"[toc]\n\n\nThis guide is dedicated for Pantheon's current [Roadmap](https://www.pantheonmmo.com/roadmap/) with some extended information for each or most of the points of the roadmap.\n\n\n### **\u003cspan style=\"color:red\"\u003eDISCLAIMER** \n\nAll listed information is based on the available information from \n- the official Pantheon page\n- official discord \n- and from the current Dev streams.\n\nKeep always in mind all points are currently in development and subject to smaller or bigger changes or will be re-arranged for later updates! \n\n\n\n\n\n\n\n\n\n## Roadmap Dev Diaries\n\n- [Overview](https://www.pantheonmmo.com/news/spring-2026-combat-and-progression-update-overview/) \n- [Combat Formula Adjustments](https://www.pantheonmmo.com/news/combat-progression-update-details-part-3-combat-formula-adjustments/) \n\n\n - [Combat \u0026 Progression Update ](https://www.pantheonmmo.com/news/combat-progression-update-progress-report-feb-6-2026/) \n - [Attribute Changes](https://www.pantheonmmo.com/news/progress-update-combat-progression-attribute-changes/)\n - [Armor and Resists](https://www.pantheonmmo.com/news/progress-update-combat-and-progression-armor-and-resists/)\n- [Skills \u0026 the Evolution of Techniques](https://www.pantheonmmo.com/news/combat-progression-update-details-part-6-skills-the-evolution-of-techniques/) \n- [Adventuring Mastery](https://www.pantheonmmo.com/news/combat-progression-update-details-part-7-adventuring-mastery/) \n\n - [The Vision Behind Pantheon’s Mastery System](https://www.pantheonmmo.com/news/dev-diary-the-vision-behind-pantheons-mastery-system/)\n - [Warrior Class Overview](https://www.pantheonmmo.com/news/combat-and-progression-progress-update-warrior-class-overview/)\n - [Paladin Class Overview](https://www.pantheonmmo.com/news/upcoming-paladin-class-refresh/)\n - [Dire Lord Class Overview](https://www.pantheonmmo.com/news/details-on-the-upcoming-dire-lord-refresh)\n - Cleric, Druid \u0026 Shaman Overview - April\n - Rogue, Ranger and Monk Overview - TBD\n - Wizard \u0026 Summoner Overview - TBD \n - Necro \u0026 Enchanter Overview - TBD\n\n\n- [Unified NPC Templates](https://www.pantheonmmo.com/news/combat-progression-update-details-part-2-unified-npc-templates/) \n- [Kill Credit \u0026 NPC Spawning](https://www.pantheonmmo.com/news/combat-progression-update-details-part-4-kill-credit-npc-spawning/)\n- [Leveling \u0026 Experience Progression Adjustments](https://www.pantheonmmo.com/news/combat-progression-update-details-part-5-leveling-experience-progression-adjustments/) \n\n- [Crafting \u0026 Gathering](https://www.pantheonmmo.com/news/combat-progression-update-details-part-8-crafting-gathering/) \n- [Itemization, Economy \u0026 Roadmap\n](https://www.pantheonmmo.com/news/combat-progression-update-details-part-9-itemization-economy-roadmap/) \n- [Mail System](https://www.pantheonmmo.com/news/combat-progression-update-mail-system-overview/)\n\n- [Badia de Cara](https://www.pantheonmmo.com/news/progress-update-badia-de-cara)\n- [A Sneak Peek at Badia de Cara and Port of Ru'lun](https://www.pantheonmmo.com/news/dev-diary-a-sneak-peek-of-badia-de-cara/) \n\n\n\n## Public Test Realm\n\n\n\n**Release:** TBD\n\nWe don't know yet which of the following new systems and adjustments will be tested on the PTR.\n\n- Combat \u0026 Progression\n - Attribute Changes\n - Armor and Physical Mitigation \n - Melee Hit and Damage Formula Changes\n - Resistance vs. Vulnerability \n - Critical Hits and Critical Damage Mitigation\n - Distinction between Spell Haste \u0026 Melee Haste\n - New elemental and schools of magic stats (Spell \u0026 Combat Skills)\n - Skill Changes and Class Updates (Class skills, techniques, utilities)\n - Class Mastery (Golden)\n - General Mastery (Blue)\n - Unified NPC Templates\n - Increased base damage\n - Increased TTK\n - FTE system\n - Trait adjustments\n - New Traits (not confirmed yet)\n - Overall increased experience gain (adaptation to the new TTK)\n - Better exp after 20+\n - More balanced risk vs. rewards experience\n - Tightening the range of NPCs that can give experience\n - Adjustments to itemization\n - Improved item tooltips across the entire game\n - Item rarity icons on the item window\n\n- Crafting \u0026 Progression\n - Crafting progression improvements\n - Crafting Mastery Points\n - Crafting Stats\n - Crafting Gear (not confirmed)\n - Chance of failure (first new crafting system)\n - Gathering Mastery Point\n - Gathering Stats\n - Gathering Gear\n - Initial/Basic Player Market system\n - Mail system\n - Item linking\n\n- Boats \u0026 Water travel\n - Swimming improvements\n - New Water filters\n - Rafts, Small Boats\n\n\n____\n## Spring Update \n\n**Release:** TBD \n\nThe wipe and release date of the spring update will most likely be announced after the new major systems went through a process of testing on the PTR (Play Test Realm).\n\n\n##### **\u003cspan style=\"color:Yellow\"\u003eCOMBAT**\n\n\n- **Attribute Changes**: Stat and attribute adjustments.\n\n - Constitution will be replaced with Concentration\n - Charisma will be replaced with Presence.\n - Base effects of all attributes are being reworked\n - Attributes used by class abilities are being realigned for better synergy\n\n\n\n\n\n\n\n*The list of the Secundary Attributes 1, 2, 3 doesn't represent a list of priorities!\n\n- **Combat Changes**: New combat formulas.\n - Armor and Physical Mitigation \n - Melee Hit and Damage Formula Changes\n - Resistance vs. Vulnerability \n - Critical Hits and Critical Damage Mitigation\n - Distinction between Spell Haste \u0026 Melee Haste\n\n- **Skill Changes and Class Updates**: Class skills, techniques, utilities\n - 5 skills cap per level, slower gain\n - Techniques will be based on specific weapons (Axe, Staff, Club, etc) rather then weapon types (slashing, piercing, etc.)\n - 3 groups of different techniques: **damage, reactive** and **utility** \n - 3 slots of techniques, 1 for from each group\n - Special trainers for the techniques\n\n\n- **Class (Golden) Mastery**: \n - New skill trees for each class with two Class Mastery branches. \n - You'll receive your first 5 points at level 5 and one point with each level.\n\n\n\n\n\n*This is just one of the first early development concepts how it might look like when its finished.\n\n\n\n- **Class progression options**: \n - Each class will have two mastery path branches for spending the points.\n - Your main class and your off class branch.\n - You can't change the mastery points on the fly\n - You need to visit a special NPC in a town and spent a certain fea to be able to reallocate your mastery points.\n\n\n - **Warrior** - **Bastion** (Physical Tank) \u0026 **Warlord** (DD)\n - **Paladin** - **Justicar** (Divine Tank) \u0026 **Devout** (Healer) \n - **Dire Lord** - **Nightmare** (Magic Tank) \u0026 **Carnage** (Baserker DD)\n\n - **Shaman** - Healer / De/buffer?\n - **Cleric** - Healer / Smite DD\n - **Druid** - Healer / Caster DD\n\n\n - **Rogue** - DD \u0026 CC\n - **Monk** - DD \u0026 Avoidance Tank\n - **Ranger** - **Skirmisher** (Melee) \u0026 **Archer** (Ranged)\n\n\n\n \n\n\n - **Wizard** - Spell Wizard / Spell Blade Wizard\n - **Summoner** - DD / Pet Tank\n - **Necromancer** - CC / DD\n - **Enchanter** - CC / Charm?\n\n**General (Blue) Mastery**: This sub mastery system is based on the Mastery Experience Bar which will basically progress while playing the game and doing things in the world (bosses, quests, etc.) to unlook universal minor pearks.\n\n\n##### **\u003cspan style=\"color:yellow\"\u003eMOBS**\n- **Unified NPC Templates**: Removal of all chevrons.\n- Increased base damage\n- **Increased TTK**: The \"Time to kill\" will increase.\n\n- **FTE system**: \n - Most mobs will change to the \"First to Engage\" system \n - Some contested major bosses will still have the most damege done system \n - Adjustments to the Named NPC Spawn Types and Spawn Rates\n- **Trait adjustments**: Mobs will have a chance to gain a trait during the combat.\n- **Not confirmed yet:** New Traits: Many more negetive as well as positive traits will be introduced.\n\n\n\n##### **\u003cspan style=\"color:yellow\"\u003eLEVELING**\n\n- Much more experience per kill than they have in the past to balance the new TTK.\n- Adjusting the amount of experience required to level up, particularly at levels 20 and above. \n- More balanced risk vs. rewards experience. Instead of zone-wide experience bonuses (ZEMs), experience bonuses for NPCs in specific, more difficult areas inside dungeons and other challenging points of interest.\n- Tightening the range of NPCs that can give experience and the modifiers to experience gain that come from taking on things above or below your level. \n\n|Con| Level difference|Group Scale|\n|:-- |:- |:- \n|**\u003cspan style=\"color:red\"\u003eRed** |+5 |\u003cspan style=\"color:red\"\u003e |\n|**\u003cspan style=\"color:purple\"\u003ePurple** |+4 |**\u003cspan style=\"color:purple\"\u003eSkilled Full Group**|\n|**\u003cspan style=\"color:orange\"\u003eOrange** |+3 |**\u003cspan style=\"color:orange\"\u003eFull Group**|\n|**\u003cspan style=\"color:yellow\"\u003eYellow** |+2 |**\u003cspan style=\"color:yellow\"\u003eFull Group**|\n|**\u003cspan style=\"color:lightyellow\"\u003eLightyellow** |+1 |**\u003cspan style=\"color:lightyellow\"\u003eSmall \u0026 Full Group**|\n|**\u003cspan style=\"color:white\"\u003eWhite** |0 | **Small Group**| \n|**\u003cspan style=\"color:blue\"\u003eBlue** |**?-?** | **\u003cspan style=\"color:blue\"\u003eDuo \u0026 Small Group**|\n|**\u003cspan style=\"color:lightblue\"\u003eLightblue** |**?-?** | **\u003cspan style=\"color:lightblue\"\u003eDuo** |\n|**\u003cspan style=\"color:lightgreen\"\u003eGreen** |**?-?** | **\u003cspan style=\"color:lightgreen\"\u003eSolo** |\n|**\u003cspan style=\"color:grey\"\u003eGrey** |**?-?** | **\u003cspan style=\"color:grey\"\u003eSolo** |\n|**\u003cspan style=\"color:grey\"\u003eLightgrey?** |**?-?** | **\u003cspan style=\"color:grey\"\u003eSolo** |\n\n\n\n##### **\u003cspan style=\"color:yellow\"\u003eCRAFTING**\n- **Crafting progression improvements:** 50 Levels, Rare Schematics, 1 main profession\n- **Crafting Mastery Points**\n- **Crafting Stats**:\n - Precision: Is for cloth, leather, wood and metal materials.\n - Control: Is for cloth, leather, wood and metal materials.\n - Blending: For cooking, brewing, inscription and alchemy.\n - Appraisal: For cooking, brewing, inscription and alchemy.\n- **Crafting Gear**: For improved Crafting Stats\n- **Chance of failure**: Introduction of a chance of failure when crafting any item. That chance will be determined by the difficulty of any craft you are attempting. Difficulty is determined by:\n\n - The skill level of the schematic compared to your skill level.\n - Any rare or optional ingredients you choose to use in the schematic.\n - The overall rarity of the schematic.\n\n - **LATER UPDATES**: There is much more to come for crafting in the future, which includes the following systems:\n - Chances of success: Introducing the ability to use special techniques at the right time during crafting for better chances of success\n - Complications: That can happen on difficult crafts that you will need to respond to in some way\n\n##### **\u003cspan style=\"color:yellow\"\u003eGATHERING**\n- **Gathering Mastery Point**: 50 Levels, 1 main profession\n- **Gathering Stats**:\n - Precision\n - Fortitude\n- **Gathering Gear**: For improved Gathering Stats\n\n##### **\u003cspan style=\"color:yellow\"\u003eTRADING**\n- **Player Market system**\n- **Mail system**\n- **Item linking**\n\n##### **\u003cspan style=\"color:yellow\"\u003eMISC**\n- **Itemization Updates**: \n - Adjustments to itemization\n - Better display of item information on tooltips across the entire game\n - Visible item rarity icons on the item window\n - New elemental and schools of magic stats (Spell \u0026 Combat Skills)\n- **UI Improvements**: Global adjustments and changes for the ingame UI.\n\n\n##### **\u003cspan style=\"color:yellow\"\u003eBOATS \u0026 WATER TRAVEL**\n- **Swimming improvements**\n- **Rafts, Small Boats**\n\n##### **\u003cspan style=\"color:yellow\"\u003eCONTENT**\n- **Badia de Cara**: A zone in the southern bay of Kingsreach which aims for a level range from midlevel up to high level.\n- **Port of Rulun**: A rework and update of the port settlement in Silent Plains in preparation for water traveling.\n\n\n##### **\u003cspan style=\"color:yellow\"\u003eMAYBE**\n\nLower priority and subject to move to follow up updates:\n- T4 gathering resources in EP, SP \u0026 BdC\n- T4 crafting\n\n\n\n____\n\n## Summer Update\n\n\n\n\n\n##### **\u003cspan style=\"color:yellow\"\u003eROADMAP UPDATE**\n\n- An update for the Summer Update will be released after the Spring Update goes live.\n\n\n\n\n\n##### **\u003cspan style=\"color:Yellow\"\u003eCONTENT**\n\n- The Dead Shoals Dungeon: A dungeon in southeastern part of Eastern Plains.\n#\n- Wild's End Updates\n - **Not confirmed yet**: Ghaldaassi Ruins Dungeon underground extension \n - **Not confirmed yet**: Ironroot Orcs \nrework\n- Sohiryth City Updates\n#\n- Fearthale: A huge zone and starting area of the High Elves.\n- **Not confirmed yet**: Faerthale City. The first major capital ingame city.\n#\n- Vae Wood: A zone south of Faerthale.\n- South Saol: A zone south of Vae Wood.\n#\n\n\n##### **\u003cspan style=\"color:Yellow\"\u003eGAME SYSTEMS**\n- Server Improvements:\n - **Seamless Zoning**: No loading screens for most of the zones anymore.\n - **Instancing Support**: Being able to instance certain mini dungeons, major \u0026 raid bosses.\n - Event System\n- Fishing\n- Quest System\n- Quest Journal Improvements\n- Loot System Improvements: Item linking and improved need and greed system.\n\n____\n\n## Autumn/Winter Updates\n- Broken Maw: The first zone on the Reignfall continent and starting area of the Ogres.\n\n\n"
Roadmap 2026
Content & Beans Tracker