Year of the Covenants Season 3

## Tempest

> *"We have endured. We have suffered. Yet our resolve has not faltered. Now the gods have spoken. Tearing the skies, they want to remind us: of our rage to live; of our will to conquer; of our dauntless hearts pounding louder. We are but tears of blood flowing in a raging sea."*
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> *"But let us not pray the gods for mercy! Let them watch us! Let them hear us! Let them bear witness to us! As we harness the storm and embrace their fury."*
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**Year of the Covenants: Season 3**, named "Tempest," is the nineteenth season of the ongoing Faction War. Warriors prayed for an answer for their parched throats during the drought... and it was answered. But, the answer these warriors received from their gods was much more than simple rain, but a roaring storm, ready to wipe all who remained unprepared.

## Overview

> *"During the drought, we turned to the gods for deliverance. Our offerings were answered with rain and wind. From the heavens came something beyond our wildest dreams. No one is safe from the Tempest."*
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> *"What some see as a disaster, we grasp as an opportunity! The Gods have sent us a challenge! Will you rise up and accept!?"*
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Under a scorching sun, the factions of Heathmoor long fought for water. But what was once scarce then came in overwhelming abundance. The unbearable heat of the drought melted the glaciers of Valkenheim and as a result, the water levels rose dangerously. Torrential rains and violent winds fell upon Heathmoor, with no end to the storm in sight.

The tempest had a devastating effect on the landscape, with flooding and landslides becoming the new norm, and both Horkos and Chimera fought to survive the sudden climate change. With the home they once knew overrun with water, warriors found themselves out of their element. All except the Vikings, for whom the storm had brought about rebirth… and an opportunity to reign supreme.

## Features

### Storm Tides

After the scorching drought came the rain. Rising water levels, torrential rains and cyclonic winds had overtaken Heathmoor. Amid catastrophic flooding, Horkos and Chimera both struggled to survive. As safe land became a rare commodity, the animosity between warriors only intensified. And none were more rejuvenated than the Vikings, who believed that the gods had answered their prayers...

Partake in this three week long event, from September 9th to the 30th, where you live through the stormy floods that had suddenly befell upon Heathmoor. With an Event Pass offering the Vibrant Tide outfits, Tide of Thunders mood effects, and Tide of Elders ornaments, also take the time to learn about the lore behind this great torrent as you loot weapon visuals that look like they were carved from the rocks of the seabed.

Below is the list of order lore offered during the event:

* **Feats of Heroism:** *"In a Samurai village, the water created a current that swallowed everything in its path. As the people rushed to escape, a Shugoki planted their feet firmly on the ground, using their massive size to save a desperate family."*
* **Vikings Resurgent:** *"Because of their expertise in navigating the waters, the Vikings have suffered very few losses in the landslides and storms. For them, the rain comes as a rebirth, and it has only strengthened their resolve."*
* **A Change in Weather: "***A drought that felt like ages purged Valkenheim, the Myre and Ashfeld of natural resources. Heavy rains are now pouring down on the barren soils of Heathmoor. But is the deluge a blessing, or a curse?"*
* **Nature Renewed:** *"The Chimera Vikings believe in the benevolence of the divine personification of the sea, Ran. The water is a sign that nature is renewing, and they are determined to remain in her good graces."*
* **The Kyoshin's Influence:** "*The timing of the deluge, which came shortly after the arrival of the Kyoshin, was not lost on some. Indeed, it is rumored that the rains come from the gods who are enforcing the Kyoshin's vow to restore balance."*
* **A Changing Map:** *"The waters have risen to swallow certain places, and villages have been decimated by landslides. The unending rain has caused vast changes to the landscape, and the people of Heathmoor are being forced to relocate."*
* **Divine Help:** *"During the Drought, many looked to their gods for Salvation. The Vikings prayed to Aegir and Ran, the deities of the sea. Husband and wife, Aegir and Ran rule the ocean and often host the gods in their underwater abode."*
* **Harsh Climate:** *"Because of the drought's excessive heat, the glaciers in Valkenheim melted, causing the water levels to rise. A devastating climate change then followed, one that brought ceaseless rains and ravaging, cyclonic winds."*
* **Powerful Allies:** *"Both the Order of Horkos and the Chimera Alliance are following the Vikings' lead in facing the torrential rains. With Valkenheim growing powerful again, the Vikings have become highly sought allies throughout Heathmoor."*
* **Bloody Offerings:** *"The incessant rainfall and rising waters are seen as a blessing by the Horkos Vikings. Believing the sea divinity Aegir is listening, they continue their offerings - however bloody these offerings might be."*
* **A Frightening Prospect:** *"While some, like the Vikings, see the torrential rains as a blessing, others fear that this may be the beginning of a new normal, an endless string of catastrophes that herald nothing but doom."*
* **A Stronger Faction:** *"The Order of Horkos is struggling to survive. But the tempest comes with an unexpected benefit: warriors are being pushed to their limit, and some believe the elements are washing away the unworthy and the weak."*
* **Call of the Serpent:** *"When the rain began to fall, none smiled wider than Hulda. The first raindrop hit her forehead, and instantly she knew that the World Serpent had called upon her. She responded in kind."*
* **An Unwavering Leader:** *"What makes a leader? A steadfast nature and the ability to inspire hope in the darkest days. Luckily for the Chimera Alliance, the tempest proved unwavering for Gryphon. In the rain, he and his dripping bardiche stood tall."*
* **Strength in Numbers:** *"The drought was taxing on the Chimera Alliance, but their losses were fewer. Their stronger numbers help them face the storms and survive, showing that there is indeed strength in numbers, trust and comradeship.*
* **The battle of Red Waters:** *"On a beach at the edge of the rumbling sea, the Wu Lin fought the Black Priors under rain and thunder. That night, it was impossible to discern blood from rainwater. The sand turned red for days, earning the beach a new name."*
* **Fall of the Eternal:**
	+ **1** - *"The Eternal was a fearsome Horkos Centurion known to all. But his cruel rampage was halted by a modest Chimera Berserker who has now become a legend of their own. Across Heathmoor, tales of the Savior are spreading."*
	+ **2** - "*The Horkos Centurion known as the Eternal suffered a brutal defeat at the hands of the Savior, a Chimera Berserker. But little does the Alliance know that what is Eternal is not the Centurion, but his armor."*
	+ **3** - *"Another Horkos Centurion has taken on the armor of the Eternal, the latest in a long line of an immortal legend. Now, the people whisper of the Eternal's mysterious return, and his vendetta against the Savior."*
* **A Scribe's Journal:**
	+ **1** - *"One day, we were parched under a crackling sun. The next, the skies turned dark, the wind started blowing from the east, and the skies began to growl. Bu what felt like a respite quickly turned into horrifying chaos."*
	+ **2** - *"A Valkyrie named Eir fought off a dozen Knights pillaging our village. she moved like she was powered by the storm itself, a tidal wave made flesh. She saved my life... and countless others."*
	+ **3** - *"The rains seemed to calm, the waters began to still. There was a faint glow behind the veil of bloack clouds. Voices echoed from beyond the horizon... and we realized something terrible was coming for us."*
* Event Orders:
	+ **Nature's Power:** *"Torrential rains and rising waters are wreaking havoc on Heathmoor."*
	+ **Renewed Strength:** *"The storm has strengthened the Vikings' resolve."*
	+ **Heavy Losses:** *"Horkos or Chimera? All are the same under the rain."*

### Gameplay Balance

Below is a list of gameplay changes made at the start of the season. Some of these changes were tested in the Testing Grounds in the last season, while others are news to all players.

The two main stars of this patch is Orochi and Raider, whose Testing Ground changes have gone through, but not without tweaks in response to feedback given. Below is a list of changes made for each Hero, with *italics* representing changes made since the Testing Grounds.

* Raider:
	+ Storming Tap is slightly slower. Feinting Tap (soft-feint Storming Tap) is faster, but has had its damage reduced and comes out at one fixed timing. Both version are now Enhanced and now are Chain Openers, from only chaining into Finishers.
	+ Uninterruptible Stance now starts from 100ms into Chain and Finisher Heavies, from being varied.
	+ Raider's Storm (neutral Zone) now acts as a Chain Opener. Raider's Fury (chain Zone) is slightly faster so that it isn't interrupted by Lights after hit or block. Both Zone Attacks have had their Stamina cost reduced.
	+ Chain Attack speed has been standardized, with all Lights being 500ms and Heavy attacks being faster than 1000ms. Damage has been adjusted accordingly.
	+ New Light->Heavy->Light and Heavy->Heavy->Light chains added to give Raider better and more varied chain flow.
	+ All attack recoveries have had their hit/block/miss recoveries set to a maximum of 800ms.
* Orochi:
	+ Can now Dodge Cancel all attack Recovery, instead of only Finishers.
	+ Light Finisher removed, effectively removing Light->Light->Light and Heavy->Light->Light chains.
	+ Non-Bash Openers now can chain into a guaranteed Combo Light, instead of only on Top Light Opener. To account for this guaranteed damage, most Opener Attacks have had their damage lowered.
	+ Storm Rush is now accessible from Front Dodge on top of Back Dodge. All three sides are now the same speed (with hidden indicator for the first 200ms of the attack) and are all Undodgeable. Stamina cost for the move has also be standardized so it doesn't have extra costs.
	+ New Front Dodge Kick, a bash that is a Chain Opener and guarantees a Second Chain Light.
	+ Dodge Light Attacks are now all Enhanced. Riptide Strike (Back Dodge Light) now has I-frames and is slightly faster.
	+ Hurricane Blast (Heavy Deflect) has been removed, while Wind Gust (Light Deflect) now pins while beating Hyper Armor. It also can lead into a Combo Light.
	+ Zone Attack is now a Chain Opener and costs less Stamina.
* Option Selects:
	+ The Option Select changes were also implemented during this patch, although it is not explicitly stated. As mentioned during the Testing Grounds, the Developers created a special new tech that would eliminate all OSs, primarily through input sanitization. This tech causes parry attempts (Heavy input) to be deprioritized when done in conjunction with other inputs, such as a dodge or Zone Attack.

The following is a list of further gameplay balances made independently from the Testing Ground changes:

* Tiandi's Feats have been given a few changes:
	+ T1 Rally Call has been fixed, as it was basically non-functional prior to this patch.
	+ Both Rally Call and the unique T3 Vital Leech feats now only work when under 50 health. This makes it so that Tiandi's feats all only activate at one health level than having multiple ranges (50HP for T1, T2, T3 feats, 25HP for the T4).
	+ **Developer's comment** - The reason Rally Call didn't work properly before is that having the effects at the different thresholds, combined with the effect they performed, combined to be unable to query the correct HP threshold that the Tiandi was at. For this reason, Rally Call, Sacrifice and Vital leach are now using only the 50HP Threshold, and Indomitable will only use the 25 HP Threshold.
* Warlord's Crashing Charge has received changes so that it is not abusable anymore:
	+ Now only hits at one point than having an extended "crash" window. As such, functions much like Raider's sprint Stampeded Charge.
	+ No longer Unbalances Out of Stamina opponents
	+ Armor completely removed from the move (also applies to Warlord's Guardbreak throw)
	+ Removed Stamina regeneration pause and Stamina damage upon knocking the target into an obstacle (also applies to Warlord's Guardbreak throw)
	+ Cannot Unlock during hit recovery, preventing another guaranteed Crashing Charge after a Wall Stagger (also applies to Warlord's Guardbreak throw)
	+ **Developer's comment** - The Warlord's Crashing Charge has been an overly powerful move for some time, with its Uninterruptible Stance properties and unhealthy ability to chain into itself when Unbalancing or Wall Staggering. We hope these changes bring the move back in line with the intended power level while keeping its uses as a ledging tool and guaranteed damage off Wall Staggers.
* Sticky Dodge has been addressed so that dodging is based on player input instead of camera orientation.
	+ **Developer's comment** - Before this change, players could sometimes experience moment where they would input a dodge using a direction and end up dodging in a different direction due to how they were facing relative to the camera. This was more visible when target-swapping between multiple opponents. With this change, players should now always dodge in their desired input direction, regardless of their orientation relative to the camera.
* Long Bow feat activation time has been standardized to be equal across all Heroes who have access to the Feat.
* Fixed a number of gameplay bugs, including but not limited to incorrect attack animation bugs, Guaranteed Headbutt for Shugoki after a Forward Dodge Heavy on hit or block, and Peacekeeper's Left Side Heavy chaining later than expected on hit or block.
	+ In a patch made a few weeks into the season, a few more gameplay bugs were addressed: Back Dodging by pressing Back and Dodge should now offer proper I-frames (diagonal back dodge will no longer work for the time being); Shugoki's Dodge Headbutt should now have proper Guardbreak Vulnerability during the first 100ms of the move; Warmonger's new Execution Obliteration should now have a voice over; Kyoshin's new execution "Relentless Windstorm" will now be properly interrupted instead of guaranteeing the execution.

For more details, see the patch notes here.

### Testing Grounds

Although Orochi and Raider received their changes at the start of the season into the live game, Shinobi's changes were observed for needing a second pass in the Testing Grounds before being officially released. On top of this though, the Developers have taken a look into the Dominion Renown system, addressing long-standing issues that have persisted throughout the game's lifespan. These changes include balancing Renown rewards, simplifying Renown gain for kills, and reducing the strength of defending a point.

Below is a list of changes that will be seen in the Testing Grounds this time around:

* Shinobi: While the reception of Shinobi's changes were overall positive, Shinobi had some issues that in still being a competitive pick while also being overly frustrating to fight against. This second Testing Ground should help focus on reducing the Hero's unnecessary strengths (and accompanying bugs) that were given through the rework while giving Shinobi the tools needed to be competitive.
	+ Bleed damage changed to direct damage. *Shinobi does not rely on the Bleed mechanic as Nobushi, Peacekeeper and Shaman do. It also helps removes the Revenge issues that accompanied high amounts of Bleed damage, which Shinobi had.*
	+ Sickle Rain has been addressed to be less frustrating by having it obey Pinning rules, not drain stamina and not be accessible from Guardbreak. *Sickle Rain proved to be too strong, as it dealt too much damage while feeding little Revenge, while also having other frustrating mechanics such as ignoring Pinning rules, draining Stamina and being too easily accessible.*
	+ Ranged Heavy no longer wallsplats, and cannot target-swap nor be used after a Back Flip. *Ranged Heavy was meant to be used in tandem with a guaranteed Kick followup, but its ability to be target-swappable and usable after a Back Flip led to it also being usable to harass players from off-screen (one of Live Shinobi's issues). The removal of these aspects should make Shinobi less frustrating to face against.*
	+ Input leniency for a number of moves has been increased. *A number of Shinobi's move had strict input windows, which made them hard to perform, almost always requiring a buffer. Increasing the input window should help make these moves be usable across the board.*
	+ Front Roll and Back Flip now have i-frames and no longer are Guardbreak Invulnerable. Back Flip can now be used after most attacks (hit/miss/blocked) and Front Roll has more forward movement. *Front Roll and Back Flip, while using the Dodge input, did not operate like Dodges, and had other odd interactions. To make them more usable in more situations, they've been adjusted to be better used as maneuver abilities while also having the same aspects of a dodge.*
	+ Double Dodge no longer includes Back Dodge, costs less and can access Openers much like Live Shinobi. Front Dodge Kick has a wider input window. *Shinobi still lacked a decent Opener, although they remained overly slippery. As such, changes were made to make Shinobi's Double Dodge usable as an Opener while making them less slippery.*
* Dominion Renown: As it is currently, Renown Gain in Dominion favours certain playstyles and even particular Hero classes. The system is also overly complicated in certain aspects. As such, the other half of the Testing Grounds will focus on improving the Renown system to be a much more enjoyable experience without favouring any particular Hero or playstyle.
	+ Renown gain is now uniform for all classes (much like Breach) instead of being on a per-class basis. As an example, Assassins will no more receive the short end of the stick for trying to kill minions or boosting a Zone compared to other Hero classes.
		- Midway through the Testing Ground, a patch was made to address some of the Renown gains. Kill Assists have been increased from 8 to 10; Renown gained from boosting a Zone has been increased to 0.4 Renown/s to 0.5 Renown/s, while Renown gained from contesting a Zone has been decreased to 0.7 Renown/s to 0.6 Renown/s.
	+ Hero Kill bonuses have been removed except for Revenge (kill a Hero who has killed you), Streak Breaker (Kill a Hero with a 3+ Kill Streak) and Comeback (Kill a Hero after having died 3+ times); This should make Hero Kill renown gain less confusing.
		- Because of the removal of Hero Kill bonus, base Renown gain for killing a Hero has been increased to compensate, from 8-11 to 20 across all classes.
	+ Defending a Zone no longer grants Renown, so that failing to capture an opposing Zone is not as risky anymore.
	+ Feat Acquisition level has been changed to be much more evenly distributed: from 58-155-265-335 to 60-130-230-360
	+ Zone Capture has been changed so more Heroes does not mean faster capture speed; capture speed increase from Feats and Perks still work. This should help make Zone Capturing a much greater commitment and allow for more counterplay. This should also make it less efficient for full teams to roam the map and capture Zones incredibly fast.
	+ Hard Points earned by Zones has received changes to reduce how much is gained from a controlled midlane; both unboosted side Zones and the minion lane will now grant 0.9/sec (54/min) while a Boosted Zone will grant 1.8/sec (108/min).
		- Midway through the Testing Ground, a patch was made to address the issue with Point gains. Both a Boosted Zone and Captured minion lane now offers 1.5/sec (90/min), from offering 1.8/sec (108/min) and 0.9/sec (54/min) respectively.
	+ "Team Renown" has been renamed to "Team Points" to distinguish between Renown earned by players and Points earned for the team.

This Testing Ground will start on September 16th, lasting for two weeks until September 30th, just as Storm Tides ends. For more details, see the dedicated article here.

### Customization

The waters surrounding Heathmoor rose to submerge the lands. But as it drowned everything in its path, forgotten relics that long lay dormant at the bottom of the ocean were disturbed from their resting place and surfaced once more. Now, warriors had access to ancient weapons and armors that had risen from the dark depths of the seas... and both Horkos and Chimera would wield them in the hope of turning the tide.

With the new season comes new cosmetics. A new "Slap Off" paired emote has been introduced so that you can have some fun physical fun with your teammates. Unique executions have also made their grand return after over a year of not being around. For the Heroes who came after Year 5 Season 3, this is their first unique execution even.

New armor visuals will come during the midseason, introducing once more a refined look of the Chimera.

### Battle Pass

> Another battlepass is here. Through the hundred tiers, get access to the new collections of items that you'll be able to unlock as you progress through the free or premium pass. Battle Pass and season content will be themed around being gems of the sea, believed to be special weapons that harbor the powers of either Aegir or Ran.
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The coming of unending rains led the Vikings to believe that Aegir and Ran, the deities of the sea, were listening. Legends said that the married couple ruled over the oceans, and that their generosity came from offerings. For Chimera, this meant honoring Ran by respecting nature. But Aegir demanded blood... and Horkos were more than happy to provide.

Bring your customization to a whole new level with some maritime flair for your character's look through the 100 Tiers of rewards available for all heroes, all worth over a million Steel! For the premium tier, there is included the special signature emote Float and Gloat, the Water Summoner execution where you drown your foe in a pillar of water and the exclusive Aegir and Ran effects. As this pass is seasonal, progression through the Pass will reset at the end of the season.

#### Free & Premium Pass

The Season Pass has two ranks: the Free Pass and the Premium Pass. All players will have access to the Free Pass, earning rewards which include embossings, ornaments, an emblem outline, color swatches, paint patterns and more. Rewards are earned every few tiers.

The Premium Pass on the other hand offers the bulk of rewards, such as new signatures, new weapons, new executions, new effects, and more. Premium Pass owners will still receive rewards from the Free Pass. The Premium Pass also offers +10% Battle Points, the points necessary to progress through the Battle Pass tiers.

As both Pass' progression are shared, a player is able to upgrade to a Premium Pass and receive all rewards they would have gotten if they had purchased the Premium Pass from the start.

#### Notes

Take note that the purpose of the Battle Pass is to guarantee rewards for players, compared to how all rewards were based around random drops post-match or scavenger crates. The Battle Pass however will not replace any current system of cosmetics and loot gain, such as the above mentioned random drops, any event loot or the content of the week.

Content of the Battle Pass, even for the Premium Pass, will only be character customization items and consumables, preventing a pay-to-win model. All tiers are also visible to Free Pass owners, so there are no hidden rewards. However, the exclusive rewards in the Premium Pass may become unobtainable at the end of the season.

Progression through the tiers of either Passes can be hastened with Steel, skipping either 1, 5 or 20 tiers at once. The price for hastening progress is static through the tiers and between both ranks of Battle Passes.

### Visual Changes

With the storm upon Heathmoor, many visual aspects of the game have been changed to reflect this new weather. The main menu, Hero select and face-off screen all showcase the Heroes standing in front of a cliff amidst a rainstorm. The Warmap also reflects this as thick thunderclouds cover most of the map.

A couple of maps have become flooded with heavy rain, wit the Vikings taking it one step further in worshipping the gods who brought them the rain. These maps are the Shard, Harbor and Gauntlet. Minions on side of the field now feature a very muddy design, as they are drenched with the mud of the weather.

### Event Throwback: Wrath of the Jormungandr

After the Storm Tides event, the Wrath of the Jormungandr event makes a comeback with its event gamemode, loot, order lore and the special Rampage of Ragnarok execution. Together with the return of the event are two new customizations in the form of the new Seawater material and the Deadly Current ornament.

The event will last from October 7th to the 14th. See more about the event itself on its dedicate article page here.

## Midseason Changes

### Survivors of the Fog

Walk into the Fog during this year's Halloween to experience a unique horror, as For Honor has collaborated with the survival horror game Dead by Daylight to bring to you the worst nightmare possible. As you face your foes in capturing zones on the Cinder Mill map, be wary of the Killer who will roam the map, killing all who stands in his way: the Trapper. Lasting from October 21st all the way until November 11th, loot what gruesome goods that you can and escape from the Entity's clutches.

More information about the event can be found on its designated event page here.

### Balance Improvements

During the midseason change, couple of improvements were initiated. Find more detailed information about this midseason change here.

* A couple of changes have been made to Shugoki's kit:
	+ Shugoki's Demon Ball no longer possesses any form of Armor.
		- **Dev Comments** : *Shugoki players could use Demon's Ball in the middle of a group fight and avoid being punished for it, and in fact teammates could pile damage onto the victim. By removing the defensive properties on Shugoki and its victim during the move, other players should now be able to interrupt it.*
	+ Shugoki's Super Sprint has also had its Movement Speed reduced to 7.25m/s from 8.5m/s.
	+ The Feat Staggering Blow now only lasts for 20 seconds instead of 45 seconds.
		- **Developer's comment**: *This should tone down Staggering Blow without taking away from its impact on combat. Players will have to be more mindful of when they use Staggering Blow to be as effective as before.*
* Fixed a bug where victims of Gladiator's Skewer on a wall could guarantee a Guard Break. Increased the stagger time for the victim to 500ms from 400ms.
* Fixed a number of incorrect animations for Shaolin, Jiang Jun, Hitokiri, Zhanhu and Kyoshin.
* Fixed a number of issues with Kyoshin:
	+ Patched branching time from Sprint Attack into Finishers or Kaze Stance to be the standard 200ms. Was 266ms before.
	+ Fixed an issue with Kaze Stance's enhanced Hakaze attack, where it wouldn't reach a Nobushi who had performed certain attacks.
	+ Fixed an issue where Fujin Force would not track Soldiers.
	+ Fixed the ability to heal with Hikarimore or "Hikari to Kage" feats by attacking the Ram.
* A couple map changes:
	+ Adjusted spawn locations for both sides on Beachhead.
	+ Fixed an issue where Players would get stuck on the trap level near Zone A on Sanctuary Bridge.
* Made the Apprentice Trial: Stamina easier, as the enemy Warlord Bots proved to be harder than intended for the purpose of the Trial.
* Fixed a couple of audio bugs.
* Fixed a number of customization issues.

## Gallery

### Images

Tempest on the horizonSamurai minion during the TempestKnight minion during the TempestViking minion during the TempestTempest Shard 1Tempest Shard 2Tempest Shard 3Tempest Shard 4Tempest Shard 5Tempest Gauntlet 1Tempest Gauntlet 2Tempest Gauntlet 3Tempest Gauntlet 4Tempest Gauntlet 5Tempest Gauntlet 6Tempest Gauntlet 7Tempest Gauntlet 8Tempest Harbor 1Tempest Harbor 2Tempest Harbor 3Tempest Harbor 4Tempest Harbor 5Lion Statue easter egg on Harbor
### Video

For Honor- Tempest Story Trailer - Ubisoft -NA-For Honor- Year 5 Season 3 Tempest Launch Trailer - Ubisoft -NA-For Honor- New Unique Executions - Weekly Content Update- 09-09-2021 - Ubisoft -NA-
## Trivia

* Ægir and Rán are personifications of the sea in Norse mythology, respectively a jötunn and a goddess. They have nine daughters who personify the waves.
* The exclusive executions were hinted at in previous seasons, primarily through parts of their execution being used during trailers for cinematic flavour. Some examples include Gryphon's Execution during the Mirage Launch Trailer, the Hitokiri's Execution during the Mayhem Launch Trailer, and the Jormungandr's Execution during the Year 4 Deep Dive trailer.
	+ This may reflect the fact that Hero-exclusive executions were available early on, as far back as the start of Year 4, but due to the real world events (primarily the COVID-19 epidemic) that was occurring during 2020, their release were pushed back until this season. Their release as of now may signal that the team has recovered and can resume the release of these executions, although time can only tell if that remains true next season.
* For the exclusive executions given to the Heroes, there is a theme given to each faction (with some Heroes not being included). More specific trivia is available on each Hero's page:
	+ For the Knights (except Warmonger and Gryphon), their executions are named after famous quotes either from English or Latin.
	+ For the Samurai (except Kyoshin), their executions are named after techniques or terminologies from Miyamoto Musashi's Book of Five Rings, a text that covers kenjutsu and martial art principles in general.
	+ For the Wu Lin, each of the Hero's execution is named after a weather deity in Chinese mythos.
	+ Unfortunately for the Vikings, their execution do not hold any specific theme in their names.
* For the changed maps of the season, two of them have minion easter eggs:
	+ On the Shard, out in the sea on the Defender's side is a minion standing on some castle ruins, cheering on in the rain. Can be seen in the distance in the Shard 3 picture in the gallery above, with Shard 4 being a close-up.
	+ On Gauntlet, right next to the Attacker's Spawn, there is a minion worshiping a large Viking stonehead. Can be seen in the Gauntlet 1 picture in the gallery above, with Gauntlet 2 being a close-up.
* There was also a map change made after the Dead by Daylight event, where on the Harbor map, a shishi (石獅; lit. "stone lion") Chinese lion statue and a closed box appeared located just off-map (supposed to be on a rowboat, though the boat does not always appear) between the Attacker Spawn and the Market capture point. The nature of this statue and closed box remains unknown, but may be a hint to the content of Year 5, Season 4.
* Based on the lore orders given during the Storm Tides mini-event, the Berserker and the Centurion featured both in the season's main artwork and in the story trailer are named the Savior and the Eternal respectively.