recursal/Fanatic-Fandom huggingface dataset:
Sinister Strikes

### **Note(s):**

Ends immediately if a combat Techique is used, unless you were in  Shadow Walk when the Tech was used.

### **2:**

Consumes all Opportunity
Increase Physical damage by 15% per consumed Opportunity

## How to Acquire

### **Purchased from:**

Unknown

**Sinister Strikes** is an ability available to Rogues. It consumes all of the Rogue's current Opportunity and enhances their Physical damage based on how much Opportunity was consumed. Note that Sinister Strikes will end immediately if you use a combat Technique, unless you use that Technique while in  Shadow Walk.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Consumes all Opporunity points to activate.
 While active, all outgoing Physical Damage is increased by 15% for each Opportunity Point consumed.
 Using a combat Technique will immediately end Sinister Strikes unless the Technique was used while Shadow Walk is active.)*  (In-Game Description for  *Sinister Strikes.* )

## Reference(s)

1. ↑ CohhCarnage Plays Pantheon Rise of the Fallen Pre-Alpha (Episode 9)
Imbue Trait: Speed of the White Wolf

**Imbue Trait: Speed of the White Wolf** is an ability available to Druids. It is a beneficial ability that increases the target's movement speed. As an **Imbue Trait**, Druids can not use this on a target which already has another Imbue Trait active on them.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Imbue the White Wolf's speed and agility into the target, increasing their Movement Speed by 50% for 36 minutes.* (Latest In-Game Description)
Test/Abilities

This page contains links to all official Pantheon: Rise of the Fallen and Visionary Realms, Inc. video content. This page is **NOT** for fan videos or any type of video which do not involve VR employees in some way. For fan made videos or other content covering Pantheon, please see the sources available on this page.

To browse videos, click on the category you want and then select the year.

* Gameplay
* Developer
* Parting the Veil
* Roundtable
* Interview
* Assorted

* 2020-2022
* 2017-2019
* 2014-2016

* 2020-2022
* 2017-2019

Forging Terminus • December 2021Live Developer AMA • November 2021HDRP Pipeline Part 1 - Tech and Tools • October 2021Building Wild's End • September 2021 | Monk Preview Bonanza! • July 2021NPC Combat Tactics • June 2021Alpha One Breakdown • May 2021Behind the Design - Balance & Progression • April 2021Crafting & Gathering Introduction • February 2021

* 2021-2022

Unique Adventuring Items and Abilities • October 2022

Taming, Mounts and Travel • September 2022

Soloing in Pantheon: Rise of the Fallen • April 2022

Pantheon: The Rise of the Fallen is Not Niche, Part 1 & Part 2 • November 2021

* 2022
* 2019-2021

Roundtables became VIP exclusive in 2022. Parting the Veil filled the time slot.

Environment • October 2020Programming • October 2020General Pantheon • August 2020 | Lore • July 2020Community Management • June 2020AI, Creature Design & Philosophy • April 2020Customer Service • April 2020Programming • March 2020World Building & Environment • February 2020Q&A • January 2020

* 2020-2022
* 2017-2019
* 2014-2016

 Theoryforge Interview • October 2020

 PAX Online: Future of Online Games Panel • Septembert 2020

Q&A with Joppa • June 2020

PantheonPlus Joppa Interview • March 2020

MMORPG Q&A • August 2018

Lore & Design Q&A • Aprilil 2018

Classes Q&A • Aprilil 2018

MMORPG Interview with Chris 'Joppa' Perkins and Brad 'Aradune' McQuaid • May 2018

TwitchCon 2017 • October 2017

Interview with Brad McQuaid • January 2015

Aradune Interview #2 • April 2014

Aradune Interview #1 • January 2014

* 2014-2021
Studded Leather Belt

## Trivia

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
The Will to Live

**The Will to Live** is an ability available to Warriors. It greatly increases the Warrior's Dodge, Parry and healing received. It also locks Resilience at full.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Your will to live surges forth, increasing your Dodge and Parry chance by 50% for 10 seconds. Additionally:*

** Healing Effects on you are increased by 100%** *Your Resilience is locked at full for the duration.*  (Latest In-Game Description for *Will to Live*)

  Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Embrace your will to live, greatly increasing your Dodge and Parry chance, granting a bonus to healing effects cast on you and locking your Resilience to full. Only usable when your Health is below a certain threshold.* (Official Description for *Will to Live*)

## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **August, 2020**

    **Minimum Health Threshold Addeded.**

   **Description Changed.**

   **From:**

   *Your will to live surges forth, increasing your Dodge and Parry chance by 50% for 10 seconds. Additionally: Healing Effects on you are increased by 100%. Your Resilience is locked at full for the duration.*

   **To:**

   *Embrace your will to live, greatly increasing your Dodge and Parry chance, granting a bonus to healing effects cast on you and locking your Resilience to full. Only usable when your Health is below a certain threshold.*

  **August, 2019**

    **Endurance Cost Reduced** 100 > 50

    **Cooldown Increased** 180s > 300s

   **Description Changed.**

   **From:**

   *Your will to live strengthens your physical resilience, increasing your Health, Armor Class, and Avoidance by a large amount for 8 secs. (15m range, Instant cast, 180s cooldown).*

   **To:**

   *Your will to live surges forth, increasing your Dodge and Parry chance by 50% for 10 seconds. Additionally: Healing Effects on you are increased by 100%. Your Resilience is locked at full for the duration.*

## Gallery

* Current Icon for the the Will to Live ability
* Info for the Will to Live ability
* Old icon for the Will to Live ability

## Resource(s)

1. Archived Official Class Page (Warrior) (Retrieved 6/22)
2. Official Class Page (Class)
3. CohhCarnage Warrior Amberfaet

## Reference(s)

1. ↑ Halnir Warrior
2. ↑ Angering Blow tooltip
3. ↑ 3.0 3.1 Official Website
Squee's Grand Foolery

**Squee's Grand Foolery** is an ability available to Enchanters. The upgraded version of Squee's Mimicry, this ability allows the Enchanter to illusion all members of their group as a nearby environmental object. This trick is capable of fooling most creatures into ignoring the illusioned players.

## Description

*Illusion as an environmental object, fooling most enemies into ignoring the illusioned player.* (Truncated Description)

Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Enchanters can evolve Squee’s Mimicry into Squee's Grand Foolery, casting the illusion on all members of their group for X duration.* (Official Description via Archive)

Changes in green are considered buffs while changes in red are considered nerfs.

Pre-Alpha
Vinewoven Bridge

**Vinewoven Bridge** is an ability available to Druids. It allows the Druid to create a bridge which players can cross.

## Description

  Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Form a bridge of interlocking vines, allowing yourself and others to cross a gap that is too wide to jump across.* (Official Description)

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **August 30th, 2020**

   **Description Changed.**

   *You form a bridge out of interlocking vines, allowing you and others to cross a gap that is too wide to jump across.*

   **To:**

   *Form a bridge of interlocking vines, allowing yourself and others to cross a gap that is too wide to jump across.*

## Resource(s)

1. Archived Official Class Page (Druid) (Retrieved 6/22)
Thresh

**Thresh** is an ability available to Dire Lords. It deals direct damage based on the Dire Lord's equipped weapon. It also applies a damage over time effect that deals a percentage of the direct damage per tick.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Deals between 20 and 33 Physical damage, causing the target to bleed for 20% of the inflicted damage over 10 seconds.* (Latest In-Game Description for *Thresh*)

## Mastery

Rank 1
Mastery Points: 1
Reduce Endurance Cost by 5
Rank 2
Mastery Points: 4
The bleeds from your Thresh attacks increase incoming Physical damage on the target by 5%
Rank 3
Mastery Points: 9
Bleeding ticks from your Thresh attacks have a 20% chance to reduce the active cooldown of your Strike attacks by 1 sec.
## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

 March, 2021

    **Endurance Cost Removed.**

 September, 2020

   **Icon changed** (see gallery)

    **Range Increased.** 12m > 15m

    **Endurance cost added.** 0 > 40 Endurance

    **Cooldown Increased.** 6s > 10s

   **Description Changed.**

   **From:**

   *A ruthless attack that carves your enemy open to expose their Essence, causing your enemy to Bleed and healing you for 12% of your Max Health over 4 seconds (Generates 5 Essence).*

   **To:**

   *Deal 200% weapon damage, causing the target to bleed for 20% of the inflicted damage.*

## Gallery

* Thresh (2021)
* Scarlet Thresh, as seen in the Codex (2021)

## Resource(s)

1. Archived Official Class Page (Dire Lord) (Retrieved 6/22)
2. Official Class Page (Dire Lord)
3. the Nathan NAPALM Direlord Gameplay
4. Dire Lord Gameplay Preview

## Reference(s)

1. ↑ 1.0 1.1 Thresh tooltip
2. ↑ 2.0 2.1 Dire Lord Gameplay Preview
Torch the Glacier

**Torch the Glacier** is an ability available to Wizards. It is a Channeled spell that deals direct Fire damage to the Wizard's target, dealing more damage based on the enemy's Cold Resistance.

## Description

  Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*A channeled spell that deals Fire damage to your enemy over X seconds. Any movement will cancel the ability. Deals increased damage to enemies based on their Cold Resistance.* (Archived Official Description for *Torch the Glacier*)

## Resource(s)

1. Archived Official Class Page (Wizard) (Retrieved 6/22)

## Reference(s)

1. ↑ Official Website Class Page (Wizard)(Archived. Retrieved 6/2022)
Walk the Ages

**Walk the Ages** is an ability available to Shamans. It is a Combo ability which marks the Shaman's current location, granting them the effect Time-Bound for a duration, and then becomes Walk the Ages (Teleport).

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Mark your current location for 30 sec. When you activate this ability again, you will instantly return to the marked location. You cannot cross zone lines with this ability and a new location cannot be marked until the old location has been consumed or until the effect ends.* (Latest In-Game Description)

  Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Mark your current location in time. When you activate Walk the Ages again, you will become Timeless, instantly returning to the location you had previously marked.* (Official Description)

## Mastery

Rank 1
Mastery Points: 1
1. Extend return range to 75m

Rank 2
Mastery Points: 4
1. Extend return range to 100m

Rank 3
Mastery Points: 9
1. Marked location lasts for 60 sec

## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **March 5th, 2021**

   **Description Changed.**

   *Mark a moment in time, leaving an imprint of your spirit where you are currently standing for X duration. When you activate Walk the Ages again, you will instantly return to this location. You cannot cross zone lines with this ability.*

   **To:**

   *Mark your current location for 30 sec. When you activate this ability again, you will instantly return to the marked location. You cannot cross zone lines with this ability and a new location cannot be marked until the old location has been consumed or until the effect ends.*
  **August, 2020**

   **Description Changed.**

   *Mark a moment in time, leaving an imprint of your spirit where you are currently standing for X duration. When you activate Walk the Ages again, you will instantly return to this location. You cannot cross zone lines with this ability.*

   **To:**

   *Mark your current location in time. When you activate Walk the Ages again, you will become Timeless, instantly returning to the location you had previously marked.*

## Gallery

* INFO SHA walk the ages.png

 **Spell Info** [Click for Larger View] (Pre-Alpha, 3-21)

## Resource(s)

1. Archived Official Class Page (Shaman) (Retrieved 6/22)
2. Official Class Page (Shaman)
3. Bazgrim Shaman Gameplay

## Reference(s)

1. ↑ 1.0 1.1 Walk the Ages tooltip
2. ↑ 2.0 2.1 2.2 Official Website
3. ↑ Archived Official Class Page (Shaman) (Retrieved 6/22)
Techniques

**Techniques** are abilities available to players depending on what type(s) of weapon(s) the player currently has equipped.

## Description

Techniques are abilities which are unique to specific Weapon types. Shields and held equipment types such as Tomes do not currently have techniques of their own, but they may be a requirement for or enhance a technique provided by the primary weapon.  Techniques are learned as a player increases their Skill with the related weapon type.

There are two types of Techniques: Standard Techniques and Class Techniques. Standard Techniques are available to any class capable of equipping the required weapon type, while Class Techniques are specific to certain classes in addition to requiring a certain weapon type. There may even be special techniques which are only usable with a specific item - rather than an item type - equipped.

Techniques, like regular class Abilities/Spells, must be equipped to the Hot Bar. This means techniques are subject to the Limited Action Set mechanic and, as such, are given the same design philosophy as regular class skills. Some techniques are designed to deal damage, while others provide additional options such as Stuns or help sustain the player through Lifetaps.

While techniques primarily affect melee characters, Casters and Healers will benefit from techniques as well, both through basic attacks that allow them to supplement their limited mana pools, as well as unique magical applications of their weapons to Buff, Debuff, and affect the tide of battle.

### Readiness

All techniques require readiness to perform. Readiness is generated passively, with more being generated while auto-attacking and receiving damage.

## Design Goal

Techniques and the corresponding readiness resource were introduced to the public in April, 2022. Techniques were designed as another layer of options given to players, enabling them to react to a wider variety of challenges and greater opportunities to synergize with their fellow adventurers. Class specific techniques allow players to further differentiate themselves, their role and their playstyles.  Techniques also bring another sense of excitement to acquiring a new piece of equipment, now a new weapon won't simply offer increased stats but it can directly change your playstyle.

As an example case of the goal of techniques, take the Rogue. While Rogues favor Daggers as a weapon for dealing damage through abilities like  Backstab, they may want to lean into their flex role of Crowd Control by using Crushing weapons like Maces and Hammers, their passive  Ambidextrous and various Crushing weapon techniques.

## Resource(s)

1. Early Monk Experience (May 2022 Newsletter)
2. Introduction of Techniques (April 2022 Newsletter)

## Reference(s)

1. ↑ Shields & held items do not have specific techniques (Retrieved 5/19/22)
2. ↑ 2.0 2.1 2.2 2.3 Introduction of Techniques (Retrieved 5-18-22)
3. ↑ Techniques can stun & lifetap (Retrieved 5/19/22)
Vinewoven Grove

Self: Regenerate ???% of Max Health for the duration or until the barrier breaks

## How to Acquire

### **Purchased from:**

Unknown

**Vinewoven Grove** is an ability available to Druids. It is a defensive ability which creates a physical barrier around the Druid known as a Grove of Vines. Hostile non-player characters can damage the Grove of Vines to end the effect early. While the effect is active and the grove is intact, the Druid regenerates a percentage of their max health. Any movement will cancel the effect.

## Description

  Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*You encircle yourself with a wall of resilient vines. Enemies must deal enough damage to break through the wall before they are able to get to you. While inside the Grove of Vines you will regenerate X% of your Max Health for the duration or until the barrier is broken. Any movement will cancel the effect.* (Archived Official Description)

## Resource(s)

1. Archived Official Class Page (Druid) (Retrieved 6/22)

## Reference(s)

1. ↑ Archived Official Class Page (Druid) (Retrieved 6/22)
WarWizard

A WarWizard is an important figure in the backstory of *Pantheon: Rise of the Fallen*. It is also a special developer class played by Brad McQuaid as Aradune.

## Trivia

* WarWizard was a fantasy role-playing video game series. The original was released as shareware in 1993, first for Amiga, then ported to MS-DOS for IBM-compatible computers. It was developed by MicroGenesis, a small company founded by Brad McQuaid and most notable as his commercial debut, prompting John Smedley to hire McQuaid to create EverQuest.

* The WarWizard's appearance is based off of Brad McQuaid's EverQuest character, Aradune.

## Sources

1. http://wikipedia.org/wiki/WarWizard
2. http://wikipedia.org/wiki/EverQuest
Sanguine Cloak

**Sanguine Cloak** is an ability available to Dire Lords. It is a passive ability that increases the Dire Lord's Magic Resist.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Grants a base Magic Resist of 5* (Latest In-Game Description for *Sanguine Cloak*)

## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

 September 24th, 2020

   **Description Changed.**

   **From:**

   *Your mastery of essence has made you more resistant to magical effects.*

   **To:**

   *Grants a base Magic Resist of 5.*

## Resource(s)

1. Archived Official Class Page (Dire Lord) (Retrieved 6/22)
2. Dire Lord Gameplay Preview
Tattered Tunic

Items that are equippable in the **Tattered Tunic** are usable by Cleric, Dire Lord, Paladin, Ranger, Rogue, Shaman and Warrior.

## General Info

### **Weight**

Tunic
2.5

## Armor Info

### **Armor Class**

Heavy Leather
5

## Availability

### **Class(es)**

Any
Cleric, Dire Lord, Paladin, Ranger, Rogue, Shaman, Warrior

## Gallery

* Item details (8/2020)

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
The Keros Blade

## Gallery

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
Tenets

• Classes have distinct identities
• No single player should be able do everything on their own
• Game economies should delay and minimize item value deflation
• Combat is immersive with engaging group mechanics
• A truly challenging game is truly rewarding
• Greater risk earns greater rewards
• Player involvement is required for progression
• All actions (or lack thereof) have consequences
• Positive actions should be rewarded
• Meaningful character progression increases player power and prestige
• Ensure players have time to form important social bonds
• An immersive world requires intelligent inhabitants
• Faction and alignment is an integral part of interacting with the world and its citizens
• Focus on cooperative play that will attract those seeking a challenge
The greatest sense of accomplishment comes when it is shared – and earned
• Player levels should be both meaningful and memorable

• Player vs. environment should involve more than NPCs

• Engage the World!
Runeskin

**Runeskin** is an ability available to Enchanters.

## Description

*You absorb damage up to a limit. Once the limit has been reached, this ability stops functioning for a duration then actives at full effect.* (Truncated Description)

Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*You will naturally absorb a percentage of incoming damage, up to a limit. Once that limit has been absorbed, Runeskin will have to recharge for a short duration before passively reactivating at full effect. If not fully depleted, Runeskin’s damage absorption capacity will slowly replenish over time when not taking damage.* (Official Description)

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **August 30th, 2020**

   **Description Changed.**

   *Causes you to naturally absorb X% of incoming damage. Once that amount of damage has been absorbed, Runeskin will fade for Y duration before passively reactivating at full effect. Runeskin’s damage absorption capacity will slowly replenish over time when not taking damage.*

   **To:**

   *You will naturally absorb a percentage of incoming damage, up to a limit. Once that limit has been absorbed, Runeskin will have to recharge for a short duration before passively reactivating at full effect. If not fully depleted, Runeskin’s damage absorption capacity will slowly replenish over time when not taking damage.*

## Resources

1. Archived Official Website
2. Official Website
Squee's Mimicry

**Squee's Mimicry** is an ability available to Enchanters. It is an illusion spell that allows the Enchanter to disguise themselves as a nearby environmental object. This is capable of fooling most creatures into ignoring the illusioned Enchanter.

## Description

*Illusion as an environmental object, fooling most enemies into ignoring the illusioned player.* (Truncated Description)

Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Disguise yourself in the likeness of a nearby object in the environment. This illusion is quite effective and will fool most enemies, causing them to ignore you. Any movement will break the effect.* (Official Description)

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **August 30th, 2020**

   **Description Changed.**

   **From:**

   *You cast an illusion, taking on the likeness of a random object in the environment within X meters of you. This illusion is quite effective and will fool most NPCs who see you, causing them to ignore you.*

   **To:**

   *Disguise yourself in the likeness of a nearby object in the environment. This illusion is quite effective and will fool most enemies, causing them to ignore you. Any movement will break the effect.*

## Resources

1. Archived Official Website
2. Official Website
Setting Sun Kick

**Setting Sun Kick** is an ability available to Monks. It lowers the target's Spell Haste and can synergize with Rising Moon Kick if it is used first.

## Description

  Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*A precise kick that slows your enemy's spell casting speed. (Generates Chakra).* (Archived Official Description for *Setting Sun Kick*)

## Resource(s)

1. Archived Official Class Page (Monk) (Retrieved 6/22)

## Reference(s)

1. ↑ Official Website Class Page (Monk) (Archived. Retrieved 6/2022)
Sanguine Shield

**Sanguine Shield** is an ability available to Dire Lords. It is a defensive ability that reduces the damage dealt by projectiles in a frontal arc. Every time the Dire Lord reduces damage in this way, they gain Essence.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Create a shield of Essence for 5 seconds, reducing the damage of all incoming projectiles in a frontal arc by 20% and increasing your Essence by 4 when damage is absorbed in this way.* (Latest In-Game Description for *Sanguine Shield*)

## Resource(s)

1. Archived Official Class Page (Dire Lord) (Retrieved 6/22)
2. Dire Lord Gameplay Preview
Traps

*Traps*  are a gameplay mechanic available to both player and non-player characters. There are two major types of traps: mechanical traps and environmental hazards. *Mechanical Traps* are objects which have a specific triggers, such as moving over them. *Environmental Hazards* are things like false floors that players can fall through and false walls, potentially hiding lurking enemies.

## Types of Traps

Arcane Traps
There may be arcane traps which require a magic user to disarm, rather than a Rogue.
Camouflaged Traps
There may be traps that are well hidden within natural settings which require a Ranger to detect and disarm.
Mechanical Traps
These are the type of traps that players themselves can deploy and Rogues can disarm with their Disarm Mechanical & Enigmatic Traps. Mechanical traps generally have simple triggers like walking near/over them or trying to open them. Bear traps, trip wires, snares and trapped door and latch locks are examples of mechanical traps.
Environmental Hazards
These traps are best exemplified by false floors. Players falling through false floors could take large amounts of falling damage and potentially even die or end up in a room with hostile creatures. Another example is false walls behind which mobs could be lurking, waiting to aggro passing players or add onto pulls. Hazards are not necessarily death sentences and may instead just act as a nuisance. Hazards cannot be disarmed by as they are quirks of the environment, but their danger is drastically reduced once you know they are there and can plan around them.
## Classes

The following classes are confirmed or have been said to have access to forms of traps:

 Ranger
Hamstring Trap, Hidden Snare
 Rogue
 Caltrops,  Explosive Trap,  Flash Trap,  Springwire Trap,  Vapor Trap
Wizard
Per the February, 2022 Newsletter, the team are looking to give Wizards their own form of traps. No further information is available at this time.
## Resource(s)

1. Class Q&A w/ Creative Director Chris Perkins

## Reference(s)

1. ↑ There will be traps Class Q&A w/ Creative Director Chris Perkins
2. ↑ Arcane Traps Class Q&A w/ Creative Director Chris Perkins
3. ↑ Traps in nature settings might require Rangers Class Q&A w/ Creative Director Chris Perkins
4. ↑ Watch your step CohhCarnage Hosted Gameplay - August 2021
5. ↑ Wizards may be getting traps Newsletter, Feb 2022
Shield of Prisms

**Shield of Prisms** is an Arcane Shield available to players in *Pantheon: Rise of the Fallen*.

###  Gallery

* The Shield of Prisms equipped on a Gnome.
* Item details (aug. 2018)

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
Scribe

The **Scribe** is a Profession for Crafting available to player characters in *Pantheon: Rise of the Fallen*.

There are two specializations for the Scribe

## Researcher

This specialization focuses mainly on spells.

*It is possible that this specialization may also cover cartography, if this is included in the game. [as at Aug-2017]*

## Engraver

This specialization focuses on Tablets and Runes.

*While little more than speculation at this point, it is rumoured that should counterfeit currency be included, it would come within the auspices of this specialization. [as at Aug-2017]*
Wreath of Coals

**Wreath of Coals** is an ability available to Shamans. It is a damage ability which inflicts Fire damage to its target over time.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Burns the enemy, dealing 25 Fire damage over 24 sec.* (Latest In-Game Description of Crown of Ashes)

## Mastery

**1st**:

Cost to upgrade: 1

Reduce Mana cost by 20%
**2nd**:

Cost to upgrade: 4

Target: -2 Fire Resistance
Group: +2 Fire Resistance.
**3rd**

Cost to upgrade: 9

Gains Combustion if target is Windswept.
## Changelog

  **March 5th, 2021**

   **Mastery Description Changed.**

   **From:**

   *1st: Target: -2 Fire Resistance. Self: +2 Fire Resistance.

   2nd: Target: -4 Fire Resistance. Group:+4 Fire Resistance.

   3rd: Gains Windswept Advantage.*

   **To:**

   *1st: Reduce Mana cost by 20%

   2nd: Target: -2 Fire Resistance. Group: +2 Fire Resistance.

   3rd: Gains Combustion if target is Windswept.*

## Gallery

* Crown of Ashes tooltip - [Click for Larger View] (Pre-Alpha)
* Crown of Coals tooltip - [Click for Larger View] (Pre-Alpha)
* Crown of Coals tooltip - [Click for Larger View] (Pre-Alpha)

## Resource(s)

1. Archived Official Class Page (Shaman) (Retrieved 6/22)
2. Bazgrim Shaman Gameplay
Silk-Threaded Armband

## Gallery

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
Warden's Wildfire

**Warden's Wildfire** is an ability available to Druids. It is an ongoing area of effect healing and damaging ability which grows in radius over the duration. It centers on the Druid and will heal allies or hurt enemies within the effect area.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Animate 3 tendrils of Verdanfire that lash around you wildly, damaging any enemy and healing any group member they touch. These tendrils reach farther every second for the duration of this ability.* (Latest In-Game Description)
Upheaval

Hirode's Focus: Your Vinewoven Grove can be used without triggering its cooldown.

## How to Acquire

### **Purchased from:**

Unknown

**Upheaval** is an ability available to Druids. It is a defensive ability which pushes all enemies near the Druid away. If Hirode's Focus is active when you use this ability, Vinewoven Grove can be used without triggering its cooldown.

## Description

  Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*You cause the ground beneath you to quake and roll, pushing all nearby enemies up to X meters away from you. If Hirode's Focus is active when you use this ability, you may activate Vinewoven Grove without triggering its cooldown.* (Archived Official Description)

## Resource(s)

1. Archived Official Class Page (Druid) (Retrieved 6/22)

## Reference(s)

1. ↑ Archived Official Class Page (Druid) (Retrieved 6/22)
Setting Sun

**Setting Sun** is an ability available to Monks. It is the first half of a combo ability, with the second half being  Rising Moon. While Setting Sun is active, all incoming damage bypasses the Monk's defensive mitigation skills. The damage dealt is tracked for use by Rising Moon.

## Description

*For the next 3 seconds, all incoming damage will bypass your defensive mitigation and the total amount will be stored. After 3 seconds, this ability will become Rising Moon.* (Unofficial Description for *Setting Sun*)
Sabatons of the Tower

## Gallery

* Item details (pre-alpha 2020)

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
Whistling Winds

**Whistling Winds** is an ability available to the Summoner's Zephyr. It is a passive ability which grants your Zephyr the ability to double attack and dual wield.

## Description

Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Passive. Your Zephyr is able to double attack and dual wield. The chance for these skills to occur increases based on your Zephyr's Quickness and Power.* (Official Description via Archive)
Timeworn Ringmail Leggings

**Timeworn Ringmail Leggings** is a light chain legging available to players in *Pantheon: Rise of the Fallen*.

## Gallery

* Current tool-tip [ca. 2021 PA]

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
Whisper of Tysire

**Whisper of Tysire** is a spell available to Enchanters. It is a beneficial ability that enhances the mana regeneration rate of the Enchanter's group.

## Description

*Increases your group's mana regeneration.* (Truncated Description)

Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Flood your group with the whispers of Tysire, increasing the rate of mana regeneration.* (Official Description)
Wind Lance

**Wind Lance** is an ability available to the Summoner's Zephyr. It is a direct damage ability that deals Nature damage to a target. The damage increases based on how far away Zephyr is from its target and does more damage the further Zephyr is. It is Summoner activated, meaning the Summoner must command Zephyr to use it.

## Description

Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Summoner Activated. A piercing blast of wind that deals Nature damage from a distance. The farther away your Zephyr is from the enemy, the more damage this ability will deal. Damage increases based on your Zephyr's Quickness and Power.* (Official Description via Archive)
Shield Block

**Shield Block** is an ability available to Warriors. It dramatically reduces the Physical damage the Warrior receives. A percentage of the damage the Warrior would have received is converted into Resilience.

This requires the Warrior to have a Shield equipped.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Raise your shield, absorbing 60% of all Physical damage for 2 seconds. While Shield Block is active, you will gain Resilience as a percentage of the damage absorbed. Requires a Shield.* (Latest In-Game Description for *Shield Block*)

  Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Raise your shield to meet a frontal attack, dramatically reducing the physical damage you receive while the shield is raised. Additionally, a percentage of the damage you would have received will be converted into Resilience.* (Official Description for *Shield Block*)

## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **August, 2020**

   **Description Changed.**

   **From:**

   *Raise your shield, absorbing 60% of all Physical damage for 2 seconds. While Shield Block is active, you will gain Resilience as a percentage of the damage absorbed. Requires a Shield.*

   **To:**

   *Raise your shield to meet a frontal attack, dramatically reducing the physical damage you receive while the shield is raised. Additionally, a percentage of the damage you would have received will be converted into Resilience.*

  **December, 2019**

   **Description Changed.**

   **From:**

   *You raise your shield to meet your attackers, dramatically reducing the physical damage you receive for 2 seconds and converting X% of it into Resilience. If timed correctly, you will reduce the damage of an enemy’s Devastating Attack by up to 50% based on your Strength, Constitution and Shield Mastery. Certain shields may have material properties that can reflect magical damage when using Shield Block. (Uses 2 Battle Points)*

   **To:**

   *Raise your shield, absorbing 60% of all Physical damage for 2 seconds. While Shield Block is active, you will gain Resilience as a percentage of the damage absorbed. Requires a Shield.*

## Gallery

* Current Icon for the the Shield Block ability
* Info for the Shield Block ability.

## Resource(s)

1. Archived Official Class Page (Warrior) (Retrieved 6/22)
2. Official Class Page (Class)
3. CohhCarnage Warrior Amberfaet

## Reference(s)

1. ↑ Halnir Warrior
2. ↑ Shield Block tooltip
3. ↑ 3.0 3.1 Official Website
4. ↑ 4.0 4.1 Cohh Warrior Gameplay (Amberfaet)
5. ↑ Archived Official Class Page (Warrior)
Weathering

**Weathering** is an ability available to Shamans. It is a detrimental effect that lowers the target's attack speed.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Decrease an enemy's Armor Class by -4% for 2 min.* (Latest In-Game Description of **Weathering**)

## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **March, 2021**

   **Description Changed.**

   **From:**

   *Earth Bane. You erode the earthen elements within your enemy’s armor, reducing their Armor Class by X for Y duration.*

   **To:**

   *Decrease an enemy's Armor Class by -4% for 2 min.*

## Gallery

* INFO weathering.png

Tooltip for Weathering - [Click for Larger View] (Pre-Alpha)

## Resource(s)

1. Archived Official Class Page (Shaman) (Retrieved 6/22)
2. Shaman Abilities

## Reference(s)

1. ↑ 1.0 1.1 Weathering tooltip
2. ↑ Archived Official Class Page
Skymane's Pact

**Skymane's Pact** is an ability available to Shamans. It is a beneficial ability that increases the target's attack speed.

## Description

  Note: Statistics in the tooltip are relative to the caster and fluctuate based on attributes, level, etc. The following data is provided for informational purposes only.

*Increase the target's Haste by 30%. Ancestral Boon.* (Latest In-Game Description)

## Mastery

Rank 1
Mastery Points: 1
Reduce cooldown by 1 min.
Rank 2
Mastery Points: 4
Reduce cooldown by 1 min.
Rank 3
Mastery Points: 9
Convert to group buff.
Increase Mana cost by 100%
## Changelog

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

 March, 2021

   **Description Changed.**

   **From:**

   *Wind Boon. Fills your ally with the nature of the ancient Skymanes, increasing their Attack Speed by X% for Y duration.*

   **To:**

   *Increase the target's Haste by 30%. Ancestral Boon.*

## Resource(s)

1. Archived Official Class Page (Shaman) (Retrieved 6/22)
2. Roenick Shaman Gameplay

## Reference(s)

1. ↑ 1.0 1.1 Skymane's Pact tooltip
2. ↑ Archived Official Website
Wind-Woven

**Wind-Woven** is an ability available to the Summoner's Zephyr. It is a passive ability which grants your Zephyr a high chance to dodge melee attacks.

## Description

Note: The following description is from the archived official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Passive. Being bound to the Wind element, your Zephyr has a naturally high chance to dodge melee attacks. This chance is further increased based on your Zephyr's Quickness and Power.* (Official Description via Archive)
Summon Wall of Wood

**Summon Wall of Wood** is an ability available to the Summoner. It summons a wall of wood which can block the path of non-player characters. Physical summoned objects, such as this wall, can be targeted and destroyed.

## Description

Note: The following description is from the official website and might not match with other descriptions for abilities in this ability line. It is provided for informational purposes.

*Summon a wall of wood to place nearby. While it lasts, it is an immovable object that enemies must break down to pass through.* (Official Description)

Changes in green are considered buffs while changes in red are considered nerfs.

 Pre-Alpha

  **August, 2020**

   **Description Changed.**

   **From:**

   *You summon a wall of wood to protect you and your allies. If there is no other way around the wall, your enemies will attack the wall until they are able to break through it. As you grow in power, the types of walls you can summon will increase in resilience.*

   **To:**

   *Summon a wall of wood to place nearby. While it lasts, it is an immovable object that enemies must break down to pass through.*

## Resource(s)

1. Archived Official Website
2. Official Website

## Reference(s)

1. ↑ Summoned physical objects are targetable and destroyable
2. ↑ 2.0 2.1 Official Website