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Pantheon: Rise of the Fallen
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== GAME MECHANICS == '''13.0 How will targeting work?'''<BR/> There will be both offensive and defensive targets. Beneficial spells and abilities will be directed toward your defensive target, while harmful spells and abilities will be directed at your offensive target. Some spells and abilities, primarily area-of-effect spells, will involve targeting the ground or area around your foes. You can also mark targets visually for other players in your group. '''13.1 Is there an auto-attack and if so, how will it work?'''<BR/> There will be a traditional auto-attack system. Passive abilities will trigger automatically during combat (dodge, parry, etc.). This gives the player the time to focus on selecting abilities and spells (magic missile, fireball, counterspells, deflections, etc.) based on what’s going on tactically in combat. '''13.1.1 Does Pantheon use tab-targeting and auto-attack or a more ‘action’ focused combat system?'''<BR/> We realize that some MMOs have used a more ‘action’ oriented combat system, where you click on different buttons to attack, swing your sword, dodge, etc. With Pantheon, combat will still be action-packed and require close attention, using tactics, as well as reacting to what mobs and other players may be doing. In Fact, in addition to the traditional auto-attack mechanic, Pantheon will expand on it and you will be casting spells, assuming stances, countering or deflecting your opponent's moves and spells, and more. Additionally, while you can either click directly on a mob or simply use the tab key to change targets, there will also be a subset of spells where you can target the ground (for example, some area-of-effect spells). '''13.1.2 Can you go into more detail regarding the action aspect of combat?'''<BR/> The player will have enough time to react to what the NPC is doing (counterspell, deflect, move out of the way, etc.). Combat is more involved and the player will need to pay attention, but it is not ‘twitch’ in the way a first-person shooter is. '''13.1.3 Is there any reason to position to the side or behind an enemy?'''<BR/> NPCs / Mobs cannot block, parry, or riposte when you are attacking them from their rear 180 degrees. Additionally, other detrimental effects like area of effect spells will emphasize good positioning. '''13.2 Will there be ability chaining?'''<BR/> We’re considering it. We don’t want to create a detailed combo system, but we like the idea of synergetic abilities, and the opportunity for players abilities to open possible actions for others. We will reveal more in the future. '''13.3 Is the combat system set in stone?'''<BR/> Combat statistics, formulas, weapon damage, weapon delay, resource pools, regeneration, etc. are all things we are constantly tweaking and monitoring. While we are at the point we need to be right now, we don’t consider anything final. Tweaking and balancing a MMO is an ongoing process. '''13.4 Will there be weapon resists and armor/skin types that affect physical combat?'''<BR/> Yes, what sort of material your weapon is made of and the body type of your target will matter. For example, scale, bone, and slime body types mitigate slashing damage, while crystalline body types take extra damage from piercing attacks. '''13.5 Are there going to be any type of ranged weapons?'''<BR/> Absolutely. Ranged throwing weapons and archery will certainly be in Pantheon. '''13.6 Will there be any friendly fire or negative friendly effects?'''<BR/> There may be a few rare, extremely powerful AOE spells, that could affect others in your group. You’ll want to use them judicially and make very sure your group is positioned correctly. That being said, this would be the exception, not the rule. '''13.7 Will players have an /assist command?'''<BR/> Yes. '''13.8 How will loot work?'''<BR/> Mobs that you kill have a chance to drop loot. The loot you obtain after defeating a mob should make sense relative to the type of mob. In other words, pelts and fur should come from animals, and swords and shields from sentient beings. Rats will not drop breastplates, unless perhaps they are really big rats who just finished eating your friend. Items will not be the only thing a mob may drop -- in Pantheon, many of the more rare and exotic spells and abilities are obtained from a wise sage hiding in the depths of a dungeon or at the top of a remote tower, instead of at the local trainer. '''13.9 What is your philosophy on item proliferation and drops?'''<BR/> Our desire to bring back the value and personality of items drives our item design. This means that the frequency of upgrades will be slower and when you do get a new piece of gear, not only will the experience be memorable but, also, so will the item. We want you to collect your items and be able to remember their names. When you get that epic item or rare drop after an incredible dungeon crawl, we want you to be in awe of what you have accomplished and the reward that came from it. Items will be memorable, deserved, cherished, and desired. There will also be many ‘situational’ items. '''13.10 What about the notion of magical versus non-magical weapons?'''<BR/> Lower level items will have their limits. Many will not be ‘magical’, limiting the types of mobs you can engage. That said, the first few levels should go fairly quickly and then advancement will slow as the player gets into the meat of the game. Roleplaying-wise, it’s traditional to start with more basic equipment, then gain access to more powerful non-magical gear, and then eventually magical gear and even planar gear. High level items will include procs (the ability to cast spells themselves), bane bonuses, regeneration & spell focus bonuses, and more. '''13.11 Will I be able to freely trade my items?'''<BR/> We recognize that the items you gain from your adventures, or the hard-earned gold coins, are yours and that you should be able to do with them whatever you want. This means that no-drop and bind-on-equip items will be the exception, not the rule. Epic weapons or items used for quests may be restricted, but the majority of items will not. That said, some quests may require you to turn in an older item in order to complete them. You will also be able to sacrifice items at altars in temples in return for valuable and long lasting ‘buffs’. So, while the game will not stop you from handing down most items to other players, it will also encourage you to remove older items from the player-driven economy by rewarding you accordingly. '''13.11.1 If you sell an item to an NPC vendor, can other players buy them?'''<BR/> Yes. '''13.12 Are items going to have level or stat requirements and what do you think about twinking?'''<BR/> In general, there will be no hard level limits. High-level items will have their power scaled by the player’s ability, reflecting their limitations in using the items’ full power due to their lower level/ability. This prevents too much power being placed in the hands of a low-level character. There will still be lots of reasons to trade in your items such as sacrificing them at temples for long term buffs, augmenting your items, etc. Over time, this will cause more powerful items to trickle down. It is, however, our responsibility to stay ahead of that curve by introducing new content with better items to drop and craft. This is more difficult to design properly, but we feel it creates a much more vibrant and open player driven economy. '''13.12.1 Will item effects have level requirements?'''<BR/> For item procs and ‘clicky’ items, these effects will have a level requirement. ‘Worn’ or passive effects from items will not. '''13.13 Will weapons or armor have light sources?'''<BR/> Yes. Additionally, you will be able to visually see the reflection of various light sources on other objects in Terminus. '''13.14 Will there be collisions between players or mobs?'''<BR/> This is something that we have debated internally, and will continue to look at before and during external testing. We are aware of the griefing potential from player collision. Collision with NPCs / Mobs is something in which we'd be more open. <div id="NPCs"></div>
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