Fellowship Season 3 is overhauling gear, groups, and endgame at once
Rise of the Heskyr will launch on June 22 and adds Gunde, two new dungeons, Pinnacle Dungeons, and social tools like Communities and Discord integration.

Chief Rebel laid out Fellowship Early Access Season 3 on June 15, and the next chapter, Rise of the Heskyr, will launch on June 22. The update brings a new Hero, a full pass over loot and item progression, fresh endgame content, matchmaking changes, and a batch of social and customization features.
Patch Notes
Season 3 is built around more than one lane of progression. It changes how players chase gear, how they build their Heroes, and how they form groups for dungeon runs. The result is a season that looks far more ambitious than a routine content drop.
The new seasonal theme leans hard into a darker tone. The Heskyr are a new faction shaped by ritual, devotion, and sacrifice, and the season’s enemies, environments, and visuals all orbit that idea. Blood sits at the center of that theme, which gives the season a very different mood from what came before.

Gunde is the new melee DPS Hero joining the roster. He is a blood-fueled berserker inspired by Scandinavian folklore, and his kit revolves around stacking bleeds, spreading them, and turning aggressive play into even more damage. Chief Rebel said every Hero has also received some kind of update in Season 3, from talent adjustments and balance tweaks to larger reworks.
Players who want a closer look at Gunde’s abilities can watch the Core Skills Overview below.
Gear is getting one of the biggest shakes in the update. Items now carry more identity through guaranteed core stats plus randomized bonuses, including affixes tied to secondary stats, Traits, Blessings, and Gems. Depending on rarity, an item can roll up to three extra bonuses. Gem sockets are changing too, with fewer socket rolls overall but no global Gem cap, which should open up more build experimentation.
Rarity is no longer tied directly to League progression. Instead, higher-difficulty content has a better chance to drop stronger gear, while the highest rarities stay locked to later progression. Tempering replaces the old upgrade path, so items now drop at a fixed item level based on difficulty and then gain power through stat improvements. Higher rarity items can be Tempered up to eight times, which should let a strong early drop stay relevant for a much longer stretch.
Crafting is moving in the same direction. Rather than chasing repeated random rerolls, players will have more direct control over how an item develops. Chief Rebel said crafting now plays a much larger part in build creation, especially when combined with the new affix system, Tempering, and the revised rarity model.
There is also a new progression layer called Attunements, which is tied to Necklaces. As players find better Necklaces, they unlock branching bonus paths that add another way to tune survivability and character growth. Much of a Hero’s defensive power is being shifted into this system, which should leave more room for talent experimentation.
On the dungeon side, Season 3 adds Scryer’s Peak and Ruins of Regath. Both bring new environments, enemies, and challenges, while older dungeons are being refreshed with new enemy placements, route options, environmental storytelling updates, and mechanical changes. The goal is to make familiar spaces feel different without throwing them out and starting over.
The new endgame path is Pinnacle Dungeons, starting with Xul, the Blood Monolith. This Capstone-style dungeon sends groups through three bosses, with the challenge ramping up at each step. Pinnacle Dungeons will have three difficulty tiers, a weekly loot lockout, and rewards that include powerful crafting materials. There is also a rare chance to earn an exclusive Mount.
Seasonal Challenges give players another lane to chase during the season, but the rewards stay cosmetic. Titles, banners, profile options, companions, and other seasonal items are all on the table, and no gameplay power is locked behind the track.
Group play is getting a lot easier to manage as well. Communities are coming in as an in-game way to find people beyond your friends list, and Discord integration is being built right into Fellowship. Players will be able to link accounts, invite friends through Discord from the in-game Friends List, and have those friends join party through a direct message button.
Matchmaking itself is changing in a few ways. Standard queues remain the default, but an optional Odd Comp mode will let groups run without the usual tank, healer, and DPS setup. Those groups will receive buffs based on their composition. Chief Rebel also said the number of steps in each League is being reduced from a 1-6 difficulty plus capstone structure to a 1-3 difficulty plus capstone setup. Eternal matchmaking is being tightened too, with the allowed range narrowing as players move deeper into the endgame.
The new Matchmaker’s Boon system should help good runs stick together. If a group stays intact after a successful matchmade dungeon, everyone in the party gets a reward buff for future dungeon clears as long as they keep running together.
Customization is getting more flexible, starting with cosmetic mixing and matching. Instead of locking players into full sets, Fellowship will let them combine individual pieces from different looks. That change comes alongside new seasonal cosmetics, a Summer Skin and Mount series for every Hero, plus fresh premium skins and mounts.
Season 3 also adds Pets, which Chief Rebel describes as a collectible system for Companions that players can unlock, collect, and buy. Profile customization is expanding too, with Icons, Banners, and Titles giving players more ways to show off progress outside of their Hero.
For a season that is still sitting before launch, Rise of the Heskyr reads like a big reset for Fellowship. The game is not just adding content. It is rebuilding how progression, group play, and endgame rewards work at the same time.
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Source: Steam

