Fellowship Season 3 is bringing Gunde, new dungeons, and a reset on June 22
Rise of the Heskyr adds a new hero, Pinnacle Dungeons, Communities, and a full progression reset when Early Access Season 3 begins on June 22.

Fellowship is heading into a major shake-up. Chief Rebel detailed Early Access Season 3: Rise of the Heskyr on June 21, and the new season will begin on June 22 with a reset to player and Hero progression.
The update brings a new Hero, new dungeons, a new enemy faction, itemization changes, broader customization, Communities, Discord invites, Seasonal Challenges, and a fresh endgame loop built around Pinnacle Dungeons.
Patch Notes
Season 3 leans hard into a full-system refresh. The biggest shifts touch progression, dungeon rewards, matchmaking, and profile customization, while the new Heskyr faction and Gunde’s kit give the update a sharper combat identity.
Patch Notes: Fellowship | Early Access Season 3
Welcome to Early Access Season 3: Rise of the Heskyr!
Rise of the Heskyr brings a new Hero, new Dungeons, a new Enemy Faction, a complete overhaul to Itemization, expanded customization, progression updates, balance changes, and much more.
With the launch of Rise of the Heskyr, we are entering a new chapter of Fellowship. Starting June 22nd, all player and Hero progression will be reset as we begin the new Season. You will keep all previously earned Cosmetic Sets and Mounts, while Trims will be fully reset.
Please note that numbers, values, and other details mentioned in these patch notes are subject to change before the final Season 3 release.
A fresh journey awaits, and we can’t wait to see how you take on the challenges ahead!
These Patch Notes are so vast that they will need to be split across numerous Steam posts to fit within their character limits. Make sure to check out the other posts for all the information.
OUR NEW HERO: GUNDE
Gunde joins the Hero roster in Season 3 as a Melee DPS Hero.
Gunde is a fast and agile fighter with a varied kit of attacks which he performs with his dual-wielded axes. All his attacks passively apply Rend, transferring a portion of the damage dealt into a cumulative 30 second bleed on targets. Gunde’s main ability, Slaughter, consumes all existing Rend stacks on enemies and deals that damage with a considerable amplification over 3 seconds, allowing him to set up and deliver huge bursts of damage.
Note: The damage numbers shown below are Gunde’s base stats with no gear equipped.
BASIC:
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Double Strike
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Strike the target enemy with both axes in swift succession, dealing 74-90 physical damage per hit.
- [Double Strike] can be used both in Melee and at Range.
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Applies [Rend] to the target for 50% of the damage dealt.
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Reaver’s Edge – (5s Cooldown)
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Jump into a spinning strike, dealing 166-203 physical damage to all nearby enemies.
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Applies [Rend] to the targets for 50% of the damage dealt.
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CORE:
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Blood Arc – (9s Cooldown)
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Cleave all enemies in front of you, dealing 221-270 physical damage and granting you [Serrated Edge] for 10 seconds, causing your next damaging ability to transfer an additional +20% of its damage to [Rend].
- [Serrated Edge] does not interact with your [Bloodbound Spirit].
- [Blood Arc] applies [Rend] to the targets for 50% of the damage dealt.
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Heart Splitter – (12s Cooldown)
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Jump in and strike at your enemy from above, dealing 423-517 physical damage to the target.
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100% of the direct damage dealt by [Heart Splitter] is added to [Rend].
- [Heart Splitter] [Exsanguinates] the target’s wounds, dealing an additional 30% of the total [Rend] damage currently applied to the target.
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POWER:
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Grim Carve – (15s Cooldown)
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Throw your axe at the target enemy, where it spins like a sawblade, hitting all nearby enemies three times and dealing 186-228 physical damage with each spin.
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Applies [Rend] to the target for 50% of the damage dealt
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Rupture – (60s Cooldown)
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Strike the target enemy by driving both axes upwards through their torso and splitting their anatomy open, dealing 1,913-2,338 psychic damage and applying [Open Wounds] for 18 seconds.
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Applies [Rend] to the target for 50% of the damage dealt.
- [Open Wounds] causes your next [Slaughter] 20% more damage to the afflicted enemy.
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MAJOR:
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Slaughter – (30s Cooldown)
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Strike with immense power around you. Each enemy hit takes 160% of the total [Rend] damage on them over 3 seconds.
- [Slaughter] consumes all stacks of [Rend] on all enemies hit.
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Reign in Blood – (90s Cooldown)
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For the next 12 seconds, the direct damage of abilities that apply [Rend] transfer and additional +30% of the damage dealt to [Rend].
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SPIRIT:
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Bloodbound Spirit (100 Spirit Points)
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Call forth your [Bloodbound Spirit], dealing 418-511 magic damage to all nearby enemies as it emerges and every 1.5 seconds for 6 seconds, applying [Rend] to the targets for 50% of the damage dealt.
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For the next 20 seconds your [Heart Splitter] and [Grim Carve] deal 15% increased damage.
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When you activate your [Spirit Ability] you gain [Spirit of Heroism], granting +30% Haste for 20 seconds.
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MOVEMENT:
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Warbound – (8s Recharge, 2 charges)
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Quickly leap in the direction you are moving, dealing 18-22 physical damage to all enemies in your path.
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UTILITY:
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Owed in Blood – (3s Cooldown)
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Each time [Rend] deals damage there is a chance a [Blood Feather] is spawned near the enemy on the ground that you can pick up to gain 1 stack of [Owed in Blood] for 30 seconds, up to a maximum of 150 stacks. Enemies that die with your [Rend] active on them have a 25% chance to create a [Blood Feather].
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When you use your [Owed in Blood] ability, all stacks of [Owed in Blood] you have accumulated from [Blood Feathers] are applied to the target enemy as [Rend] stacks.
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Jawbreaker – (16s Cooldown)
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Interrupt the target’s spellcasting and prevent it from casting for 4 seconds. Must interrupt a spell, or it will have no effect.
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Can be used during Global Cooldown.
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DEFENSIVE:
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Reckless Abandon (30s Cooldown)
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You take 40% reduced damage for 4 seconds.
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Can be used during Global Cooldown
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CONTROL:
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Butcher’s Hook – (30s Cooldown)
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Throw a chained axe at the target enemy, dealing 33-40 physical damage and pulling them to you.
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Can be used during Global Cooldown
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SPIRIT STAT SPECIAL:
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When you trigger a “Spirit Refund” by using an ability that applies [Rend], it causes you to create 5 [Blood Feathers] on the ground near you.
Talents
| Death’s Arc (2 Points) Each time you use [Blood Arc], it has a 30% chance to instantly reset its cooldown and cause your next [Blood Arc] to have 100% Critical Strike chance. | Raven’s Precision (2 Points) Your [Reaver’s Edge] collects all [Blood Feathers] within a 1000 radius. Each time you Pick Up or Collect a [Blood Feather], it triggers an explosion of blood emanating from you, dealing 34% Strength physical damage to enemies in a 700 radius. | Grim Harvest (2 Points) Your [Reaver’s Edge], [Blood Arc], [Heart Splitter], and [Rupture] have a 6% chance to reset the cooldown of [Grim Carve] and grant you [Grim Harvest] for 8 seconds, causing your next [Grim Carve] to have +100% Critical Strike chance. |
| Sundered Flesh (1 Point) When your [Rend] or [Slaughter] contains more damage than an enemy has left in remaining health, they instantly take that damage. | Crimson Strikes (1 Point) Your [Blood Arc] grants you [Crimson Strikes], empowering your next ability that applies [Rend] with +15% damage. [Crimson Strikes] does not interact with your [Bloodbound Spirit] ability. | Bloodbath (1 Point) Your [Grim Carve] grants you [Bloodbath] for 3 seconds, causing your [Reign in Blood] ability to gain +200% Cooldown Acceleration or the duration. |
| Darkening Hearts (2 Point) Your [Heart Splitter] deals 10% more Direct Damage. Your [Heart Splitter] has +100% Critical Strike chance against targets with 30% health or less. | Murder of Crows (2 Points) Your [Rupture] grants you 2 stacks of [Murder of Crows] for 12 seconds. Your next ability that applies [Rend] consumes 1 stack of [Murder of Crows] and always triggers a [Spirit Refund] | Massacre (2 Points) Each [Rend] that is consumed by your [Slaughter] grants you +0.25% Spirit for 8 seconds, up to a maximum of 25% Spirit. |
| Slayer’s Grin (1 Point) Your [Rupture] cooldown is reduced by 0.4 seconds each time you collect a [Blood Feather]. | Frenzied Reign (1 Point) Your [Reign in Blood] now causes the direct damage of your abilities that apply [Rend] to transfer an additional +25% damage to [Rend]. | Deep Rend (1 Point) Your [Rend] deals its damage 10% faster. |
| Bloodcraze (3 Points) Your [Owed in Blood] causes you to pulsate damage equal to 20% Strength in a 700 radius around you every 3 seconds for 6 seconds. The damage of [Bloodcraze] is increased by 90% per stack of [Owed in Blood] that was consumed. | Oathshatter (3 Points) When the direct damage portion of [Heart Splitter] critically strikes, it causes [Exsanguinate] to explode, dealing 20% of its damage to all enemies near your target. Your [Heart Splitter] has +30% increased Critical Strike chance. | Carnage (3 Points) Each spin of [Grim Carve] reduces the cooldown of your [Reaver’s Edge], [Blood Arc], [Heart Splitter], and [Rupture] by 1 second per spin. [Grim Carve] deals 25% more damage. |
| Superior Serration (1 Point) Your [Blood Arc’s] [Serrated Edge] grants an additional +10% damage applied to [Rend]. | Ancestral Instinct (1 Point) Your [Reaver’s Edge] and [Grim Carve] have a 40% chance to grant you [Ancestral Instinct], granting you 6% Strength for 6 seconds. | Harvesters Toll (1 Point) Your [Rupture] ability grants you [Harvester’s Toll], increasing all damage you deal by 7.5% for 10 seconds. |
DUNGEONS
Two New Adventure Dungeons
Scryer’s Peak
“Far to the North, high up on snowy peaks, sits an ancient sentinel tower. Clouded by a feeling of impending doom, seers have come to the Allied Races to warn them of foreboding visions of corruption in the region.”
Ruins of Regath
“A dilapidated keep in the murky lands of the West has become surrounded by restless spirits of the dead, indicating a disturbance in the peace by way of a long forgotten Reliquary. The Heskyr are en route to extract the blood from the reliquary.“
A New Endgame Challenge: Pinnacle Dungeon
We are introducing a new endgame challenge system: Pinnacle Dungeons. The very first one is called Xul, The Blood Monolith and contains three bosses of higher challenge than seen in the Capstone Dungeons. Xul, The Blood Monolith comes in three distinct difficulties: Normal, Hard, and Nightmare – with additional mechanics unlocking with each difficulty increase.
Designed as a true test of skill, Pinnacle Dungeons are a new category of high-difficulty content that exists alongside Eternal progression. Unlike regular Dungeon tiers, Pinnacle Dungeons are a weekly challenge where players can test their builds, coordination, and mastery of Fellowship.
Rewards
Persistent Rewards
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The end-of-Dungeon chest in Pinnacle Dungeons can contain any item from any of the other Dungeons. The number of items dropped is determined by the difficulty of the Pinnacle Dungeon completed.
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The end-of-Dungeon chest contains suitable amounts of Gold, Materials, etc.
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Pinnacle Dungeons also have a rare chance of dropping mounts.
- [Auxilian Prowler] can drop from Normal difficulty
- [Auxilian Matriarch] can drop from Hard difficulty
- [Auxilian Slayer] can drop from Nightmare difficulty
Weekly Rewards
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The first time each week that you complete a Pinnacle Dungeon of each specific difficulty, the Gold, Materials, Marks, and Supplies awarded are 5x.
Pinnacle Dungeons award [Bloodstones]. There are three different kinds of [Bloodstones], each dropping from their respective difficulty level.
You can get 1 of each [Bloodstone] per week.
- [Basic Bloodstone]
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Upgrades the rarity and item level of any equippable item to ‘Regal’ 315.
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Existing modifiers are kept. Any added modifiers are based on existing modifiers.
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Tempers the item 3 out of 8 times.
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- [Powerful Bloodstone]
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Upgrades the rarity and item level of any equippable item to ‘Regal’ 315.
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Existing modifiers are kept. Any added modifiers are based on existing modifiers.
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Tempers the item 5 out of 8 times.
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- [Ultimate Bloodstone]
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Upgrades the rarity and item level of any equippable item to ‘Regal’ 315.
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Existing modifiers are kept. Any added modifiers are based on existing modifiers.
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Tempers the item 8 out of 8 times.
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Dungeon Updates
With Season 3, we wanted to refresh the Dungeon experience and make every Dungeon feel exciting to revisit. Every Dungeon has received updates, with changes ranging from adjustments to encounters, layouts, mechanics and environmental storytelling improvements.
We don’t want to spoil all the surprises, so the notes below highlight some of the specific changes and fixes included in this update that are not related to the new layouts.
Enemy Updates
We have revamped Dungeon enemies to make encounters feel more engaging, readable, and rewarding.
Our goal was to improve enemy design by making abilities clearer, reducing frustrating interactions, and ensuring threats feel more intentional. Enemies should challenge players through mechanics and decision-making rather than relying on unclear or unexpected behaviors.
Ransack of Drakheim (Example)
- [Pillagers] no longer gain maximum health when gaining stacks of [Frenzy]. Now takes increased damage per stack, in addition to the previous increases in damage and haste. [Pillager’s] base health has been increased slightly to compensate.
- [Auga Handhafi the Blind’s] [Shadow Conduit] ability now only deals damage to players standing in the lines of another player’s [Shadow Conduit].
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The [Shadow of Ulmorgat’s] now takes substantial damage if players successfully destroy the correct [Rune] during [Dark Ritual].
- [Blackmist Cutthroat’s] [Backstab] now teleports behind random players other than the Tank, and has a cast time. Once the cast is complete, the [Blackmist Cutthroat] stands in place and channels for 2 seconds, repeatedly [Backstabbing] in a cone area.
- [Coldbrine Fiend’s] [Annihilation] has received a large increase in damage.
- [Blackmist Whisperers] have had their health reduced, and their Kill Score and Spirit Point value increased.
Curses
True Sight (NEW)
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Some enemies in Dungeons have been emboldened by the Heskyr. At 30%, 55%, and 80% Kill Score, an enemy will drop a [True Sight Orb] to the ground for one player to pick up. The player that picks it up will gain [True Sight], allowing them to see enemies who have been touched by the Heskyr (indicated by a red [True Sight] eye above their head).
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Once in combat with the enemy, it will pulse blood damage in an area around it, dealing magic damage to all players in a large range.
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Once killed, all players will gain +20% Damage and +20% Healing for 50 seconds.
Stormshield
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Damage has been reduced by approximately 50%.
Bloodshards
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Now deals damage equal to 1.2% of the dying enemy’s maximum health (was 2%).
Anomalous Orbs
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Spawn frequency has been reduced, and the buff they grant has a longer duration.
New Faction: Heskyr
A new threat emerges in Season 3: the Heskyr.
Driven by blood magic and corruption, the Heskyr seek to spread their influence across the world by twisting creatures, enemies, and the environment around them.
Facing the Heskyr requires players to adapt to new mechanics built around bleeding effects, area denial, dangerous casts, and enemies that punish poor positioning.
New Non-Heskyr Enemies
The Heskyr corruption has also affected other creatures across the world. New enemy types will be found in old Dungeons.
UI/UX
Season 3 expands the ways you can personalize your Fellowship experience.
We have updated the customization system to give players more control over how they represent themselves, with new cosmetic categories and additional ways to show off your progress.
Expanded Personalization
Players can now customize more aspects of their profile and appearance, including:
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Titles: Display a Title next to your name to show off achievements, progression, or milestones. Showed in party tooltips not in game.
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Banners: Customize your profile banner with unique designs earned through gameplay and rewards.
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Profile Avatar
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Pets: Companions that follow your character. You can find them in the Stable with your Mounts
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Weapon Effects: Customises the visual effects displayed on your weapons.
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Footsteps: Add unique visual effects to your footsteps as you move through the world.
Mix & Match Cosmetics
We have expanded cosmetic customization to give players more freedom over their appearance.
Previously, cosmetic sets were equipped as a full set, with only Trims available for customization. With Season 3, players can now mix and match cosmetic pieces across different sets to create their own unique looks.
This system is still a new feature, and you may encounter some visual inconsistencies or unexpected clipping when combining certain cosmetic pieces. We have removed the most noticeable issues to ensure the system is in a functional state for Early Access Season 3, and we will continue improving it over time.
Communities
The long-awaited feature is finally here, and we cannot wait to see what you create. Communities are designed to make it easier to find your people, organize groups, and stay connected, all within Fellowship. The Communities tab can be found in the hamburger menu in the top right corner.
Community names are unique, meaning no two Communities can share the same name. They are global and are not restricted by server region. This means you can discover and join Communities tagged as Europe even if you are playing on Asian servers.
The maximum Community size is currently 100 Members. We’re setting this at a low number initially to see how the servers (and players) react, and will increase or adjust the limits accordingly over the coming weeks.
Community Features:
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Join Multiple Communities: Players can join multiple Communities at once and each Community has its own dedicated chat room. Players can join up to a maximum of 6 Communities. Players can also create up to a maximum of 3 Communities. Again, like the member limits, the number of active communities players are a part of is something we intend to monitor and adjust as they are used.
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Public and Private Communities
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Public:
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Can be discovered through the search function
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Anyone can join
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Private:
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Requires an invite
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Does not appear in search results
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Community Management: Community Creators act as the moderators and have tools to manage their Community.
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Creators can:
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Remove members from the Community
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Block players from rejoining
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Set the Community Message of the Day
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The Creators can also promote other members to Moderators, allowing them to help manage the Community without giving them full ownership.
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Community Discovery: Finding the right Community should be easy. When being made the Community Creator can choose certain tags to help make sure players can find their community based on [Focus], [Language] and [Region]
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Focus options are:
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Casual
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Pushers
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Social
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Misc
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Languages (more coming soon):
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English
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German
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Mandarin
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Regions:
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Europe
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America
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Asia
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Favourite Community: Players can select a favourite Community to be displayed in your profile tooltip.
Discord Integration
To make it even easier to group up with your friends, we added specific Discord features directly into Fellowship. This integration allows you to connect your Fellowship account with Discord and invite friends straight into your party without needing to search for them in-game.
How it works:
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Link your Discord account to your Fellowship account to enable Discord invites.
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Open your Friends List and click the + button to invite friends directly through Discord.
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Your friend will receive a Discord direct message containing a Join Party button.
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With a single click, they can automatically join your party in Fellowship and jump straight into the adventure.
Note: Players with Discord’s “Do Not Disturb” status enabled cannot receive Discord invites.
Our goal with the new Discord integration is to make it faster to invite friends without manually searching for friendcodes, fill your party before entering a Dungeon, and jump back into Fellowship with your existing group.
UI
Hero Sheet: Traits and Blessings Tracking
The Hero Character Sheet now has tabs that provide tracking for Major Traits, Heroic Traits, Defensive Traits, and Blessings.
General UI
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The Cosmetics screen has been redesigned to better support the expanded personalization system, making it easier to manage your collection and customize your character.
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Added the new Pinnacle difficulty tab to the game mode selection screen
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Added classifier text under abilities to make it easier to understand what stats and effects each ability scales with.
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Added [Profile Customization] where players can unlock and set Avatar Icons, Banners, and Titles that are shown on their Profile Displays, Inspect, and in the Ready Check screen.
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Added [Seasonal Challenges], [Edit Profile], and [Communities] to the Hamburger Menu
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Added a new Icon for [Magic Essence]
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The Start button has been redesigned and updated.
PROGRESSION
Seasonal Challenges
Seasonal Challenges are divided into three categories:
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Core Progression – 19 total challenges. Core Progression challenges are focused on exploring the Season, completing campaigns, mastering activities, and progressing through the world. These challenges reward players for experiencing the major content paths available during the Season.
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Stronghold – 10 total challenges. Stronghold challenges focus on upgrading your power, improving your equipment, and engaging with crafting and progression systems. These challenges reward players who invest time into building their character.
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Feats – 7 total challenges. Feats are focused on special achievements, boss encounters, seasonal unlocks, and milestone accomplishments. These challenges are designed for players looking to test themselves beyond normal progression.
For those who did the quick math: yes, there are 36 total challenges, while the final reward unlocks at 35 completed challenges. This is intentional. Players can choose which challenges they want to pursue and which one they want to skip.
| Challenges Completed | Reward |
| 3 | Profile Avatar: [Bane of the Heskyr] |
| 6 | Profile Banner: [Bane of the Heskyr] |
| 9 | Title: [Bane of the Heskyr] |
| 20 | Weapon Effect: [Blood Emanations] |
| 30 | Footsteps Effect [Bleeding Footsteps] |
| 35 | Pet: [Droplet] |
Some examples of Challenges:
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Core Progression Challenges
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Eternal Protector:
Eternal unlocked on a Tank Hero -
Champion of Tuzari:
Heart of Tuzari completed -
Ors & Goblins:
Stormwatch completed, Silken Hollow completed
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Stronghold Challenges
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Keiren’s Supplies:
Purchase a Blacksmith’s supply box, Purchase an Artisan’s satchel -
Tempering Novice:
5 Rare items fully Tempered -
Souldust Adept: 5 Rare Souldust used
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Mighty Necklaces:
All Traits unlocked (Necklace) -
Bloodstone Artisan:
3 Bloodstones used
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Feats
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Riding with Style:
Seasonal Mount unlocked -
Xul, The Blood Monolith: Xul defeated
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Empowered, But Not Enough:
30 Empowered minions killed
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Leagues
We have reduced the number of Difficulties in each League to improve queue times and to lend more clarity to the progression.
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Each League now has 3 Difficulties (was 6) with 3 Dungeons to choose from in each Difficulty.
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Capstones are the 4th Difficulty in each League (was 7th).
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Item Levels increase every difficulty level (was every 2).
The League Difficulty Scaling has been adjusted with the intention to make Capstone Dungeons a goal to work towards, rather than a place to farm repeatedly.
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All Gold and Material amounts found in Dungeon Chests have been increased substantially.
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Dungeons now drop an equal amount of Gold, Materials, Marks and Supplies to Capstone Dungeons (has been 50% of Capstone Dungeons in previous seasons).
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The Difficulty ramps up faster than in earlier Seasons, to compensate for the reduced number of Difficulties in each League. This makes each difficulty jump more meaningful.
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The largest jump in difficulty is felt when the players enter the Capstone Dungeon in each League.
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The difficulty increase on [Promoted] enemies in Capstone Dungeons has been reduced substantially. [Promoted] Enemies and Bosses are now slightly more powerful than the rest.
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The difficulty jump from a Capstone Dungeon into the 1st difficulty of the next League has been reduced substantially.
The Game Finder now offers difficulties to matchmaking players a little differently from in the past due to the above changes
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When Matchmaking, depending on the average power level in the group, players will be offered one of the following spreads of difficulties.
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Difficulty 1, 1, 2
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Difficulty 1, 2, 2
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Difficulty 2, 2, 3
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Difficulty 2, 3, 4
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Eternal
Eternal has been revisited with the intention to incentivize players to reach for higher difficulties, rather than staying at Eternal 1 to farm Gold, Materials, Items, etc.
Additional Items in Dungeon Chests
Players in Eternal will receive additional items in the end-of-Dungeon chests as follows:
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Eternal 1 – 9
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2 Items in Dungeons.
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3 Items in Capstone Dungeons.
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Eternal 10 – 19
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3 Items in Dungeons.
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4 Items in Capstone Dungeons.
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Eternal 20 – 29
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4 Items in Dungeons.
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5 Items in Capstone Dungeons.
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Eternal 30 – 39
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5 Items in Dungeons.
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6 Items in Capstone Dungeons.
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Etc.
Increased Currency Scaling in Dungeon Chests
Eternal now has substantially increased scaling on Gold and slightly increased scaling on Materia, Magic Essence, Marks, Supplies, and Crafting Resources per difficulty increase.
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Eternal 10 drops approximately 2x Gold compared to Eternal 1
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Eternal 20 drops approximately 4x Gold compared to Eternal 1
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Eternal 30 drops approximately 8x Gold compared to Eternal 1
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etc.
Starmap Rewards
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A New Mount [Indominable Chicken] has been added to the Starmap as a Reward for achieving 10k Dungeon Rating.
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Completing the Paragon Capstone in time will also reward you a beetle pet depending on which role you played.
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Tanks receive [Azure George]
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Healers receive [Verdant Ringo]
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Melee DPS receive [Crimson Paul]
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Ranged DPS receive [Lilac John]
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When finishing Pinnacle Dungeon – Hard you will receive the mount [Bloodshard Elemental] as a Starmap Reward.
Completing the left-side Starmap path now rewards a unique Profile Avatar based on the Hero you played:
| Hero | Profile Avatar |
| Helena | Shieldslam |
| Meiko | Spirited Vortex |
| Xavian | Brilliant Flash |
| Gunde | Slaughter |
| Rime | Frost Ward |
| Tariq | Thunder Call |
| Mara | Maiden of Death |
| Elarion | Multishot |
| Ardeos | Detonate |
| Sylvie | Flutter Call: Heal |
| Vigour | Avatar of Light |
| Aeona | Fleeting Hour |
Completing Cithrel’s Fall now rewards a Hero-themed Profile Banner in the Starmap Reward Tree.
| Hero | Profile Banner |
| Helena | The Warmaster |
| Meiko | The Twinsoul |
| Xavian | The Light of Azamir |
| Gunde | The Northlander |
| Rime | The Harbinger of Winter |
| Tariq | The Thunderlord |
| Mara | The Hungering Blade |
| Elarion | The Skystrider |
| Ardeos | The Pyromancer |
| Sylvie | The Daughter of the Forest |
| Vigour | The Lightshaper |
| Aeona | The Timeweaver |
NEW: Reaching 12,500 Dungeon Rating now unlocks a Hero title and matching Profile Avatar based on the Hero used to achieve it in the Starmap Reward Tree.
| Hero | Title | Profile Avatar |
| Helena | The Warmaster | Shockwave |
| Meiko | The Twinsoul | Twin Souls |
| Xavian | The Light of Azamir | Sun Strike |
| Gunde | The Northlander | Owed in Blood |
| Rime | The Harbinger of Winter | Brain Freeze |
| Tariq | The Thunderlord | Thunderous Rage |
| Mara | The Hungering Blade | Arachnid Assault |
| Elarion | The Skystrider | Lunarlight Mark |
| Ardeos | The Pyromancer | Fire Frogs |
| Sylvie | The Daughter of the Forest | Hidden Trail |
| Vigour | The Lightshaper | Lightshaper’s Ward |
| Aeona | The Timeweaver | Epoch Break |
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Completing 1 Dungeon awards a [Fellow] Profile Avatar
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Completing the Contender Capstone awards the [Fellow] Title
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Completing the Adept Capstone awards the [Fellow] Profile Banner
Improved Matchmaking
We have made some updates and added a few features with the intention to improve queue times and matchmaking quality.
Matchmaker’s Boon
Each time a player uses the Game Finder to Matchmake into a group and then complete a Dungeon with that group, they receive “The Matchmaker’s Boon”.
The Matchmaker’s Boon grants that player a 25% increase to Gold and Material amounts, in addition to increased drop chances on Gems and Crafting Materials.
As long as the group continues playing together, The Matchmaker’s Boon will persist each run.
Any time the group is altered by the group leader, all players lose the Matchmaker’s Boon.
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If a player is invited to the group
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If a player is kicked from the group
If a player leaves the group on their own accord, the remaining players will keep their Matchmaker’s Boon active and can queue up in the matchmaker again to keep it.
Introducing “Odd-Comp”
With the Rise of the Heskyr, we are introducing a new way to play Fellowship with Odd Comp. Odd Comp was something that started as a crazy idea at the office, and we ended up enjoying it so much that we decided to make it a part of the Fellowship experience for those who like to experiment and are open to a twist on the format.
Odd Comp works for both Premade groups and through Matchmaking.
When Matchmaking, players will have a choice to queue for “Holy Trinity” (standard format) only, or to queue for “Odd Comp + Holy Trinity”
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When queuing for “Odd Comp + Holy Trinity”, Holy Trinity is always prioritized.
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If you and your friend queue up for Odd Comp as Mara and Vigour, and there is a Tank and another DPS in the Holy Trinity queue already, this group will be created immediately.
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When playing as an Odd Comp, each composition has a unique name and a set of modifiers that are applied to your dungeon. Below are a few samples of Odd Comps.
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Hallowed Guard (1 Tank, 3 Healers)
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Players deal 35% more Damage.
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Players have 30% reduced Healing Taken.
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Enemies have 25% increased Power.
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Special Passive
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Enemies take 0.4% increased Damage for every 1% Health they are missing.
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Gravesworn Mercenaries (4 DPS)
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Enemies have 20% more Health.
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Players deal 15% reduced Damage.
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Enemies have 35% reduced Power.
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Special Passive
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Players have +25% Lifesteal
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Players take 65% reduced Damage.
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Players take 55% reduced Magical damage.
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Players take 70% increased Area of Effect damage.
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Your [Defensive Ability] reduces Threat by 50% upon expiration.
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Crimson Vanguard (2 Tanks, 2 DPS)
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Enemies have 10% reduced Health.
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Players deal 15% reduced Damage.
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Players have 20% increased Healing Taken.
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Special Passive
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Players have +25% Lifesteal.
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For those open to playing in Odd Comps, we expect queue times to be reduced greatly as any players can match together and play in this format.
Here at Chief Rebel, we were surprised how much fun we had playing various Odd Comp setups, and how well the experience held up. So our recommendation is, give it a whirl!
Odd Comp and Progression / Leaderboards
As Odd Comp is a completely new way to interact with Fellowship, we have applied some restrictions to how it interacts with core features like Progression and Leaderboards.
Odd Comp groups will be able to progress through the game without limits, and will gain Dungeon Score as expected for any group.
Odd Comp groups will not be entered into the Leaderboards beyond Eternal 20 difficulty. Intentions behind this decision below:
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We wanted to make sure the Holy Trinity format stays the core competitive experience. If Odd Comp is something you enjoy, we have plans to add a separate Leaderboard for Odd Comp only in the future.
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We also wanted to make sure that Odd Comp players could attain all the rewards and unlocks in the game, including the 10k Seasonal Mount.
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Source: Steam



