SMITE Version 9.1.6950.5

## New God Skins

* **Crimson Kraken Poseidon**
Exclusive - Hellfire Syndicate
* **Miss Misery Nike**
Exclusive - Hellfire Syndicate
* **Devil Punk Da Ji**
Exclusive - Hellfire Syndicate
* **Angel Of Death Thanatos**
Exclusive - Hellfire Syndicate
* **Honorable Hero Rama**
Exclusive - Dharmic Era
* **Prototype 2.0 Charybdis**
Exclusive - Dharmic Era
* **Bone Wraith Kukulkan**
Exclusive - Dharmic Era
* **Croaki Loki**
Unlimited - Dharmic Era
* **Space Scoundrel Danzaburou**
Limited - Season Pass 2022
* **Corroded Colossus Atlas**
Exclusive - Colossus Chest
* **Grave Golem Geb**
Limited - Season 9 Ranked Reward
* **Apollo Default**
Base - Visual Update
* **Slickshot Apollo**
Standard Recolor - Visual Update
* **Apollo Masteries**
Mastery Skin - Visual Update

## New Voice Packs

* Crimson Kraken Poseidon
* Miss Misery Nike
* Angel of Death Thanatos
* Prototype 2.0 Charybdis
* Bone Wraith Kukulkan
* Croaki Loki
* Space Scoundrel Danzaburou
* Corroded Colossus Atlas
* Grave Golem Geb

## New DLC

*You can get all of the Season 9 Gods, and some spectacular content for each, all-year long with the SMITE Season Pass 2022! After purchasing, you will also immediately unlock the Limited Space Scoundrel Danzaburou skin, Space Scoundrel Loading Screen,* “Most Wanted” *Title, and 1000 Gems!*

* Season Pass 2022 – $39.99 USD, includes the following items:

* 1000 Gems
* Space Scoundrel Danzaburou – Limited
* Space Scoundrel Loading Screen – Limited
* *Most Wanted* Title
* As well as all of the following content for each new God released in 2022:

* Unlocks the Gods for gameplay, if you do not own the Ultimate God Pack
* Base Recolor Skin
* New Limited Recolor Skin
* Voice Pack
* Wave & Clap Emotes

## Update Release Schedule

* **January 25**

* Hellfire Syndicate Battle Pass
* Season Pass 2022
* The Dharmic Era Event
* The Dharmic Era Conquest Map
* Slash Map & Game Mode
* Season 9 Ranked Rewards

## The Dharmic Era Event

### Welcome to the Dharmic Era Event!

*Every 2 weeks we will release an event bundle with 4 exclusive items! On initial release the bundles will cost 900 gems and once the next bundle releases the previous bundle will become 1200 gems. Purchase 2 bundles to unlock the exclusive Rama Skin, purchase 4 bundles to unlock the unlimited Loki Skin.*

*Questing is free for everyone! Discover the Hindu Gods in the Codex by “seeing” them in matches. This can be achieved by playing as, playing with, or playing against these Hindu Gods. Seeing a god 3 times grants the player the Ultimate Hindu Pantheon Frame. This frame levels up with an icon every time you complete a full god portrait in the Codex.*

* Week 1

* Dharma Bundle

* Prototype 2.0 Charybdis Skin
* Bone Wraith Kukulkan Skin
* Cutesy Prototype 2.0 Avatar
* Bone Wraith Loading Screen

* Week 3

* Varna Bundle

* Xeno Weaver Arachne Skin
* Malware Mercenary Osiris Skin
* Xeno Weaver Announcer Pack
* Spiders! Jump Stamp

## Bug Fixes

### UI

* Fixed an issue where the new ranked system would show incorrect god filtering and sorting during picks and bans
* Fixed issues where players were not receiving god mastery avatars for each 10 gods mastered
* Fixed additional issues with Ranked Leaderboards

### General Gameplay

* Fixed an issue where accounts at exactly level 30 would experience matchmaking issues making it hard to get a match in Joust, Arena, or Conquest (levels 1-29 go to new player queues, 30+ go to normal queues)
* Fixed an issue where the “Diamond are Forever” Achievement was not properly unlocking

### Gods

* Persephone

* Fixed an issue where Bone Rush wasn’t applying a slow

* Heimdallr

* Fixed an issue where his Bifrost ability could be used but not go on cooldown in rare instances

* Chang'e

* Fixed an issue where Chang’e’s Pirate Admiral and Pirate Queen skins play default FX for their A01 and A03

* Ah Muzen Cab

* Fixed an issue where the Stingpunk Skin cannot see the AoE radius of his Hive’s effects

* Cliodhna

* Fixed an issue where this god could still be picked when banned by other players in ranked

### Items

* War Flag

* Fixed an issue where the gold gain from this item could stop working if multiple War Flags were present on multiple players in the area
* Fixed an issues where some of Thoth’s, Yemoja’s, and Athena’s abilities were not triggering gold gain as intended

## Quality of Life

### Audio

* New Map Audio Queues have been added for various map events on various SMITE game modes

* Conquest

* The Fire Giant has arrived
* The Gold Fury has arrived
* The Pyromancer has arrived
* Your team has destroyed the Fire Giant
* Your team has destroyed the Gold Fury
* Your team has destroyed the Pyromancer
* The enemy team has destroyed the Fire Giant
* The enemy team has destroyed the Gold Fury
* The enemy team has destroyed the Pyromancer
* Your Obelisk is under attack
* The Obelisk is active
* The Obelisks are active
* Your team has fully powered the Obelisk
* The enemy has fully powered the Obelisk
* The enemy has fully powered their Obelisk

* Slash

* An enemy Juggernaut has arrived
* Your Juggernaut has arrived
* The enemy Juggernaut has been destroyed
* Your Juggernaut has been destroyed
* Apophis has arrived
* The enemy has destroyed Apophis
* Your team has destroyed Apophis

* Arena

* Your team has 50 tickets remaining
* Your team has 10 tickets remaining
* The enemy has 50 tickets remaining
* The enemy has 10 tickets remaining

* Joust

* The Bull Demon King has arrived
* The enemy team has destroyed the Bull Demon King
* Your team has destroyed the Bull Demon King

* All music packs will now have ambient music, some will have unique music for this, others will use the default music
* This volume of this ambient music can be adjusted with a new volume slider labeled Ambient Music

### UI

* The Commendations Screen has undergone a visual update

### Apollo Remodel

* The God of Music has a new default look!
* This is automatically applied to his default, recolor, and mastery skins
* He has had some minor audio and particle FX updates, his voice pack is unchanged though
* Classic Apollo will be for sale in the store priced the same as other Classic Skins

## PROGRESSION SYSTEMS

### Commendation Rewards

* On 9.1 launch you will earn your Sobek skin for good behavior
* The new Season commendation skin again – to be revealed later

### Ranked Rewards

* On 9.1 launch you will earn you previous years ranked border (janus)
* Janus skin will no longer be able to be earned
* Grave Golem Geb is now able to be earned
* On 10.1 you’ll earn your Grave Golem Loading Frame with the emblem of the highest rank ever attained in Season 9

### Ranked Reset

* MMR Soft Reset – All players will have their MMR compressed toward 1500, this has a more potent effect on players who are further from 1500
* Rank Soft Reset – Players will be set to a rank that corresponds with their new MMR post reset
* All God Leaderboards will be reset, and the system has been adjusted to make higher ranked god borders easier to obtain
* Made further adjustments to God Leaderboards to make higher ranked borders more obtainable

## Game Modes

### Slash

*SMITE’s first totally NEW and permanent game mode in years is finally launching! Slash takes elements from both the Siege and Clash modes and merges them together into an entirely new mode! The map features traditional tower, phoenix, and Titan objectives and a jungle sized in between those of Siege and Clash. The open center area and 5v5 team sizes from Clash ensure frequent fighting and rotations, and new Juggernaut camps that can be cleared to Spawn your own Juggernaut that push lanes and be teleported too like Siege. Order players will play from the Maya side, featuring an all new art set for this classic pantheon. Chaos players will play from the Egyptian side. We are very excited to introduce this new casual objective focused map in SMITE Season 9!*

* Key Stats

* 5v5 Team Size
* Starting level 3, Starting Gold 1500
* No Banned items
* Counts for all types of progression and relevant quests, and appears in match history
* Has accolade for "Slash Matches Played"
* Siege and Clash will be removed from the normal queues list
* Siege and Clash will be options for Custom Matches

* Map Layout:
* Apophis’ Chosen Juggernauts

* Juggernauts have a completely new look modeled after the boss of this map: Apophis. The humanoid snake-men will spawn in specific camps across the map and when defeated will join the team who dealt the final blow. They will push down lanes and use a variety of melee and ranged attacks.
* The Minion counter to earn Juggernauts from Siege will not exist on this map. Players must clear the camps to spawn a Juggernaut

* Portals

* If your team owns a Juggernaut, a portal will open in your base
* There will now be two different portals to allow players to choose which lane to travel to in the event of two Juggernauts being owned at once
* Teleportation is no longer instant, but instead a fast fight down the lane path, gods are immune while traveling

* Objectives

* Apophis will remain as the main Jungle Boss

* Spawns in the center camp at 10:00
* The team that slays Apophis is granted a buff

* Veil of Apophis

* Grants +50 Magical Power, +30 Physical Power. Enemy gods hit by your abilities take damage equal to 2% of their max health over 4 seconds. You heal for 4% of your Health and 2% of your Mana every 5s. Damage to enemy structures is increased by 25%

* At 20:00, Apophis becomes Enhanced, providing a more powerful buff

* Shadow of Apophis

* Grants +70 Magical Power, +50 Physical Power. Enemy gods hit by your abilities take damage equal to 4% of their max health over 4 seconds. You heal for 4% of your Health and 2% of your Mana every 5s. Damage to enemy structures is increased by 25%

* Juggernaut Camps

* Slaying a Juggernaut in one of the Wild Juggernaut camps will grant your team a friendly Juggernaut that pushes a lane
* There are four total Wild Juggernaut camps

* A middle contestable pair on the outside of each lane

* First spawns at 4:00
* Respawns every 4 minutes
* Both camps in the contestable pair alternate between hosting a Juggernaut and an Enhanced Speed, Mana, or Damage buff
* Slaying a Juggernaut in one of these camps will spawn a Juggernaut in the lane it is closest to

* A safe pair near each team’s base

* First spawns at 10:00 when Apophis arrives
* Respawns every 4 minutes
* Slaying a Juggernaut in one of these camps will spawn a Juggernaut in a random lane, prioritizing the lane without a Juggernaut currently pushing it

* Wild Juggernaut

* Base Stats

* XP Reward: 150
* Gold Reward: 50
* Health: 1500
* Physical Protection: 30
* Magical Protection: 10
* Physical Power: 50

* Stat Scaling every 2 minutes

* Health: +150
* Physical Protection: +4
* Magical Protection: +1
* Physical Power: +4

* New Jungle Minion – Jaguars – Speed Buff Holders

* One Speed Camp resides in each team’s Jungle to the north and south of Apophis’ lair
* First spawns at 0:30
* Respawns every 4 minutes
* Speed Buff

* Increases Movement Speed by 15%

* Enhanced Speed Buff

* Increases Attack Speed by 15%

* Blue Buff Baboons have undergone texture and model updates

* Two Mana Camps reside in each team’s Jungle, near the Tier 2 Towers
* First spawns at 0:30
* Respawns every 4 minutes
* Mana Buff

* Grants +25 MP5 and 10% Cooldown Reduction

* Enhanced Mana Buff

* Grants an additional +25 MP5 and 10% Cooldown Reduction

* Damage Camp resides at the center of the map until Apophis replaces them

* First spawns at 0:00
* Respawns every 2 minutes
* Damage Buff

* Increases Physical and Magical Power by 15%, +10 Magical Power and +5 Physical Power

* Enhanced Damage Buff

* Increases Physical and Magical Power by an additional 10%, +10 Magical Power and +5 Physical Power

### Conquest

*A new Season is upon us and thus the Conquest map must change accordingly. This new map features a series of major changes.*

*First, the map’s art style is changing to reflect the peaceful age that Shiva has ushered in. The Order side displays a temple to Shiva side by side with Mount Olympus, and the Chaos side has become overgrown after Tiamat abandoned it, and mortals are now dismantling and rebuilding the ruins as they see fit. The lighting is a bold daylight, a stark contrast from the dim and dark winter visuals.*

*Next, a major new gameplay feature is being introduced – The Obelisks. These create a new objective cycle that overlaps on top of other map objectives. This cycle creates a big shift in the jungle that teams can use to get big advantages, and it also provides a unique reward to the team that fully charges their Obelisk each cycle. And most importantly, you do NOT need to deliver anything to the Obelisks to charge them, just pick up the Offerings anywhere on the map!*

*We also have a series of balance changes. Jungle Bosses are becoming more lethal, and cyclical features like the Draugr and the Mist Lanterns are exiting the map, although they could always return again in the future! -*

* New Objective – Obelisk

* The Obelisks are map objectives that drive a new gameplay loop layered onto Conquest
* Overview

* Each team now has an Obelisk in their side of the Jungle
* The Obelisks are banks of power which teams power up by collecting Offerings
* Offerings are pickups that will drop from Marked Camps when the Obelisks become active
* The first team to fill up their Obelisk with 7 Offerings is granted Indra’s Scepter, a powerful new type of Jungle Buff

* Gameplay

* At 4 minutes into the match, the Obelisks become active, and certain Jungle Camps around the map become Marked

* Jungle Camps that become Marked immediately respawn at this moment if they are dead
* Clearing a Marked Camp spawns a single Offering that either team can pick up to add one point of power to their Obelisk
* Marked Camps are much more dangerous than normal Jungle Camps

* +20% Max Health
* +10 prots
* +50% Attack Speed
* +15 Power

* Naga monsters spawn near the center of each lane, which also drop an Offering when slain

* While the Obelisks are active, the Jungle Camps remain Marked until one team powers up their Obelisk completely.
* Offerings can be stolen from the enemy Obelisk by standing within its radius and taking 10% of their current health as True Damage for every Offering stolen
* When one team has filled their Obelisk first by collecting 7 Offerings, that team is granted Indra’s Scepter

* Both teams are also awarded 25 Gold and XP per player for every Offering they collected while the Obelisks were active

* Both Obelisks then become inactive for 4 minutes

* All Marked Camps return to normal
* Offerings can no longer be collected while the Obelisks are inactive, and the Obelisks are emptied of their Offerings

* New Jungle Buff – Indra’s Scepter

* Spawns at the Obelisk for the team that powered theirs up first

* Cannot be picked up by the enemy team

* Has a lifetime of 4 minutes, which begins ticking down as soon as it spawns
* The Scepter will follow the first friendly God that touches the Scepter
* While following, the Scepter has two modes

* If no enemies are within 35 units of its owner, the Scepter grants an aura of 25 HP5 to all nearby allies

* This effect is tripled for friendly Structures

* If enemies are within 35 units of its owner, the Scepter will fire ball lightning projectiles every second at up to 5 enemy targets simultaneously.

* Each lightning projectile deals 3.5% of the enemy’s Max Health
* The Scepter prioritizes targeting enemy Gods over Minions

* New NPC – Naga

* These will spawn in place of the previous lesser scorpions

* 2 in duo lane, 1 in solo lane

* Removed the healing deployable spawned by Lesser Scorpions
* These drop Offerings while the Obelisks are active

* Scorpions

* Greater Scorpions

* Now only reside on the Fire Giant’s side of the Jungle
* Each team now has one on their side of the map
* Destroying a Greater Scorpion now enhances all of the Jungle Buffs on the side of the Jungle for the team that slayed it, until the Scorpion respawns

* Lesser Scorpions

* Removed from the lanes and now this model has been moved to be the the Support (Green) Buff holder

* Draugr

* The Draugr has returned to the abyssal depths from whence it came, it and its buff have been removed

* Balance

* Fire Giant

* Increased Physical and Magical Power scaling from 2 to 4

* Pyromancer

* Increased Physical Power scaling from 2 to 4

* Gold Fury

* Increased base Physical Power from 120 to 130
* Increased Physical Power scaling from 2 to 4

* Naga

* XP Reward: 75
* Gold Reward: 50
* Health: 660
* Physical Protection: 9
* Magical Protection: 2
* Physical Power: 28

* Greater Scorpion

* Increased base Physical Power from 60 to 70

* Lesser Scorpion (Support Buff)

* XP Reward: 34
* Gold Reward: 24
* Health: 300
* Physical Protection: 9
* Magical Protection: 2
* Physical Power: 15

### Roman Arena

*The Arena is getting a boost to the XP and Gold gain of the mode. We are introducing a lot of late-game features and we want Arena players to be able to experience them as often as possible.*

* Increased Gold spooling from 10 to 12
* Increased XP spooling from 10 to 12

### Chinese Joust (Also known as Season 3 Joust, and the current default Joust)

*Joust is seeing a similar change as Arena, with a shift that will lead to higher late game XP and Gold, with a slightly larger emphasis on XP, as players often struggle to hit level 20. It should also be noted that we plan to keep the current Joust map as the default for the foreseeable future. It largely outperformed the Classic Joust and Jade Corruption maps. We might experiment with some more rotations but for now this will be our Joust mode.*

* All Lane Minions

* Increased scaling frequency from every 3 minutes to every 2 minutes
* Increased scaling XP Reward from 0 to 4
* Increased scaling Gold Reward from 0 to 1.5

* Melee and Brute Minions

* Decreased base XP Reward from 65 to 60

* Ranged Minions

* Decreased base XP Reward from 45 to 40

## Item Balance

### Relic Reworks & Upgrades

*The cornerstone feature for Season 9 is a huge overhaul to the Relic System! Many relics are being changed or balanced, some are removed, but most importantly, they are all getting two new unique Tier 3 Upgraded versions that provide some powerful effects. Relics are a huge aspect of skill in SMITE, as timing of their usage and which ones you pick up can have big effects on every match. We are adding even more depth to this system to provide players with a unique set of abilities that compliment their gods and teamwork.*

*With this set of Relic changes we are interested in doing a few specific goals. The first one is introducing more diversity in Relic choices. These new options and balance changes will provide new options to each and every class, creating more unique combinations. Now it might very well end up with every DPS class still sporting Beads and Aegis, but that brings us to the second goal… At Least there will be TWO types of Beads and Aegis now, AND each will have new effects on them even if people stick with their old faithful Relics. This also provides more uses for late-game gold, which can help games from stalling out and provide some unique advantages to teams when they need it most.*

* Base Relics will still be awarded based on leveL

* First Relic at Level 1
* Second Relic at Level 12

* Relics will now have a Tier 2 form, and 2 different Tier 3 Forms, priced at:

* Tier 1 Relic – Free
* Tier 2 Relic – 300 Gold
* Tier 3 Relic – 500 Gold
* There are no level restrictions or timing restrictions on Upgrading Relics, players can spend 800 gold to fully upgrade one at level 1 if they desire.

###   Aegis of Acceleration

* Using this item makes you invulnerable to damage and healing for 1.5s, and prevents you from taking any actions. You may still move. Each instance of damage prevented in this time provides you 7% Movement Speed for 4s, stacking up to 3 times.

###   Aegis of Judgement

* Using this item makes you invulnerable to damage and healing for 1.5s, and prevents you from taking any actions. You may still move. At the end of the duration, you explode dealing 100 + 50% of the prevented damage as Magical Damage in a 30 unit radius. The damage dealt by this effect is capped at 50% of your Maximum Health.

###   Belt of Frenzy

* Damage Increase increased from 10% to 15%
* Duration increased from 5s to 6s
* Cooldown increased from 120s to 130s

###   Greater Belt of Frenzy

* Damage Increase increased from 10% to 15%
* Penetration buff has been removed
* Duration decreased from 8s to 6s
* Cooldown decreased from 120s to 110s

###   Belt of the Berserker

* Using this item grants all allied gods within 70 units 30% Increased Damage dealt to all targets, including objectives, and 50% Attack Speed increase, decaying every 0.5s for 6s.

###   Belt of Insatiable Hunger

* Using this item grants all allied gods within 70 units 15% Increased Damage dealt to all targets, including objectives, and 25% Attack Speed increase for 10 seconds. If you earn a kill or assist on an enemy god while this buff is active, the duration refreshes. This can only occur once per use.

###   Greater Blink Rune

* Damage Mitigation buff has been removed

###   Corrupted Blink Rune

* Using this item will allow you to teleport up to 45 units away instantly. This item can not be used if you have taken or dealt damage in the last 3s. On Blinking, slow all enemies’ MS/AS by 15% within a 25 unit radius for 2.5s.

###   Scorching Blink Rune

* Using this item will allow you to teleport up to 45 units away instantly, leaving behind a trail of wildfire that deals 20 True Damage + 4 True Damage per level to enemies that pass through it every 0.5s for 4s. This item can not be used if you have taken or dealt damage in the last 3ss

###   Bracer of Radiance

* Power Buff increased from 10% to 15%
* Cooldown increased from 100s to 120s

###   Greater Bracer of Radiance

* This no longer functions as a Sentry Ward

###   Bracer of Brilliance

* Place a radiant glow at a target location for 90s. Allies who move through this glow gain 20% increased Power and 20% Movement Speed for 8s. This fragment acts as a Sentry ward. If destroyed the cooldown of the relic is reduced by 20s.

###   Bracer of Illumination

* Place a radiant glow at a target location for 90s. Allies who move through this glow gain 10% increased Power if above half health or 15% Movement Speed if below Half Health for 8s. This fragment acts as a Sentry ward. On use a light sprite appears, patrolling back and forth, revealing enemies along the way.

###   Cloak of Meditation

* Name changed from Meditation Cloak to Cloak of Meditation
* Increased base Health restore from 8 to 12
* Increased missing Health scaling from 5% to 6%
* Cooldown increased from 140s to 150s

###   Greater Cloak of Meditation

* Removed Cooldown Reduction effect
* Increased base Health restore from 8 to 12
* Increased missing Health scaling from 5% to 6%
* Cooldown decreased from 140s to 130s

###   Cloak of the Ascetic

* Using this item causes you to Enter a meditative state where nearby allies gods within 35 units restore 40 + 7% of their missing health and mana each tick. Heals occur once every second for 4s. Each pulse reduces cooldowns for all abilities by 1.5s.

###   Cloak of the Avatar

* Using this item causes you to Enter a meditative state where nearby allies gods within 35 units restore 12 + 6% of their missing health and mana each tick. Heals occur once every second for 4s. You also gain a protective barrier of wind that explodes if an enemy comes within 15 units, knocking them back.

###   Cursed Ankh

* Shield damage increased from 50% to 75%
* Added 10% increased Damage Taken debuff when healed by god abilities

###   Greater Cursed Ankh

* Shield damage increased from 50% to 75%
* Decreased the increased Damage Taken debuff from 20% to 10%
* Decreased cooldown from 120s to 100s

###   Blighted Ankh

* Using this item reduces the Healing received by all enemy gods within 55 units by 60% for 10s and removes 75% of any currently applied shield. Enemies that are healed by god abilities while affected by this curse take 20% more damage from all sources for the duration of the curse. All healing reduced by this effect is instead distributed to your allies in a 40 unit radius around you.

###   Drowned Ankh

* Using this item reduces the Healing received by all enemy gods within 55 units by 40% for 10s and removes 75% of any currently applied shield. Enemies that are healed by god abilities while affected by this curse cause a pool of Miasma to form beneath them that persists for 6s. The Miasma deals 2% of the enemy’s Current Health every 0.5s while enemies are inside it and refreshes the Ankh debuff effect.

###   Greater Heavenly Wings

* Cooldown decreased from 120s to 110s
* Removed Haste effect

###   Entangling Wings

* Using this item increases the Movement Speed of allied gods within 55 units by 20% for 5 and making you immune to Slows. On use, this relic also roots enemies around you for 1s.

###   Hastened Wings

* Using this item increases the Movement Speed of allied gods within 55 units by 20% for 4s, makes them immune to Slows, and grants Haste, causing them to be immune to Basic Attack Movement Penalty. For the duration, successful basic attacks increase the duration by 1s up to an additional 4s.

###   Horrific Emblem

* Increased Attack Speed debuff from 15% to 25%
* Added 15% decreased Damage Dealt debuff
* Increased Cooldown from 110s to 130s

###   Emblem of Increasing Peril

* Using this item Slows the Movement Speed of all enemy gods within 35 units by 30% for 5s. Their Attack Speed is also reduced by 25% for the duration. Additionally, their Damage Dealt is reduced by 15%. If an enemy deals 10% of an allied god’s Maximum Health in this time, the debuff effects are increased by 10% each, stacking up to 3 times.

###   Emblem of Trembling Terror

* Using this item Slows the Movement Speed of all enemy gods within 35 units by 30% for 5s. Their Attack Speed is also reduced by 25% for the duration. Additionally, their Damage Dealt is reduced by 15%. If an enemy is dealt 30% of their Maximum Health during this duration, they are trembled for 1.5s.

###   Magic Shell

* Increased damage reduction from basic attacks from 20% to 25%

###   Fortifying Shell

* Using this item applies a shield to themselves and allies within 35 units for 100 Health + 12 Health per God Level for 3s. Additionally, all allies take 50% reduced damage from Basic Attacks for the duration. When the shield is broken or expires, allies gain a new buff providing 20% damage mitigation and 20% MS for 3s.

###   Phantom Shell

* Using this item applies a shield to themselves and allies within 35 units for 150 Health + 15 Health per God Level for 4s. Additionally, all allies take 50% reduced damage from Basic Attacks for the duration. Using this item also allows you and allied gods to pass through players and player made objects.

###   Chaotic Beads

* Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Any CC effect that is cleansed during this time, including on activation, sends out a homing projectile to the enemy who applied it, dealing 7% of their Maximum Health.

###   Temporal Beads

* Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Reduces active cooldowns by 3s

###   Shield of Thorns

* Decreased reflect damage from 30% of all damage taken to 25% of all damage taken
* Added -25% Lifesteal debuff for enemies attacking you

* Note: The wording for this lifesteal blocking effect was changed from “… can only lifesteal 25% of their lifesteal” to “… can only steal 75%” of their lifesteal to better indicate that this effect is removing 25% of the enemy’s lifesteal’s efficacy.

* Cooldown increased from 120s to 140s

###   Greater Shield of Thorns

* Decreased reflect damage from 30% of all damage taken to 25% of all damage taken
* Decreased Lifesteal debuff for enemies attacking you from -50% to -25%

###   Thorns of Overgrowth

* Using this item reflects 25% of all damage you take, before mitigations, for the next 5s, back to its owner as Magical Damage. If you are dealt 120 \* your level damage while this effect is active, the effect will end early. While this is active enemies can only lifesteal from you for 50% of their total lifesteal. Additionally you gain 5% Movement Speed and Attack Speed for each enemy god within 20 units.

###  Thorns of Sapping Strength

* Using this item reflects 35% of all damage you take, before mitigations, for the next 2s, back to its owner as Magical Damage. While this is active enemies can only lifesteal from you for 75% of their total lifesteal. Each basic attack from enemy gods reduces the cooldown of this item by 0.5s.
* Decreased Cooldown from 120s to 80s

###   Sundering Spear

* Shield damage increased from 50% to 75%
* Cooldown increased from 125s to 130s

###   Greater Sundering Spear

* Current Health damage reduced from 12.5% to 7.5%
* Increased Damage Taken debuff decreased from 7% to 5%
* Cooldown decreased from 125s to 110s

###   Sundering Blast

* Fire a bolt that travels 70 units, stopping on first god hit and splashing in a 20 unit radius, dealing 15% of their Current Health as True Damage and reducing any active shields by 75%. Targets hit take 5% increased damage for 5s, stacking 2 times. This relic has 2 charges.

###   Sundering Siphon

* Fire a bolt that travels 50 units, stopping on the first god hit, reducing any active shields by 75% and linking them to you. For the next 4s they are dealt 5% of their Current Health as True Damage every second and you receive half that amount as healing. Enemies can break the link if they move past 60 units from you. This relic has 2 charges. A second hit on the same target will just refresh the duration.

###   Teleport Fragment

* Name changed from Teleport Glyph to Teleport Fragment

###   Greater Teleport Fragment

* Can no longer teleport to wards
* Cooldown decreased from 200s to 160s

###   Heroic Teleport

* Using this item allows you to teleport to any Allied structure or ward while Rooted in place. This effect is not interrupted by damage but is interrupted by hard Crowd Control. After teleporting you gain slow immunity, 20% Movement Speed and 40 Protections for 10s.
* Cooldown decreased from 160s to 130s

###   Persistent Teleport

* Using this item allows you to teleport to any Allied structure or ward while Rooted in place. This effect is not interrupted by damage but is interrupted by hard Crowd Control. Kills and assists on enemy gods reduces the cooldown by 10s.
* Cooldown decreased from 160s to 90s

### Glyph Items

*The other big new feature for Season 9 is Glyph Items! These are essentially Tier 4 items, but with some unique rules to them. These additional upgrades on top of some of the most iconic Tier 3 items do not provide any extra stats, but instead provide a new passive effect that stacks with the current items stats and other passive effects. These are priced at a relatively low cost of 600 gold to give flexibility to players about when they get them. Stats are often super important in the early game so opting into a Glyph early could be a pretty heavy tradeoff, but these provide some powerful effects that could certainly help swing a game.*

* General

* Glyph Items will have the exact same stats and passive as their base item, but with one additional passive added (that new passive is listed here for each item)
* All Glyph Items cost an additional 600 gold beyond the usual Tier 3 cost of the item
* There is no level restriction, or amount restriction on Glyph items, players can get as many as their class allows, and get them as early/late as they choose.

###   Amulet of Silence (UPGRADED FROM HEARTWARD AMULET)

* Gain a stack each time an enemy within 40 units casts an ability. At 5 stacks, your next basic attack against an enemy god will silence them for 1.5s. This effect can only occur every 45s.

###   Amulet of the Stronghold (UPGRADED FROM HEARTWARD AMULET)

* 20% of your Physical Protections are converted to Magical Protections

###   Breastplate of Determination (UPGRADED FROM BREASTPLATE OF VALOR)

* Each time you are hit by an ability, gain a stack of 5 Protections that corresponds to the damage type you were hit with, up to a max of 4 of each type. Once you reach max stacks of both kinds, gain a burst of 20% Movement Speed and double your Protections gained by this effect for 8s, after which all stacks are removed.

###   Breastplate of Vigilance (UPGRADED FROM BREASTPLATE OF VALOR)

* When your ultimate ability has finished casting you provide an aura in a 40 unit range around you reducing basic attack damage from enemies by 30% for 5s

###   Envenomed Deathbringer (UPGRADED FROM DEATHBRINGER)

* Critical hits on enemy gods afflict them with poison for 2s. This poison slows them by 10% and reduces their damage output by 15%.
* Note: Poisoned Star has been removed from the game

###   Malicious Deathbringer (UPGRADED FROM DEATHBRINGER)

* Successfully Hitting an Enemy God with a Critical Strike will subtract 1s from all of your abilities currently on Cooldown, except your Ultimate ability.
* Note: Malice has been removed from the game

###  Jotunn's Ferocity (UPGRADED FROM JOTUN’S WRATH)

* Your next basic attack marks an enemy god. If you hit the marked enemy or the marked enemy hits you with a basic attack or ability, gain 1 stack. Each stack provides 2% increased damage towards the marked enemy, stacking up to 10 times. This effect can only occur every 60s.

###   Jotunn's Vigor (UPGRADED FROM JOTUN’S WRATH)

* If you drop beneath 40% health, gain 10% Movement Speed and 40% Physical Ability Lifesteal for 5s. This effect may only occur once every 15s.

###   Calamitous Rod of Tahuti (UPGRADED FROM ROD OF TAHUTI)

* Successfully hitting an enemy god with an ability calls down a meteor that lands after 1.5s, dealing 100 (+30% of your Magical Power) damage in a 15 unit radius. This effect can only occur once every 90s.

###  Nimble Rod of Tahuti (UPGRADED FROM ROD OF TAHUTI)

* For every 40 Magical Power you have, you gain 2% Attack Speed.

### Crit Adjustments

*It is finally time for some major changes to crit. As much as it has been discussed, we chose not to rework Crit into something entirely different. Critical Strikes are a concept in many genres and types of games, and the random chance for big DPS is just fun on a primal level. However, we did agree it could use some balance and feels tuning. We have adjusted the mathematical systems behind Crit to no longer be truly random, and instead it will now have the following effects. This is a nerf in many ways, so Crit items will be adjusted with that in mind in the items section further down below.*

* Critical damage multiplier has been reduced 2x damage to 1.75x
* The Critical strike chance algorithm has changed from full random to pseudo-RNG to allow for more consistent critical strike chance over multiple hits.

* It will become more likely to get a normal hit (miss) the longer a crit streak occurs.
* It will become more likely to get a crit the longer a miss streak occurs
* Critical hit sprees and Critical hit miss sprees are both less likely on the extreme ends.

### Starters

*A year later and starter items still have work to be done on them! We learned a lot about the Solo Lane this year and reworked their entire set of starters to have power late in the year. This helped the lanes general gameplay quite a bit, but also led to some less interesting decisions on starter items in the lane. We are nerfing Axe and buffing Bluestone to help bring back these other options for solo lakers. Along with that we are buffing some Jungle items that were less popular throughout the year. We expect to have plenty more starter item balance in Season 9, and we feel like these new items have been a very successful part of Season 8 that we plan to keep around for quite a while.*

###   Warrior's Axe

* Decreased Physical Power from 15 to 10
* Decreased Magical Power from 20 to 15

###   Seer of the Jungle

* Increased Physical Protections from 25 to 35
* Increased the amount of damage you deal to Jungle Monsters from 30% to 35%
* Increased Ward Vision Buff Duration from 20 to 30s

### Items

*It wouldn’t be a new season without a solid chunk of item balance. First we have some nerfs from top performing items from the previous season. These mostly focus on Solo Lane, with some slight collateral damage to Support. Solo lane went through a lot of shifts to keep the lane aggressive and physical which resulted in them having a lot of damage and chonk simultaneously. This is being toned down, along with a key mage ADC item, a class that is really taking over the map right now.*

###   Mystical Mail

* Decreased Damage Aura from 30 (+1 Per Level) Magical Damage per second to to 25 (+1 Per Level)

###   Pridwen

* Decreased the shield from 125% of your Protections from items to 100%

###  Bulwark of Hope

* Decreased Health Shield from 15% of Max Health to 12%

###   Telkhines Ring

* Decreased Magical Power from 100 to 90

*The buffs across all classes for this patch are targeted toward bringing some lesser-bought items back into the meta. Starting here with tank items, we are taking a combination of aggressive and defensive items that usually don’t see much play and pumping them up significantly. Void Stone, Emperor’s Armor, and Jade Emperor’s Crown are seeing utility and stat buffs to make them more likely to fit into Support builds.*

###  Void Stone

* Increased Health from 150 to 250
* Increased Magical Protection Aura Debuff from 10% to 15%

###   Emperor's Armor

* Increased Health from 250 to 300
* Increased Tower Attack Speed Buff from 40% to 50%

###  Jade Emperor's Crown

* Increased Health from 200 to 250
* Increased Physical Power Aura Debuff from 25 to 30

*Solo lane continues to be a balance challenge, where simple buffs and nerfs weren’t enough. Blackthorn and Runeforged Hammers are seeing big changes across their entire stat spread. Blackthorn will now be much more clearly geared toward being a tanky item, while Runeforged Hammer gains an even larger amount of power to help it find its way into a few player’s hands. Nemean Lion and Berserker’s Shield also gain small but meaningful buffs to make them better, while still focused more toward Warriors than other classes with increased protections.*

###   Blackthorn Hammer

* Now builds off of the Heavy Hammer Tree
* Cost: 2200
* +35 Physical Power
* +300 Health
* +25 Physical Protections
* +25 Magical Protections

###   Runeforged Hammer

* Cost: 2400
* +45 Physical Power
* +250 Health
* +25 HP5
* +20 MP5

###  Hide of the Nemean Lion

* Increased Physical Protections from 80 to 90
* Decreased time to gain a block stack from 15s to 10s

###   Berserker's Shield

* Increased Physical Protections from 35 to 45

*Mage’s have been hurting lately, especially at high skill levels where Mage ADCs and Midlane Hunters have pushed out many of these magic wielders. Staff of Myrddin is being buffed to provide another late game option, while Celestial Legion and Warlock’s Staff can present interesting new starting build options. Most importantly, Charon’s Coin and Obsidian Shard are both being buffed to make %Pen more effective on mages, giving us the most likely chance of shifting the entire lane back into the direction of traditional DPS Mages.*

###   Staff of Myrddin

* Increased Magical Power from 95 to 105
* Increased Duration of the passive from 6s to 8s

###  Celestial Legion Helm

* Increased Magical Power from 70 to 90
* Decreased Physical Protections from 40 to 30

###   Obsidian Shard

* Decreased Cost from 2550 to 2450
* Increased Magical Power from 90 to 100

*Hunter’s have maybe the most intense item changes in that Crit is being heavily reworked to deal less damage and require a higher % chance to be consistent. The Crit system change is largely a nerf, so a few Crit items are being buffed to help compensate for it, and we will likely be adjusting this stat often at the start of this season. A few Crit items were even removed from the game as their passive’s were interesting but struggled to find healthy homes in builds, so they were absorbed into Deathbringer’s new glyphs. In this way the items live on, and become more easy to fit into builds. To make up for the loss of these Crit items, we are adding Crit to an item that previously did not have it: Atalanta’s bow! This item provides a nice balance of a variety of different stats to help it round out various Crit Hybrid builds. It loses its %Pen to do that, and thus the dominos keep falling resulting in Silverbranch Bow now gaining more %Pen! If those shifts weren’t enough, we are also buffing Devourer’s Gauntlets and Toxic Blade to revive these lesser used items.*

###   Deathbringer

* Increased Power from 50 to 55
* Increased Critical Strike Chance from 25% to 30%
* Decreased Cost from 3000 to 2900

###  Shadowsteel Shuriken

* Increased Attack Speed from 15% to 20%
* Increased Duration of Healing Reduction Debuff from 6s to 10s

###  Malice

* Has been removed from the game (but lives on as a glyph)

###  Poisoned Star

* Has been removed from the game (but lives on as a glyph)

###   Atalanta's Bow

* Cost: 2350
* +40 Physical Power
* +25% Attack Speed
* +20% Critical Chance
* +10% Life Steal
* Passive is unchanged

###   Silverbranch Bow

* Increased Cost from 2200 to 2400
* Increased % Physical Penetration from 10% to 20%

###   Devourer's Gauntlet

* Decreased Stack Count from 70 to 50
* Increased power per stack from 0.5 to 0.8

* (increases total power from 65 to 70)

###   Toxic Blade

* Increased max stacks from 2 to 3

* Increased max healing reduction this item can provide from 40% to 60%

*Last but not least comes the Assassin Items. For each of these class blocks there are obviously items that can flex between multiple roles, which we always try to keep in mind even when buffing with intent of a specific class. Assassin item buffs in Season 8 had huge impacts on Hunters as well, so for 9.1 we tried to focus even more on specific items that Assassins use better (or only can use) and buff up ones we haven’t seen in a while. Hydra’s can pack a punch and be a really rewarding item, but it often struggles in the late game, but with new added %Pen this item can thrive at all stages. Golden Blade, Soul Eater, and Bloodforge also get some aggressively focused stat buffs to round out the item balance of this update.*

###   Hydra's Lament

* Increased Cost from 2150 to 2300
* Added 10% Physical Penetration

###   Golden Blade

* Increased Physical Power from 30 to 35
* Increased Attack Speed from 15% to 20%

###  Evolved Soul Eater

* Increased Physical Power from 35 to 40
* Increased Ability Lifesteal from 20% to 25%

###   Bloodforge

* Decreased Cost from 2800 to 2750
* Added 5% Movement Speed

## God Balance

*The new god continues to bear just a few too many burdens. His overly conservative release put him on the lower end of the god pool, but he is determined to rise up. The hotfix buffs addressed some key concerns but were not enough to create a significant statistical impact, so we are going big on the big boy in 9.1. Better base stats for tanking, noticeable damage and CC increases, additional CC immunities, and Kinetic Charge now dealing damage to minions should be a strong combination of buffs for SMITE’s newest Guardian.*

###  Atlas

* **General**

* Increased Base Movement Speed from 365 to 370
* Increased Base HP from 490 to 510
* Increased HP Per Level from 92 to 100

* **The Astrolabe**

* Decreased the size of the passive meter UI art

* **Unburden**

* Increased Base Damage from 30/65/100/135/170 to 50/85/120/155/190
* Increased Slow from 15/17.5/20/22.5/25% to 20/22.5/25/27.5/30%

* **Gravity Pull**

* Atlas is now knockback immune while firing this ability

* **Kinetic Charge**

* This ability now damages minions it passes through
* This ability now has a base slow of 25% applied to enemy gods hit, even if no slows were cleansed
* Decreased the stacks of slow from 3 to 2 (so the max slow is still 75% but easier to obtain)

*As with items, we included a selection of nerfs based on who was performing best leading up to the world championships. Camazotz was the most highly prioritized god in the SWC qualifier weekend, and was mostly valued for his high base damage that is working just a bit too well in solo lane. Sol is the main offender for OP Mage ADCs, dominating not one but two roles, with especially intimidating ranked metrics. Bastet is still cruising to victory with her new Ultimate, and is getting some heavy nerfs to bring her back down. Odin, Nike, and Geb are the primary shield abusers, with their large HP shields they avoid death (or help their allies avoid it) just too often.*

###  Bastet

* **Razor Whip**

* Decreased Physical Power Scaling from 25% to 20% per tick (100% to 80% total)

* **Huntress of Bast**

* Added additional audio cues on the pre-fire of this ability for clarity
* Increased Cooldown from 90s to 110/105/100/95/90s

###  Camazotz

* **Devour**

* Decreased Self Heal from 8/16/24/32/40 to 8/14/20/26/32

* **Bat out of Hell**

* Increased Cooldown from 90s to 100s
* Decreased Base Damage 100/145/190/235/280 to 100/140/180/220/260 per hit (hits up to 3 times)

###  Geb

* **Stone Shield**

* Decreased Shield Health Scaling from 20 per Geb’s Level to 15 per Geb’s Level (Decreased Max shield from 650 to 550)
* Decreased Shield Duration from 3/3.5/4/4.5/5 to 2/2.5/3/3.5/4s

###  Nike

* **Sentinel of Zeus**

* Decrease Shield from 30/32.5/35/37.5/40% to 25/27.5/30/32.5/35%

###  Odin

* **Lunge**

* Increased Cooldown from 15/14/13/12/11s to 16/15/14/13/12s

* **Raven Shout**

* Increased Cooldown from 15/14/13/12/11s to 16/15/14/13/12s

###  Sol

* **Radiance**

* Decreased Passive Heat Generation from 40/50/60/70/80% to 30/40/50/60/70

* **Disapparate**

* Increased Cooldown from 15s to 16s
* Decreased Movement Speed from 20/25/30/35/40% to 20/22.5/25/27.5/30%

*We have a variety of buffs prepared for the new season, mostly geared toward gods who have seen lower play counts recently, or especially low community sentiment. A few highlights include: Big QoL and casting time improvements for Baba Yaga’s Ultimate, A new type of CC for Cernunnos on his skillshot ability, Horus and Jormungandr getting some bruiser buffs, and better lane clear for Nox (who we are still being very careful with.)*

###  Amaterasu

* **Heavenly Reflection**

* Increased Uncharged Damage from 70/100/130/160/190 to 70/105/140/175/210
* Increased Fully charged damage from 140/200/260/320/380 to 140/210/280/350/420

###  Arachne

* **Web**

* Decreased Cooldown from 16s to 14s

###  Baba Yaga

* **Baba's Brew**

* Increased Damage from 85/120/155/190/225 to 95/130/165/200/235

* **Home Sweet Home**

* Removed self root on fire
* Reduced pre-fire time from 0.5s to 0.2s

###  Cernunnos

* **Bramble Blast**

* Direct hits now apply a root and cripple instead of just a root

###  Chernobog

* **Heart of Cold**

* Increased Base damage on detonate from 15% to 20% of Chernobog’s basic attack power

* **Crystallized Curses**

* Speed up the travel time on the initial hit
* Increased Range from 55 to 60

###  Chronos

* **Time Lord**

* Decreased time per stack from 2m to 1.5m
* Buffed to 125 at 37.5m

###  Eset

* **Funeral Rites**

* Increased Aura Radius of ally buff from 40 units to 55 units

* **Winged Gust**

* Decreased Mana Cost from 80/85/90/95/100 mana to 60/65/70/75/80

* **Spirit Ball**

* Increased Base Damage from 70/110/150/190/230 to 70/115/160/205/250

###  Horus

* **Updraft**

* Updraft Damage Scaling from 60% to 75% of Horus’ Physical Power
* Increased Gust Damage from 20/30/40/50/60 to 30/40/50/60/70
* 15/14.5/14/13.5/13 seconds to 14-12

###  Jormungandr

* **General**

* Increased Base Movespeed from 365 to 370

* **Immovable**

* Decreased Self Slow from 20% to 15%
* Decreased Damage Taken Debuff from 10% to 5%

* **Venomous Haze**

* Increased Slow from 15% to 20%
* Increased Base Damage from 10/20/30/40/50 to 15/25/35/45/55 per tick

###  Nox

* **Shadow Lock**

* Increased Minion Damage from 50/90/130/170/210 to 70/110/150/190/230
* Update description to make sure this minion is clearly labeled as minion only damage

###  Tyr

* **Lawbringer**

* Increased Base Damage from 150/225/300/375/450 to 200/300/400/500/600

## NEW SKIN VOICE ACTORS

* Grave Golem Geb: Kit Harrison
* Corroded Colossus Atlas: Richard Barcenas
* Space Scoundrel Danzaburou: Dan Foster
* Miss Misery Nike: Anairis Quinones
* Crimson Kraken Poseidon: Daman Mills
* Angel of Death Thanatos: Chris Tergliafera
* Prototype 2.0 Charybdis: Kristen McGuire
* Bone Wraith Kukulkan: Jamieson Price
* Croaki Loki: Todd Haberkorn

# PTS Balance

## PTS Balance: Available on PTS Friday Morning, January 7

*Patch notes are out and PTS is open to the public! We have seen a lot of hype in response to the new season, as well as a few concerns. We have been scanning the feedback and watching LOTS of PTS matches that have helped us prepare this set of pre-launch balance adjustments. All of these will be included in the 9.1 main patch before it goes live.*

###   Chaotic Beads

*This item was lacking a key factor to keep it balanced: a max trigger count. In its early PTS state it could apply huge amounts of damage to gods who constantly apply CC like Hun Batz’s Fear No Evil. This will now cap out at 2x per god peruse of the relic.*

* this can only trigger 2x per god per usage of chaotic beads
* Update Description to say that this item deals True Damage equal to 7% of their Maximum Health, and that the damage only triggers on Hard CC and Roots.

###   Belt of Insatiable Hunger

*This item hasn’t made a huge splash… yet, but we did feel it clearly outpaced its other tier 3 option, so we are doing a small early nerf to help the two T3 belts feel more close in power to each other.*

* Decreased Duration from 10s to 8s

###   Scorching Blink Rune

*This relic was really hot on day 1 PTS – with often many players per team building it as early as level 1. However the item is not working as intended, as the damage is supposed to be more closely connected to standing on the fire, not just touching it. We are reducing the Damage over time duration by an intense amount, which will decrease the amount of ticks and thus the damage taken by a large amount, unless players stand or re-enter the fire.*

* Decreased DoT duration from 4s to 1s – decreased from 8 ticks to 2 ticks per application

###   Aegis of Judgement

*Negating all damage taken while being able to strike back is a powerful effect. This one has a huge amount of variance in the effect and can be tough to get the full damage, but in the cases we have seen that happen it’s clear that it’s too much damage. We are bringing that down by a significant amount.*

* Decreased max damage from 50% of your max health to 30% of your max health

###   Amulet of the Stronghold

*Even with an uncertain metagame approaching, we quickly have seen that this item is just providing too many protections. Heartward hasn’t been popular in quite a while so we wanted to make sure it’s Glyphs had a clear and strong purpose, while also providing a new core Support item, but in a similar vein as Blackthorn and Atalanta’s – it’s just too intense.*

* Decreased Protection Conversion from 20% to 10%

###   Calamitous Rod of Tahuti

*One of the few NEW items that people felt needed a buff. This extra damage is far from guaranteed so we are increasing both its damage and its frequency. Mage’s are often seen as OP by a large part of SMITEs playerbase, but they’re actually struggling a bit in the higher end ranked scene and the pro scene, so we are going to be adding a few more mage buffs into 9.1.*

* Decreased Cooldown from 90s to 30s
* Increased Magical Power Scaling from 30% to 40%

###   Divine Ruin

*This dev note covers the next 3 items after Rod, where all the 10 Pen items are being buffed to 15 Pen. We want to make sure DPS mages can still be a threat in Season 9, and this was a big nerf to the class in years past, we now see that this is a great time to revert that and try to get mages back into the meta.*

* Increased Magical Penetration from 10 to 15

###   Spear of the Magus

* Increased Magical Penetration from 10 to 15

###   Spear of Desolation

* Increased Magical Penetration from 10 to 15

###   Blackthorn Hammer

*We nerfed a lot of key Solo Lane items: Axe, Mystical, Pridwen, and Bulwark all took hits, so with Blackthorn we aimed for a shift. It’s clear now that the stats shifted too far into the positive direction, so we are bringing this item down across the board.*

* Increased Cost from 2250 to 2400
* Decreased Physical Power from 35 to 30
* Decreased Physical Protections from 25 to 20
* Decreased Magical Protection from 25 to 20

###   Atalanta's Bow

*Crit as a mechanic was nerfed pretty heavily, and 2 different Crit items were removed entirely so we tried to offset that with some new exciting Crit options. Adding crit to Atalanta’s bow along with lifesteal was intended to give this item a really nice and broad stat spread, but it’s clear now that it was also overtuned. We are taking down the power and increasing the cost to make sure this item focuses on its versatility, not raw power.*

* Increased Cost from 2350 to 2500
* Decreased Physical Power from 40 to 30

###   Spectral Armor

*Along with the Crit changes we have a few closely connected items that deserve some attention. With Crit’s total damage coming down, so should the damage of the counter item.*

* Decreased Passive Critical Strike Damage Reduction from 55% to 45%

* Crits used to do 200% damage, Vs spectral it would be:

* 200 – 55 = 145%

* Now Crits deal 175% damage, Vs this nerfed spectral damage would be:

* 175 – 45 = 130%

###  Ne Zha

*This is the only god that pretty much has to Crit, and so the nerf to crit would also really hurt this god. We are adjusting the damage to some uneven numbers, but ones that lead to Ne Zha doing nearly the same damage as he did before the Crit change. As the god is also struggling a little right now, we are also applying a different scaling buff to make this a clear buff for the Assassin.*

* **Wind Fire Wheels**

* Increased Base Damage per hit from 20/35/50/65/80 to 23/40/57/74/91
* Increased Physical Power Scaling from 40% to 45% per hit

###  Nimble Rod of Tahuti

* Fixed an issue where dying with this item can cause you to lose the passive

###   Breastplate of Vigilance

* Fixed an issue where internal cooldown was not working

###   Amulet of the Stronghold

* Fixed an issue where Protections would stack indefinitely

###   Bracer of Illumination

* Fixed an issue where killing the main ward would not remove the roaming ward

###   Drowned Ankh

* is still applying the increased damage taken debuff, which is not intended

###  Thorns of Sapping Strength

* Fixed an issue where this Relic was lasting longer than the intended 2s
* Cooldown is being decreased by minion damage, which is not intended

###   Blink Rune (Various Teirs)

* Fixed an issue where the audio cues aren’t playing correctly

###  Hel

* Fixed an issue where her projectiles particle FX would play at the incorrect height

###  Vulcan

* Fixed an issue where his inferno cannon played the wrong hit FX

###  Kumbhakarna

* Fixed an issue with the General Nosseris VXG

###  Thanatos

* Fixed an issue with the Chibi skin’s basic attack FX

###  Apollo

* Artistic adjustments are being made to his minimap and HUD icon

### CONQUEST OBELISKS

* Fixed an issue where players are not taking damage when draining an enemy Obelisk

### INDRA’S SCEPTER

* Fixed an issue where the buff icon had temp icon, name, and description now

### SLASH JUGGERNAUTS

* Increased their base HP by 500 and increased health scaling from 200 to 250 per level

### GENERAL

* Fixed an issue where some items had changed locations/position in the Item Store for no reason
* Fixed an issue where some players cannot queue for ranked even if they have met the requirements
* Fixed an issue where there was incorrect spacing between characters (kerning) on the main SMITE font

# PTS BALANCE ROUND 2

*For our final round of 9.1 PTS changes before launch, we have some pretty exciting stuff. Now that the World Championships have concluded and many hours have been spent on PTS we have quite a bit of new data and feedback to consider. All of these changes will be applied to the 9.1 Update before it goes live.*

###  Ah Muzen Cab

*The most picked god in SWC was AMC. This god had so much buzz around his most recent buff. We are thrilled to see that AMC could rise up in the meta with his newly powered-up Ultimate, but he clearly surpassed our expectations. We are decreasing the protection debuff to make sure the enemy tanks are able to pressure him more, especially in the late game.*

* **Stinger**

* Decreased Physical Protections debuff from 30% to 20%

###  Hel

*The most banned god in SWC was Hel. Her early game pressure combines with late game healing and utility to make her a powerful force in the SMITE meta. Her performance varied heavily though, from matches where she was kept down and out the entire time to ones where she displayed total dominance. We are nerfing her healing and utility by decreasing the duration of Inspire, which will decrease her healing to all allies as well as give them a shorter movespeed buff.*

* **Inspire**

* Decreased Duration of Light Heal and Move Speed Buff from 6s to 5s on Gods and Minions

* (This gives one less heal tick and shortens the MS buff)

###  Olorun

*The next set of adjustments are all related to Season 9’s changes to Critical Strikes. Olorun and Heimdallr are going to see slight nerfs to their own unique Crits to keep them in line with the rest of the system, and Geb is going to see slight nerfs to his passive for the same reason. These gods are still potentially going to feel buffed in 9.1 because of the comparison that other Crits were nerfed harder, and each one will be its own unique balance scenario that we plan to adjust accordingly after we see more data. We originally wanted to wait for more information but player feedback has clearly conveyed that we should get started on this now, so here we go.*

* **Touch of Fate**

* Decreased Olorun’s Critical Strike Damage from 1.55x to 1.3x damage

###  Heimdallr

* **The Vigilant**

* Decreased Heimdallr Critical Strike Damage from 1.65x to 1.4x damage

###  Geb

* **Hard as Rock**

* Decreased the amount of Critical Strike Damage the Geb mitigates from 75% to 65%

###   Cloak of Meditation

*The primary healing Relic had some power shifts for 9.1. It received longer cooldowns, but also more intense healing. We are rolling it back on the healing again, as this relic is already quite powerful in Season 8 and is only poised to get better with its more intense upgrades.*

* Decreased missing Health and Mana scaling from 6% to 5%
* Decreased base Health and Mana restore from 12 to 10

###   Greater Cloak of Meditation

* Decreased missing Health and Mana scaling from 6% to 5%
* Decreased base Health and Mana restore from 12 to 10

###   Cloak of the Avatar

* Decreased missing Health and Mana scaling from 6% to 5%
* Decreased base Health and Mana restore from 12 to 10

###   Cloak of the Ascetic

* Decreased missing Health and Mana scaling from 7% to 6%
* Decreased base Health and Mana restore from 40 to 30

###   Magic Shell

*We have seen some scary combinations of damage reduction items on PTS that could be too harsh on hunters, who already took serious nerfs in the form of Crit Damage reduction. We are going to nerf the various forms of Shell to be less effective against basic attackers, along with a heavier nerf to Spectral Armor further to bring it in line with the full 25% loss, and we are going to nerf Breastplate of Vigilance for this reason as well, among others.*

* Decreased Basic Attack Damage Debuff from 25% to 20%

###   Greater Magic Shell

* Decreased Basic Attack Damage Debuff from 25% to 20%

###   Fortifying Shell

* Decreased Basic Attack Damage Debuff from 50% to 40%
* Decreased Damage Mitigation buff after the shield fades from 20% to 15%

###   Phantom Shell

* Decreased Basic Attack Damage Debuff from 50% to 40%

###   Spectral Armor

* Decreased Passive Critical Strike Damage Reduction from 45% to 30%

###   Breastplate of Vigilance

*A few more Glyphs are seeing pre-launch nerfs, mostly to safeguard against metas that would be too controlled by tanks or healers.Tanks, especially warriors are very powerful as we finish Season 8, so we are taking extra steps to pair them down before the launch of 9.1*

###   Jotunn's Vigor

*This one ties back to healing. The amount of self sustain that can be generated with this Glyph was intense on the PTS, so we are preemptively nerfing the amount that it can heal. We think the Glyph still will have a high chance of being picked up even with these decreased stats.*

* Decreased  Physical Ability Lifesteal from 40% to 30%

###   Typhon's Fang

*Mage ADCs and Healing both were powerful archetypes in SWC – and this nerf hits both. We plan to take mage ADCs down a bit through nerf to their self healing. This item was quite popular on them and less-so for traditional DPS mages at the moment. Mage ADCs will certainly be something we continue to closely watch in Season 9.*

* Decreased Healing obtained from Magical Lifesteal bonus from 30% to 25%

###   Blackthorn Hammer

*We tried to make some shifts with this item but ultimately those did not work out, we apologize for the misdirection and are reverting Blackthorn Hammer to its original stats and then nerfing it with the goals of making this a more specific item for tanky stats and utility.*

* Reverted the item to its original stats and then applied the following nerfs
* Increased Cost from 2200 to 2300
* Decreased Physical Power from 40 to 25
* The Health, Mana, and Passive will remain unchanged

### Season 9 Conquest – The Dharmic Era Map

*We have a huge artistic change, a totally new map objective, and a wide array of Relic and Item changes that will impact the conquest map heavily. However, our current proposed changes didn’t force any shifts in the early game. We had workshopped some designs in the past to shake up the early game but didn’t find one that we felt confident would be a strong improvement. However, after some pro feedback discussion we have seen the importance of introducing new play patterns, and we have optimized the design in a few more specific ways. So we are now planning to release a TOTALLY new start to the Conquest map that will be launched with 9.1. It is late in the PTS phase but starting routes are exciting and tend to be optimized a lot by players after dev testing so we feel comfortable putting the SMITE community in the driver’s seat here to find out the best way to play this new start!*

*The main goals of these Conquest Start changes are: To give Mid Laners some more time alone in the mid lane, to change the route for Junglers, and to give Supports more power over their start. Solo and ADC are also affected by the changes in indirect ways. We are Delaying the spawn of mid harpies until after the 3rd wave, so likely Junglers don’t want to spend much time there except maybe to grab a wave on their way to duo side. We are making everything spawn earlier so that Green Buff can be taken and so Junglers start at the same time as the rest of the team, which will give everyone a little more time to choose what they clear on their way to lane.*

*Along with the new starts we are also applying a few balance changes just to tune the new mechanics and ones affected heavily by the changes, like oracles. Oracles might become a much more attractive early objective with these starts, so we are making them slightly easier to kill. Indra’s Scepter felt a little too strong in damage, and did not provide enough structure healing so both of those are being tuned, along with a nerf to the ability to steal offerings.*

*All things considered, Season 9 is a BIG change for SMITE. This final PTS update introduces even more big changes to the game, and we are excited to see players jump into the battleground of Season 9! Thanks for all your testing and feedback during PTS!*

#### Spawn Times

* The spawn times for various jungle camps at the start of the match will be:

* -1:30 Increased pregame time to 90 seconds
* 0:05 Green Buff, Speed Buff Spawn
* 0:10 Blue Buff, Red Buff, Purple Buff, Solo Mini Harpies Spawn
* 0:15 Back Harpies, Solo Elder Harpies Spawn
* 0:35 Oracles, Alpha Harpies Spawn
* 1:05 Draugr Pit Harpies Spawn
* 1:35 Mid Harpies Spawn

#### Balance

* Oracles

* Decreased Base HP from 600 to 500
* Decreased Base Power from 28 to 23

* Green Buff

* Buff Holder Base XP Reward Increased from 35 to 45

* Indra's Scepter

* Decreased God Physical Damage from 3.5% to 3% of the target’s max HP
* Increased Structure Healing from from 3x HP5 to 5x HP5
* Unchanged but added for documentation

* Minion Physical Damage is 100 flat, with no scaling as time goes on

* Offerings

* Unchanged but added for documentation

* Upon pickup they restore 10% of your Mana and provide 15% increased Movement Speed over 10 seconds

* Obelisks

* Increase the amount of time it takes to steal an Offering from 1s per Offering to 3s per Offering

#### Bug Fixes

* Obelisks

* Fixed an issue where these sometimes do not deal damage to enemies while stealing

* Thor

* Fixed an issue where Ragnarok force X Skin Ability 02, Tectonic Rift, wall has no collision and would not stun enemies

* Bastet

* Fixed an issue where bastet covert ops skin cat is missing animations and T posing

* Temporal Beads

* Fixed an issue where this relic would not cleanse banishes (Cerberus Ult, Freya Banish, etc)

* Breastplate of Vigilance

* Fixed an issue where the visual FX was playing too many targets

* Amulet of Silence

* Fixed an issue where it was tracking repeated fires on some abilities

Source