to outgoing damage while in this state. Finally, in the Unleashed state (high Essence), the Dire Lord will both deal additional damage and take additional damage, and the self-healing effects from the Rising state will be disabled. Additional effects and modifiers can be applied to each of these states via Mastery, and many Dire Lord abilities may have different effects depending on the state the Dire Lord is in.
- Abyssal Touch is now usable on targets within 10 meters. This ability now requires the Dire Lord to face their target.
- All damage from the Corrupt Blood ability is now delivered via the over-time effect placed on the target. The base duration of the effect has been reduced to 15 seconds, and the damage type has been changed to Curse damage. The ability now generates 200 Essence when used and requires the Dire Lord to be facing their target.
- Blood Fiend may now be used beginning at Level 1. Please note that the Blood Fiend ability no longer has a passive effect when it is not in use. Instead, the passive effect that was formerly linked to Blood Fiend is now linked to the Dire Lord’s Essence state.
- Blood State: Famished has been removed.
- Blood State: Nightmarish has been renamed to Nightmarish Aura and may now be unlocked via Mastery at Level 10.
- Blood State: Torrential Veins has been renamed to Torrential Veins and may now be unlocked via Mastery at Level 20.
- Spiky Bloodcoat has been renamed to Bloody Spikecoat. The cooldown for the ability has been reduced to 45 seconds, and the duration of the ability has been reduced to 12 seconds. The ability also now has varying effects based on the Dire Lord’s Essence state. Note that even with the name change, it is still likely that the Dire Lord will need to periodically clean their armor after using this ability.
- Call of the Dire now requires the Dire Lord to be facing their target. The movement speed reduction of this ability has been increased. Once Call of the Dire is used on a target, that target cannot be affected by it again for 30 seconds.
- Canopy of Blood is now unlocked via Mastery and is available at Level 30. Once unlocked, additional ranks of the ability will be automatically added to your Codex at levels 40 and 50. The base cooldown on the ability has been reduced to 90 seconds. The ability may now be used while at low Health but will set the Dire Lord’s Health to 1 when used in this way.
- Deafening Whisper may now be used on targets up to 20 meters away. The ability now requires the Dire Lord to be facing their target. The duration of the silence effect has been adjusted.
- Devour Strength, Devour Dexterity, and Devour Presence may now only be used on targets within 10 meters. The cast times for these abilities have been increased to 2 seconds, and they now require the Dire Lord to be facing their target.
- Dire Mark is now unlocked via Mastery at Level 20. The cooldown for the ability has been increased to 90 seconds, and the range has been increased to 20 meters.
- Harmshield is now an instant cast ability. The duration of the effect has been increased to 20 seconds.
- Haunting Blade will now deal additional damage if it successfully dispels an enemy buff. The cooldown for the ability has been reduced to 24 seconds, and it now requires the Dire Lord to be facing their target.
- Imposing Visage is now limited to melee range, and it requires the Dire Lord to be facing their target. The duration of the fear effect has been increased for all ranks of the ability.
- Life Tap now has a 2 second base cast time and the cooldown has been decreased to 10 seconds. The ability now has additional effects based on the Essence state of the Dire Lord when it is cast.
- Provoking Phantoms may now be used beginning at Level 4. The ability requires the Dire Lord to be facing their target. Provoking Phantoms stacks now have a 10 second duration, after which they will be dropped if a new stack is not added.
- Sanguine Blast is now a base class ability and is available from class trainers beginning at Level 14. Additional ranks of the ability are available at levels 20, 26, 32, 38, 44, and 50. The cooldown for the ability has been reduced to 15 seconds. The cast time for the ability has been reduced to 1.5 seconds, and the base health cost of the ability has been reduced to 4%.
- Splatter is now an instant cast ability. This ability is now limited to melee range and requires the Dire Lord to be facing their primary target.
- Subdue Essence is now an instant cast ability. The cooldown for this ability has been increased to 45 seconds.
- The cast time for Darkfall has been increased to 2 seconds, and the cooldown for the ability has been reduced to 45 seconds. The ability now requires the Dire Lord to be facing their target. The potency of the magic resistance debuff has been increased, and the duration of the debuff has been increased to 20 seconds.
- The cast time for Leaden Blood has been increased to 1.5 seconds, and the cooldown has been increased to 30 seconds. The range of the ability has been increased to 20 meters, and the ability now requires the Dire Lord to be facing their target. The duration of the root effect for higher ranks of the ability has been adjusted.
- The cooldown for Dark Revenge has been decreased to 10 seconds. An additional rank of this ability has been added at Level 50.
- The cooldown for Essence Harvester has been reduced to 16 seconds.
- The cooldown for Essence Thief has been reduced to 30 seconds, and the range has been increased to 20 meters. The ability now requires the Dire Lord to be facing their target.
- The cooldown for Thresh has been reduced to 10 seconds. The Essence Bleed triggered by Thresh will now last for 10 seconds, and damage will be applied every 2 seconds during that effect. This ability will add 200 Essence when used.
- The cooldown for Torment has been reduced to 30 seconds. The ability is now only useable within melee range and requires the Dire Lord to be facing their target. The duration of the effect has been reduced to 30 seconds, and the healing reduction amount for ranks I and II of the ability has been reduced.
- The cooldown for Vital Cage has been increased to 30 seconds. The duration of the ability has been increased to 4 seconds, and the ability now mitigates both Magical and Physical damage by default.
- The Fleshcarver ability now bypasses some of the enemy’s armor instead of dealing additional damage if the target was bleeding. This ability will remove up to 200 Essence when used.
- Blood Rot may now be unlocked via Mastery at Level 20. This ability is now instant cast, and the cooldown has been reduced to 18 seconds. The ability may now only be used within melee range and requires the Dire Lord to be facing their target. The ability may only be active on a single target and will be removed from that target if it is used on a different target.
- Edge of Midnight now requires the Dire Lord to be facing their target. If unlocked, Edge of Midnight’s additional ranks will now be automatically added to your Codex at Levels 16, 22, 28, 34, 40, and 46. The cooldown for this ability has been reduced to 8 seconds.
- Scarlet Curse may now be unlocked via Mastery and is available at Level 30. Once unlocked, additional ranks of the ability will be automatically added to your Codex at Levels 38 and 46.
- Tormenting Phantoms stacks now have a 10 second duration, after which they will be dropped if a new stack is not added.
Druid
- Fixed an issue where Hirode would fail to cast Hirode’s Flame with a line-of-sight error message if the Druid did not have a defensive target selected.
- Fixed an issue that caused all Druid pets (including Storm Wisps and charmed animals) to default to Hirode’s behavior and refuse to engage in combat.
- Fixed an issue with the Stormfire effect that was causing NPCs hit with it to become perpetually stunned.
- Druids should no longer be able to repeatedly cast Talisman of Storms to generate additional charges.
- Improved Talisman of Storms I and II should now properly control the maximum stack count of Talisman of Storms charges. Talisman of Storms should now also properly last for its full duration if charges are not used up.
- Faithful Ward I and II should now properly apply their effects to group members who are close to Hirode.
- Hastened Flame I and II should now properly improve Hirode’s cast times when unlocked.
- Improved Ignite I and II should now properly reduce the cooldown of Ignite.
- The healing bonus from Living Soil has been increased from 5% to 10% and is now a single mastery unlock (rather than two separate ranks).
- Preserver’s Wildfire should now properly be added to the Codex when unlocked.
- Verdanfire Seed should now be properly added to the Codex when unlocked.
- Verdanfire Tree should now be properly added to the Codex when unlocked.
Enchanter
- Fixed a problem that caused the Spell Turn ability to not work properly with Channeled spells.
- Strange Magic now has a shared cooldown between different ranks of the ability.
Paladin
- Added additional ranks of the Atone ability at levels 20, 30, 40, and 50. The first rank of the ability now has a base cost of 200 Wrath. Each successive rank requires additional Wrath to use but restores a higher percentage of lost experience to the target. The ability now has a 5 second cast time and a 5 second cooldown.
- Added the Edict of Purification ability, which is available at Level 20.
- Added the Edict of Quietude ability, which is available at Level 22.
- Added the Guardian’s Hand ability, which is available at Level 20.
- Armor of Faith now has a base cost of 10 Wrath. The cooldown for this ability has been removed, although it is still subject to the Global Cooldown.
- Condemning Blow is no longer unlocked via Mastery and is instead available at class trainers. The first rank of the ability is available at Level 2, with additional ranks becoming available at Levels 12, 22, 32, and 42. The ability now requires a shield, has a base cost of 25 wrath, and gives the paladin a bonus to block attacks (with the aforementioned shield) for a short time after being used. The base cooldown of the ability has been reduced to 12 seconds, and the ability also requires the Paladin to be facing their target.
- Divine Shock now has a base cost of 100 Wrath and no longer generates Wrath when used. The base cast time has been increased to 2 seconds. The ability will now always deal 50% additional damage against Undead targets.
- Edict of Authority is now an instant cast ability. The base cost of the ability has been reduced to 100 Wrath. The base duration of the stun effect has been reduced to 4 seconds.
- Edict of Might (affectionately known by many players as “yoink”) is now unlocked via Mastery and is available at Level 20. This ability requires the Paladin to be facing their target. The base cost for this ability has been reduced to 125 Wrath.
- Edict of Reprisal is now unlocked via Mastery and is available at Level 14. This ability no longer includes a shield component. The base cost for this ability has been reduced to 75 Wrath. The duration of the effect has been increased to 5 seconds.
- Hymn of Rites now boosts the Magic Defense skill, which helps players avoid magical attacks, instead of directly reducing damage taken.
- Hymn of the Stronghold now boosts the Defense skill, which helps players avoid physical attacks, instead of directly reducing the damage taken. This ability is now unlocked via Mastery and is available at Level 18. Once unlocked, additional ranks will be automatically added to your Codex at levels 26, 34, 42, and 50.
- Incite will no longer force an enemy to attack the Paladin for 3 seconds. When Incite is used, the Paladin will be moved to the top of the enemy’s Threat list and granted a small amount of bonus Threat. The cooldown for the ability has been increased to 20 seconds. The ability may now be learned at level 6 and requires the Paladin to be facing their target.
- Oath of Wrath now triggers only when using Zealous Strike, Valiant Cross, Faithful Strike, or Fervent Strike. The effect can only trigger once every 8 seconds. The amount of Wrath generated when the effect triggers has been increased. This ability now has a base cooldown of 10 seconds when out of combat.
- Radiant Lance no longer does additional damage to Undead opponents by default. The ability will now do additional damage if an opponent is at 30% health or below. Additional bonuses can be enabled via Mastery. The base cost for the ability has been reduced to 200 Wrath.
- Righteous Flame has been adjusted. The ability no longer uses charges but instead drains Wrath with each retaliation against attackers. The ability no longer has a cooldown due to the new nature of its operation. The first rank of the ability is now available at Level 2. Additional ranks are available at Levels 10, 18, 26, 34, 42, and 50.
- We also fixed a problem that would cause Righteous Flame to damage the Paladin if the Paladin was foolish enough to take damage from an environmental source. It should now be somewhat more viable for Paladins to lead the charge against the North Tusk Orcs in Hanggore as a result.
- The amount of Wrath generated by Venger’s Vow has been decreased, and the cooldown for the ability has been increased to 120 seconds. The paladin will no longer take additional damage while Venger’s Vow is active but instead will receive reduced healing from all sources. The paladin will still deal increased damage to their opponents while the effect is active. The first rank of the ability is now available at Level 4, and additional ranks of the ability are available at Levels 12, 20, 28, 36, and 44.
- The base cast time for Cure has been increased to 2 seconds, and the cooldown has been increased to 6 seconds. The base cost for the ability has been reduced to 25 Wrath. The ability is now guaranteed to remove both a poison and a disease debuff if both types of effects are present on the target.
- The base cast time for Oathflame has been increased to 3 seconds. The base cost for the ability has been reduced to 150 Wrath. The first rank of Oathflame is now available at level 4. Additional ranks are available at Levels 12, 18, 24, 30, 36, 42, and 48.
- The base cooldown for Living Light has been reduced to 20 seconds. The base cost for the ability has been reduced to 250 Wrath.
- The base cooldown for Unleash Wrath has been reduced to 12 seconds. The ability may now be learned at Level 16, with additional ranks available at levels 26, 36, and 46.
- The base cost for Faithful Strike has been reduced to 50 Wrath.
- The base cost for Golden Aegis has been reduced to 250 Wrath. The duration of the effect has been reduced to 8 seconds.
- The base cost for Turn Undeath has been reduced to 100 Wrath.
- The benefits applied to healing spells from Hymn of Devotion have been reduced.
- The dodge bonus provided by Hymn of Anticipation has been decreased.
- The Golden Charge ability has been removed.
- Valiant Cross will now deal full damage to its primary target and reduced damage to other targets within its area of effect. Additional Wrath will be generated by the ability for each target struck beyond the first.
- Zealous Strike now requires the Paladin to be facing their target. The ability now generates Wrath when used against Undead opponents and has a shorter cooldown if it misses.
- Added the Justicar’s Wrath ability, which can be unlocked via Mastery at Level 30.
- Added the Protector’s Charge ability, which can be unlocked via Mastery at Level 20. Once unlocked, additional ranks of this ability will be automatically added to your Codex at levels 30, 40, and 50.
- Blessed Flame is now a Passive ability. This ability must be added to your hotbar but will function without needing to be activated once it is added.
- Fervent Strike may now be unlocked via Mastery at Level 18, with additional ranks automatically added to your Codex at levels 24, 32, 40, and 48. The ability now heals group members within 8 meters when used, and the amount of Wrath generated by the attack has been decreased. This ability now requires the Paladin to be facing their target. The base cooldown for this ability has been increased to 12 seconds.
- Steadfast Conviction should now properly disable Wrath Decay outside of combat.
- Unwavering Support should now properly reduce the cooldown of Oathflame in the appropriate circumstances.
- Glory and Honor is now unlocked via Mastery and can be unlocked at Level 20. This ability is now an innate passive ability rather than an activated buff. This means that the effect will always be active once unlocked, and it does not need to be added to the hotbar. The amount of healing provided for group members by Glory and Honor has been increased.
- Hallowed Flame will now only consume charges of Blessed Flame if the cast is successful. The spell will still abort casting if there are not enough stacks of Blessed Flame available for it to successfully cast. The cooldown for this ability has been removed.
- Improved Faithful Strike I and II should now properly add their healing bonuses to Faithful Strike based on damage dealt.
- Oath of Conviction is now unlocked via Mastery and is available at Level 14. Once unlocked, additional ranks of the ability will be automatically added to your Codex at levels 24, 34, and 44. This ability now only provides benefits for specific abilities when it is used, instead of a blanket effect. Activation of these benefits is guaranteed but is limited to once every 8 seconds. The base cooldown for this ability is now 10 seconds when out of combat.
- Oath of Valor is now unlocked via Mastery and is available at Level 16. Once unlocked, additional ranks of the ability will be automatically added to your Codex at levels 26, 36, and 46. This ability no longer heals the Paladin but works in conjunction with Vigilance to heal the Vigilance target. The effect will only trigger once every 8 seconds and will only activate when using Zealous Strike, Valiant Cross, Faithful Strike, or Fervent Strike. The base cooldown for this ability is now 10 seconds when out of combat.
- The Covenant ability has been renamed to Sacred Intercession and will now only heal group members.
- Stoke Wrath may now only be used in combat. The ability has been adjusted to generate 150 Wrath when channeling begins, and then additional wrath over time as the ability is channeled.
- The base cooldown for Wrathful Aegis has been reduced to 18 seconds, and the base cost of the ability has been reduced to 125 Wrath. The effect radius and threat benefits of this ability have been slightly increased.
- The base cost for Lightguard has been reduced to 100 Wrath. The base duration has been increased to 4 seconds, while the base amount of damage mitigation provided by the ability has been reduced from 25% to 20%. The ability now provides damage reduction for both Physical and Magical damage by default. By default, the effect of the ability will be removed from the Paladin after the first attack that it mitigates.
- The cooldown for Vigilance has been increased to 10 seconds. The extra healing from Vigilance should now only be applied if the Vigilance target themselves was not the target of the original healing event.
Rogue
- Damage over time effects from Bloodletter and Twin Fangs should now stack if multiple rogues are fighting the same opponent and using different ranks of the abilities. Note that this only applies if the damage over time effects are applied by different rogues in the same encounter.
- Fixed an issue with Unstable Mixture that was causing its cooldown reduction effect to allow rogues to spam their abilities. This was obviously not intended behavior and while it was fun, we appreciate the players who reported the problem to us to be fixed.
Shaman
- The potency nodes in the Shaman Mastery array should now properly contribute to the effects of many Shaman abilities.
- The layout of the Mastery array for shamans has been updated. This includes changes to the pre-requisites for many mastery nodes.
Summoner
- Multiple Summoners should now be able to use Aether Darts on the same enemy, even when they are casting different ranks of the spell.
- Removed the Alacrity Amp scroll from higher level class trainers as this ability is no longer meant to be used.
- Updated the level requirement for Eye of Zohm to match the intended level of the ability.
Warrior
- Corrected the description on Hammering Blow to remove references to a buff that no longer exists.
- Guarded Strike I should now be properly usable at Level 1.
- Mighty Blow should now properly apply its damage at the end of its cast time.
- Quell should now properly strike its target when used in combat.
- Strike of Breaking should now properly strike its target. And hopefully break something of theirs, too.
- Taunt should now more reliably place the Warrior at the top of the enemy’s Threat list. This ability now requires the Warrior to be facing their target.
- Assault should now correctly grant a bonus Battle Point when used.
- Block bonuses from Shield Proficiency I, II, and III should now be correctly applied to the Warrior.
- Hold the Line should now be properly added to the Codex when unlocked. Also fixed its animation.
- Skillful Strikes should now properly apply a bonus to Accuracy when unlocked.
Itemization
- Accuracy (which improves your chance to hit with attacks and abilities) will now be reflected in item tooltips as the actual percentage boost that it applies, rather than as a number without any context.
- The Wanderer’s Hat has been adjusted to show the correct requirements and flags for the item.
- The Warden’s Lost Ring has been adjusted to show the correct requirements and flags for the item.
NPCs
- Dobian Yowe should now be trackable for adventurers who need additional assistance in locating this quest NPC.
- Snakes found throughout Terminus will no longer damage themselves with their own venom while in combat and instead will properly attempt to use this venom on players. Unless, of course, the snake is an Ouroboros.
- The bears of Terminus no longer carry invisible shields and instead use a more appropriate defensive ability when engaged in combat.
World
- Fixed some more missing collision on Thronefast and Black Rose Keep assets.
- Applied some optimizations to the Port of Rulun. More optimizations are planned for this area before it is complete.