Patch NotesPC

Fellowship’s Season 3 gear overhaul changes how loot, crafting, and gems work

Part 2 of Early Access Season 3 adds Loot 2.0, new rarity rules, Souldust crafting, tempering, necklace imbuements, blessing slots, and a full gem rebalance.

Fellowship Season 3 Part 2 is all about gear. The update brings in Loot 2.0, rewrites item rarity and tempering, adds new necklace and blessing systems, and changes how gems feed into build planning.

Patch Notes

You’ve made it to Part 2 either by completing all previous content, or by skipping ahead. Either way, you do you.

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.

NEW ITEMIZATION: LOOT 2.0

The new itemization system is the largest foundational change we have made to Fellowship since its release. Our intentions with Loot 2.0 was to create more excitement in opening the chests at the end of a Dungeon, while at the same time providing players with ways to reliably attain specific items for specific builds.

Item “Power Potential” and Hero “Power Score”

Items have a new [Power Potential] value that is shown on the item tooltip in gold text.

  • This score is an abstract evaluation of an item’s potential, were players to have the best modifiers, stats on that item for their build and were that item to be fully tempered at that rarity. This is to help give players an “at a glance” way to assess the power of a new item in comparison to an equipped item that has been tempered.

Players now have a new [Power Score] value on their Heroes.

  • A player’s [Power Score] is an abstract evaluation of all the items they have equipped, were they to have the best modifiers and stats for their build.

  • [Power Score] will only account for Tempers that have actually been made to items.

  • [Power Score] also takes the Talents allocated into account.

Item Rarities

  • Item Rarities are no longer locked to a specific League. The new rules for Item Rarity drops is as follow:

    • Contender League Dungeons can drop Uncommon, and Rare items.

    • Adept League Dungeons can drop Uncommon, Rare, and Epic items.

    • Champion League Dungeons can drop Uncommon, Rare, Epic, and Heroic items.

    • Paragon League Dungeons can drop Uncommon, Rare, Epic, Heroic, and Legendary items.

    • Eternal League Dungeons can drop Uncommon, Rare, Epic, Heroic, and Legendary items.

  • An item’s Rarity determines what random stat rolls, modifiers, and extra features an item can have.

    • Common Items (Gray) have only Base Stats (normally Stamina, Main Stat, Secondary Stat).

      • Note, Common items are never dropped in dungeons.

  • Uncommon Items gain 1st Random Stat (Stamina, Main Stat, Critical Strike, Haste, Expertise, or Spirit)

  • Rare Items gain 1st Modifier Slot

    • Modifier Slot can be

      • Blessing

      • Trait (Major Trait, Heroic Trait, Defensive Trait)

      • Gem Essence (+100 Gem Power in one of the gem colors.)

      • Bonus Stat (Stamina, Main Stat, Critical Strike, Haste, Expertise, or Spirit)

      • Set Bonus

      • Weapon Ability

      • Relic Ability

    • Set Items always have their Set Bonus in the 1st Modifier Slot.

    • Weapons and Relics always have their respective ability in the 1st Modifier Slot.

  • Epic Items gain a 2nd Modifier Slot

    • Modifier Slot can be

      • Blessing

      • Trait (Major Trait, Heroic Trait, Defensive Trait)

      • Gem Essence (+100 Gem Power in one of the gem colors.)

      • Bonus Stat (Stamina, Main Stat, Critical Strike, Haste, Expertise, or Spirit)

    • Epic Weapons also gain their Trait Tree that can be unlocked at the Shrine of Imbuements for Gold.

    • Epic Necklaces also gain their Defensive Attunements Tree that can be unlocked at the Shrine of Imbuements for Gold.

    • Epic Cloaks, Wrists, and Rings also gain a Socket.

  • Heroic Items gain a 2nd Random Stat (Stamina, Main Stat, Critical Strike, Haste, Expertise, or Spirit)

  • Regal Items gain a 3rd Modifier Slot

    • Modifier Slot can be

      • Blessing

      • Trait (Major Trait, Heroic Trait, Defensive Trait)

      • Gem Essence (+100 Gem Power in one of the gem colors.)

      • Bonus Stat (Stamina, Main Stat, Critical Strike, Haste, Expertise, or Spirit)

Crafting Changes

With The Rise of the Heskyr and the new Itemization system, Ingots have been removed from the game. Taking their place is Souldust, a resource that allows you to manipulate your items to craft items with the modifiers and stats you are looking for.

  • Uncommon Souldust allows you to re-roll all Modifier Slots of a single type on an item.

    • Example1: Uncommon Souldust re-rolls all your slots with Major Traits on an item into other random Major Traits.

    • Example2: Uncommon Souldust re-rolls all your Bonus Stat Modifiers on an item into other random Stat types.

  • Rare Souldust allows you to re-roll all Modifier Slots of a single type on an item, and provides you with a choice of 1 out of 2 possible outcomes:

    • Example1: Rare Souldust re-rolls all your Gem Essence modifiers on an item and provides you with a choice of 1 out of 2 possible outcomes (Emerald, Emerald? Or Ruby, Amethyst?)

  • Epic Souldust allows you to increase the rarity of an item (adding modifier slots, as well as tempering steps in Eternal).

    • Any time you upgrade the rarity of an item, it will attempt to “flood” any new modifier slots or stats that are added with duplicates of ones that are already on that item.

      • Example 1 – Rare to Epic:

        • A Rare Chest with +1 Visions of Grandeur (Major Trait) will gain another +1 Visions of Grandeur modifier when upgraded to Epic.

      • Example 2 – Epic to Heroic:

        • An Epic Ring with +8 Haste in its random stat roll will gain another +8 Haste roll when upgraded to Heroic.

    • Upgrading Rarity also causes items to gain any intrinsic features that come with the new rarity.

      • Example 1 – Uncommon to Rare Weapon:

        • An uncommon Weapon has no Weapon Ability. Upgrading it to Rare will unlock its Weapon Ability.

      • Example 2 – Rare to Epic Necklace

        • A Rare Necklace does not have the Defensive Attunements tree. Upgrading it to Epic will unlock its Defensive Attunements tree.

    Legendary Souldust – Rerolls a chosen Modifier Slot into a Modifier of another category.

    • Example: Rerolling the 1st Modifier Slot from a Blessing, into a Trait

    • Example: Rerolling the 2nd Modifier Slot from a Stat, into a Gem Essence Bonus

    Tempering

    Tempering fully replaces the old upgrading system that increased the Item Level of an item.

    • The League an item was dropped in decides how many times you can Temper an item.

      • Contender – 1 Temper Max

      • Adept – 2 Tempers Max

      • Champion – 3 Tempers Max

      • Paragon – 4 Tempers Max

      • Eternal – 4, 5, 6, 7, 8 Tempers Max based on rarity (Uncommon, Rare, Epic, Heroic, Regal)

    • Each Temper adds +1 to the item’s base stats (for a Helm for example, that is Stamina, Main stat, and Secondary stat)

    Necklaces: Defensive Imbuements

    Epic or higher rarity Necklaces now have their own Defensive Attunements tree that can be found at the Shrine of Imbuements (the statue where you modify your Weapon Trait tree).

    • Each Necklace of Epic rarity or Higher will have 4 random Defensive Attunements, from which players will be able to choose 1 from each row (a total of 2).

    • The rows are unlocked at the Shrine of Imbuements for a cost in Gold.

    Defensive Imbuements can be passive, or active. The active Imbuements are triggered on different criteria for each Hero. Below are a few examples of Defensive Attunements you will find on Necklaces of Epic rarity or higher.

    • Tariq: The Dune

      • Your [Unbreakable Will] ability further reduces Magic Damage taken by 40% while it is active.

    • Meiko: The River

      • The cooldown of your [Stone Shield] is reduced by 3 seconds.

    • Sylvie: The Wolf

      • Your [Hidden Trail] ability now additionally causes you to heal for 20% of your maximum health and grants you 10% damage reduction for 12 seconds.

    • Aeona: The Stag

      • While [Unfolding Doom] is active, you gain 30% movement speed and 20% damage reduction.

    Legendaries

    All Legendary items now have 3 Legendary modifiers in addition to their Hero-specific Legendary effect.

    • [Strand of Eternity] +10% Cooldown Acceleration

    • [Blood of the Undying] +10% Damage Reduction

    • [Mote of Creation] +10% Primary Stat

    For more specific Legendary changes check the HERO UPDATES section below.

    Traits

    Traits have been expanded and reworked as part of the new itemization system.

    Previously limited to Weapons, Traits can now appear on both Weapons and Equipment, giving players more opportunities to customize their builds.

    Traits retain the 4 rank maximum and remain divided into three categories:

    • Major

    • Heroic

    • Defensive

    Note: Some numbers may appear much smaller than before, but keep in mind that all stats have gone through a stat squish as part of the Season 3 changes.

    MAJOR

    • [Brave Machinations]

      • Your Weapon Ability’s Critical Strike chance is increased by 9.5% / 17% / 24% / 32% (was 20% / 24% / 28% / 30%). If your Weapon Ability deals a Critical Strike its Cooldown is reduced by 15% / 20% / 25% / 30% (was a flat 30%).

    • [Martial Initiative]

      • Your Weapon Ability grants you 10% increased Main Stat and 15% Damage Reduction for a duration equal to 10% / 18% / 25% / 32% (was 20% / 24% / 28% / 32%) of your Weapon Ability’s default cooldown.

    • [Amethyst Splinters]

      • When you deal Critical Damage to an enemy, you deal an additional 4% / 6% / 8% / 11% (was 7% / 8% / 9% / 10) of that damage to them over 8 seconds. When you Critically heal an ally, they are healed for an additional 4% / 6% / 8% / 11% (was 7% / 8% / 9% / 10%) of that amount over 8 seconds. Amethyst Splinters can not critically strike.

    • [Diamond Strike]

      • Your Damage has a chance (6.7 PPM) (was 5.0 / 5.5 / 6.1 / 6.7 PPM) to conjure a Spectral Beam from above, dealing 72% / 127% / 182% / 237% (was 148% / 178% / 200% / 237%) of your Main Stat as damage. Your Heals have a chance (6.7 PPM)(was 5.0 / 5.5 / 6.1 / 6.7 PPM) to conjure a Spectral Beam from above, healing them for an additional 72% / 127% / 182% / 237% (was 148% / 178% / 200% / 237%) of your Main Stat. Diamond Strike applies an amplifying effect for 20 seconds on targets it strikes, increasing its Damage and Healing to that target by 40%, stacking up to 5 times. Diamond Strike gains and additional +35% increased Damage and Healing for every stack of Harmonious Soul you have active [Diamond Gem Power].

    • [Emerald Judgement]

      • Each time you deal damage to an enemy, you have a chance (0.88 PPM / 1.30 PPM / 1.80 PPM / 2.30 PPM) (was 2.0 PPM) to conjure an Emerald Spike out of the ground, knocking that enemy into the air and dealing 800% (was 600% / 700% / 800% / 900%) Main Stat damage to them. Emerald Judgement triggers your current rank of First Strike (Emerald Gem Power).

    • [Heroic Brand]

      • Your Weapon Ability Damage and Healing is increased by 24% / 42% / 60% / 80% (was 50% / 60% / 70% / 80%).

    • [Ruby Storm]

      • Your abilities have a chance to spawn a Ruby Storm that travels forward, dealing damage to all enemies it touches equal to 2.4% / 4.0% / 5.4% / 7.0% of your Current Health. (1.3PPM)

    • [Sapphire Aurastone]

      • Your Spirit Ability causes you to conjure a Sapphire Aurastone near you or your selected target on activation. The Sapphire Aurastone lasts as long as the Spirit of Heroism effect from your Spirit Ability is active on you. While active, 3.4% / 6.3% / 9.1% / 12% (was 10% / 12% / 14% / 16%) of all damage you deal is accumulated into the Sapphire Aurastone and released in a pulse of damage, evenly split between nearby enemies every 3 seconds. While active, 4.6% / 8.4% / 12% / 16% (was 10% / 12% / 14% / 16%) of all healing you do is accumulated into the Sapphire Aurastone and released in a pulse of healing, evenly split between nearby allies every 3 seconds. Each pulse empties the accumulated Damage or Healing stored within it.

    • [Visions of Grandeur]

      • Your Weapon Ability generates 2.5 Spirit Points (was 2.0 / 2.4 / 2.8 / 3.2) multiplied by a value equal to your Weapon Ability’s default cooldown, divided by 30. Your Weapon Ability’s Cooldown is reduced by 25% / 50% / 75% / 100% (was 100%) when you activate your Spirit Ability.

    HEROIC

    • [Hunter’s Focus]

      • Your targeted offensive abilities grant you 4 / 8 / 12 /16 (was 20 / 32 / 43 / 55) Haste rating for 8 seconds, stacking up to 5 times. The Haste is lost if you use a targeted offensive ability on any other enemy.

    • [Inspired Allegiance]

      • Your abilities have a chance to reduce the Cooldown of you Weapon Ability by 1.5 / 4 / 6 / 8 (was 2 / 3 / 4 / 5) seconds and grant you and 1 / 2 / 3 / 3 allies 6 / 10 / 13 / 17 (was 85 / 85 / 85 / 127) Haste rating for 8 seconds. (1.2 PPM)

    • [Willful Momentum]

      • Your Spirit Rating is increased by 5 / 8 / 12 / 17 (was 59 / 89 / 118 / 148). Whenever you trigger a Spirit Refund your Main Stat is increased by 1.5% / 2.6% / 3.7% / 4.8% (was 3% / 3.6% / 4.2% / 4.8%) for 4 seconds.

    • [Hidden Power]

      • Your abilities have a chance to grant you 1 stack of Hidden Power for 60 seconds. When you have 5 stacks, Hidden Power is consumed and Power Revealed is granted to you for 15 seconds, increasing your Main Stat by 7.2% / 12.8% / 18.4% / 24% (was 7.5% / 9% / 10.5% / 12%). You can not gain Hidden Power stacks while Power Revealed is active on you. (2.6 PPM)

    • [Kindling]

      • Your Damage Effects have a chance (2.1 PPM) to burn the target, dealing 483% / 882% / 1281% / 1680% (was 644% / 770% / 931% / 1120%) of your Main Stat in fire damage to them over 9 seconds. Your Healing Effects have a chance (2.1 PPM) to cauterize the target, dealing 483% / 882% / 1281% / 1680% (was 644% / 770% / 931% / 1120%) of your Main Stat in fire damage to them over 9 seconds.

    • [Navigatior’s Intuition]

      • Your offensive abilities have a 20% chance to grant you 28 / 66 / 104 / 142 (was 276 / 414 / 552 / 690) Critical Strike, Haste, Expertise or Spirit rating for 30 seconds. Your highest secondary stat is always the one that gets increased. Navigator’s Intuition can trigger once every 90 seconds.

    • [Patient Soul]

      • Standing still for 3 seconds grants you Patient Soul, increasing your Max Health by 5% and your Expertise rating by 12 / 22 / 32 / 42 (was 107 / 141 / 177 / 212). Patient Soul persists for 6 seconds after you start moving.

    • [Seized Opportunity]

      • Every 20 Critical Strikes you gain 21 / 39 / 57 / 75 Critical Strike rating (was 112 / 168 / 224 / 280) for 12 seconds. You can not gain stacks while Seized Opportunity is active on you.

    • [Vengeful Soul]

      • Your critical strikes have a chance to increase your Main Stat by 3.0% / 5.1% / 7.2% / 9.3% (was 4.0% / 4.8% / 5.6% / 6.4%) for 8 seconds (was 6 seconds). If you are below 50% health when Vengeful Soul triggers, you are also healed for an amount equal to 370% / 630% / 890% / 1150% (was 720% / 865% / 1010% / 1150%) of your Main Stat over 6 seconds. (3.0 PPM) (was 2.0 PPM)

    DEFENSIVE

    • [Divine Mediation]

      • Taking damage has a chance to Heal you for 332% / 572% / 816% 1056% Main Stat (was 660% / 792% / 924% / 1056%) over 6 seconds. Once the heal expires, you apply an Absorb Shield on yourself and all allies equal to 240% / 416% / 592% / 768% Main Stat (was 480% / 576% / 672% / 768%). (0.8 PPM)

    • [Iron Spikes]

      • Taking damage has a chance to increase your Armor by 10% / 17% / 24% / 32% (was 20% / 24% / 28% / 32%) for 10 seconds. While this is active, you deal 16% / 29% / 42% / 55% Main Stat physical damage (was 34% / 41% / 48% / 55%) to enemies who deal damage to you. (1.4 PPM)

    • [Stalwart Readiness]

      • Every 8 seconds (was 10 / 9 / 8 / 7) in combat that you do not take damage, you gain 1 stack of Stalwart Readiness. The next time you take any damage it is Reduced by 2% for each stack of Stalwart Readiness you have and 1 stack is removed. You can have a maximum of 3 / 5 / 7 / 9 (was 5 / 6 / 7 / 8) stacks of Stalwart Readiness.

    • [Heart of Stone]

      • You gain 2.0% / 3.8% / 5.6% / 7.4% (4.0% / 5.0% / 6.0% / 7.0%) more Health from Stamina.

    • [First Man Standing]

      • Each time an enemy deals damage to you for the first time, you gain First Man Standing, reducing all damage you take by 3.0% / 5.2% / 7.4% / 9.6% (was 6.0% / 7.2% / 8.4% / 9.6%) for 20 seconds.

    • [Grounded Spirit]

      • Every 1 second that you stand still you gain 1 stack of Grounded Spirit up to 10 stacks. Upon moving, all stacks of Grounded Spirit are consumed, healing you and 1 other ally with low health for 30% / 58% / 86% / 114% (was 50% / 60% / 70% / 80%) Main Stat per stack consumed.

    • [King of the Hill]

      • You take 3% / 6% / 9% / 12% Reduced Damage (was 6.0% / 7.2% / 8.4% / 9.6%) while you are above 80% health.

    • [Latent Resurgence]

      • When you are healed, you have a chance to gain 1 stack of Latent Resurgence up to a maximum of 10 stacks. When your health dips below 50% all stacks of Latent Resurgence are consumed, instantly Healing you for an amount equal to 108% / 188% / 268% / 348% of your Main Stat (was 217% / 261% / 305% / 348%) per stack. (2.6 PPM)

    • RETURNED: [Treasure Hunter’s Delight]

      • When you use Relic Ability, all damage you take is reduced by 4.7% / 7.8% / 10.9% / 14% (was 20% / 24% / 28% / 32%) for 12 seconds.

    Blessings

    Equippable items can now have Blessings on them. You can have up to 4 Ranks of any Blessing. The Blessing tab will display where each Blessing’s stats are coming from, making it easier to understand which equipment are providing your bonuses. For example, the source will be displayed under the Tier Source section, with the relevant gear slot listed, such as Hands.

    • [The Herald]

      • You start Dungeons with 12 / 20 / 30 / 50 Spirit Points towards your [SPIRIT] ability.

    • [The Sinister]

      • Your [CORE] abilities have 1% / 2% / 3% / 4% increased Critical Strike chance and 5% / 10% / 15% / 20% increased Critical Strike power.

    • [The Wayfarer]

      • Every 60 seconds you gain The Wayfarer, granting you +6% / +10% / +16% / +25% Haste for 14 seconds. Each time you use your [CORE] ability, the time to The Wayfarer’s next application is reduced by 0.2 to 8 seconds, relative to the cooldown of the [CORE] ability used. Abilities with no cooldown provide 0.2 seconds reduction.

    • [The Celestial]

      • Your [POWER] abilities have a 5% / 8% / 13% / 20% chance to generate 1 Spirit Point toward your SPIRIT ability.

    • [The Trickster]

      • Your [POWER] abilities grant you 2.5% / 4.0% / 6.4% /10% increased Critical Strike chance for 4 seconds.

    • [The Mystic]

      • Your [POWER] abilities gain 0.3% / 0.5% / 0.8% / 1.2% increased power for every 3% Spirit you have, up to 50% Spirit.

    • [The Heretic]

      • Each time you use a [CORE] ability, there is a 20% chance you drain 325% / 520% / 832% / 1331% Main Stat health from the nearest enemy, healing you for the same amount.

    • [The Philosopher]

      • Your [MAJOR] ability grants you +0.2% Haste, Expertise and Critical Strike for every 4.0% / 2.5% / 1.6% / 1.0% Spirit you have for 8 seconds, up to a maximum of 10% to each.

    • [The Subduer]

      • You deal 5% / 10% / 15% / 20% more damage to Low Health Enemies. Your [MAJOR] abilities reduce the cooldown of one of your [CONTROL] abilities by up to 1 / 2 / 3 / 4 seconds. The amount is relative to the default cooldown of the [MAJOR] ability used.

    • [The Intrepid]

      • Your [BASIC] abilities increase the power of your next [POWER] ability by 1.5% / 2.5% / 4.0% / 6.0%, stacking up to 5 times.

    • [The Usurper]

      • Your [CORE] abilities have a chance equal to your Critical Strike chance % to trigger The Usurper’s Verdict on the target, either dealing 143% / 228% / 365% / 584% Main Stat damage to up to 4 enemies near your target, or healing up to 4 allies for 122% / 195% / 312% / 500% Main Stat health. The Usurper’s Verdict has a 20% chance to trigger both the Damage and Healing effect.

    • [The Vainglorious]

      • Your [BASIC] abilities deal an additional 25% / 40% / 65% / 100% Main Stat damage.

    • [The Monarch]

      • You [MAJOR] abilities gain 3% / 5% / 8% / 12% Cooldown Acceleration. The bonus is increased by +0.1% for every 1% Haste you have, up to a maximum of 5%.

    • [The Vehemet]

      • Every 6 / 5 / 4 / 3 [BASIC] ability causes your target to erupt, dealing the damage to all enemies in a radius around the target as poison damage. The damage is increased by a percentage equal to your Critical Strike chance %, up to a maximum of 50%.

    Gems

    We have decided to remove the Gem cap and we have added new bags of gems that can be bought at the supplier in the Stronghold in exchange for Marks of Fellowship.

    Note: Some numbers may appear much smaller than before, but keep in mind that all stats have gone through a stat squish as part of the Season 3 changes.

    • Gem System Updates

      • Socketed Item updates:

        • There are now 4 item types that can have sockets: Cloaks, Wrists, and Rings – for a total of 4 sockets maximum.

        • These item types will always have a socket if they are of Epic rarity or higher.

        • Empowered Sockets have been removed from the game.

        • Legendary Items always have sockets, but no longer have a 100% bonus to gem power provided.

    • The required Gem Power needed to reach each bonus in a track has changed:

      • Node 1 – Changed from 120 to 80

      • Node 2 – Changed from 240 to 150

      • Node 3 – Changed from 480 to 220

      • Node 4 – Changed from 720 to 30

      • Node 5 – Changed from 960 to 450

      • Node 6 – Changed from 1200 to 600

      • Node 7 – Changed from 1560 to 800

      • Node 8 – Changed from 1920 to 1000

      • Node 9 – Changed from 2280 to 1250

      • Node 10 – Changed from 2540 to 1500

    • Socketing Gems Changes:

      • Small Gems now provide 150 Gem Power in the corresponding color (was 120).

      • Large Gems now provide 250 Gem Power in the corresponding color. (was 240)

      • Small Gems now provide 350 Gem Power in the corresponding color. (was 360)

      • Small Gems now provide 500 Gem Power in the corresponding color. (was 480)

    Gem Bonus updates

    • Sapphire

      • [Mystic’s Intuition] – +8 Stamina, +8 Spirit (was +100 Stamina, +100 Spirit)

      • [Oracle’s Foresight] – +2% Spirit (was +3%)

      • [Mystic’s Intuition II ] – +24 Stamina, +24 Spirit (was +300 Stamina, +300 Spirit)

      • [Oracle’s Foresight II ] – +6% Spirit (was +9%)

    • Diamond

      • [Harmonious Soul] – Each time an enemy you are in combat with is defeated, you gain +0.6% (was 0.3%) Critical Strike, Haste, Expertise, and Spirit for 5 seconds, stacking up to 4 times (was 10 times)

      • [Stoic’s Teachings] – +40 Armor (was 500), +4 Strength / Intellect / Agility (was 25)

      • [Ancient’s Wisdom] – +2% Strength / Intellect / Agility (was +3%)

      • [Harmonious Soul II ] – Each time and enemy you are in combat with is defeated, you gain +0.6% (was 0.9%) Critical Strike, Haste, Expertise, and Spirit for 5 seconds, stacking up to 12 times (was 10 times)

      • [Stoic’s Teachings II ] – +120 Armor (was 1500), +12 Strength / Intellect / Agility (was 75)

      • [Ancient’s Wisdom II ] – +6% Strength / Intellect / Agility (was +9%)

    • Amethyst

      • [Berserker’s Zeal] – +8 Stamina, +8 Critical Strike (was +100 Stamina, +100 Crit)

      • [Killer Instinct] – +2% Critical Strike Chance (was +3%)

      • [Blessing of the Deathdealer] – Your Critical Strikes do 2% (was 3%) more Damage and Healing

      • [Berserker’s Zeal II ] – +24 Stamina, +24 Critical Strike (was +300 Stamina, +300 Crit)

      • [Killer Instinct II ] – +6% Critical Strike Chance (was +9%)

      • [Blessing of the Deathdealer II] – Your Critical Strikes do 6% (was 9%) more Damage and Healing

    • Ruby

      • [Might of the Minotaur] – +2% Strength / Intellect / Agility (was +3%) while you are above 80% health.

      • [Champion’s Heart] – +12 Stamina (was 140), +2 Strength / Intellect / Agility (was 15).

      • [Titan’s Blood] – +3% Stamina (was +4%).

      • [Might of the Minotaur II ] – +6% Strength / Intellect / Agility (was +9%) while you are above 80% health.

      • [Champion’s Heart II ] – +36 Stamina (was 420), +6 Strength / Intellect / Agility (was +45).

      • [Titan’s Blood] – +9% Stamina (was +12%)

    • Topaz

      • [Thief’s Alacrity] – +8 Stamina, +8 Haste (was +100 Stamina, +100 Haste)

      • [Feline Grace] – +2% Haste (was +3%)

      • [Blessing of the Virtuoso] – You retain +2% Haste (was +3%) from Spirit of Heroism while it is not active.

      • [Thief’s Alacrity II ] – +24 Stamina, +24 Haste (was +300 Stamina, +300 Haste)

      • [Feline Grace II ] – +6% Haste (was +9%)

      • [Blessing of the Virtuoso II ] – You retain +6% Haste (was +9%) from Spirit of Heroism while it is not active

    • Emerald

      • [Vanguard’s Resolve] – +8 Stamina, +8 Expertise (was +100 Stamina, +100 Expertise)

      • [Tactitian’s Acumen] – +2% Expertise (was +3%)

      • [Vanguard’s Resolve II ] – +24 Stamina, +24 Expertise (was +300 Stamina, +300 Expertise)

      • [Tactitian’s Acumen II ] – +6% Expertise (was +9%)

    There is a lot more in Season 3 beyond this part, but the gear side of Fellowship already looks very different after these changes. Share your thoughts in the comments, and follow us on X, Bluesky, YouTube, Instagram.

    Source: Steam

Margarita Kicevski

My job is similar to Angel's, focus on news and updates, even though most of my work is taking care of two little devils. I am here to cover when most needed, and try to deliver the best I can. It's my fault pushing Angel to reboot ConsolePCGaming.com Wish me luck <3.

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