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pledged of 800 000 $pledged of 800 000 $ goal
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00
Visionary Realms, Inc.By Visionary Realms, Inc.
First created
Visionary Realms, Inc.By Visionary Realms, Inc.
First created
pledged of 800 000 $pledged of 800 000 $ goal
Funding Unsuccessful
The project's funding goal was not reached on Sat, February 22 2014 7:40 PM UTC +00:00

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Cities of Armada and Archway

Posted by Visionary Realms, Inc. (Creator)

Armada, a.k.a. the Plank

Resting in the deadly waters of the Bloodflow Sea is the ragtag floating city of ships called Armada. First built as a secret trade port for pirates and rogues, this city has become a safe haven for anyone smart enough to find it and foolish enough to go. Its markets are often filled with rare trinkets of lost worlds, many swallowed up by the seas. This nautical hideaway may be dangerous and lawless, but it does abide by the Code of Marauders, a very vague set of laws that often seem to be in flux. Only those who serve the infamous mariner, Keelhaul the Pirate are immune to walking the plank, a near hourly form of entertainment. Deep below the shark infested waters of Armada is said to be an ancient fortress whose wards are so powerful that it has kept the sea at bay for centuries and helps to form part of the cities more secret chambers.


Resting in the western shores of Kingsreach is the majestic city of Archway. It gains its name from the titanic arch that spans over the Tears of Hydronus, a water god whose final stand against the forces of Oranthel formed the area. Sitting atop the crown of the arch can be found Trident Castle, the throne of the Human Triundan Empire. Over time, this city has grown to become a major trade port for much of the Continent of Celestius and the small outer isles of the Bounty Sea. Having been forged on the unification of three Human pantheons, Archway boasts the largest and most diverse arcane institute, the Athenaeum of Arcane Studies and Auxiliaries. It is also home to the largest army north of the Falmyrys Forest. With the valiant King Kaedryn the IV as its ruler, Archway stands as a beacon of valor in the world of Terminus.

All About Combat in Pantheon: Rise of the Fallen

Posted by Visionary Realms, Inc. (Creator)

Slowing things down

Combat in Pantheon will be built around a desire to change things up in the MMO space. Contemporary MMOs have become very fast paced and, for lack of a better term, spammy. While the combat is still reactionary in nature it tends to break down to focusing on your rotation while moving left or right. With Pantheon the desire is to shift things back to a slower paced combat where the frequency of ability execution is slower and your rotation is dictated more by your response to the encounter than just a sequence of abilities.

How will we accomplish this? By reaching into the past, and looking at games like EverQuest, Dark Age of Camelot, and Final Fantasy XI, and focusing on fewer abilities, and a slower pace of combat. In these games combat involved longer ability activation times, and refresh. They focused on the player or group reacting to cues from NPCs and environment and reacting through the use of ability or position. Current MMOs retain this mechanic but if you stop to watch and react you are not focused on your rotation that fills the in-between time. This results in a potential loss of DPS which ends up taking precedence over utilizing your utility abilities. The values of these abilities is then reduced because they end up just becoming a part of a rotation unless a particular encounter is designed around using them.

Abilities like stun, slow, snare, and root have lost their usefulness. In games like those mentioned previously these abilities were important to manage or execute at the right time. With Pantheon we want to bring some of that back while mixing in some current mechanics that exist in today’s MMOs.


One of the key things related to combat is preparation. Similar to the spell slots system from EQ the player is limited in how many abilities they can have available to them in combat. Abilities are stored in ability sets which carry with them certain parameters and limitations. For instance, abilities all have a color influence based on their magical school and adding an ability to a set may require an ability of a certain color before it can be slotted. When out of combat the player can swap abilities if they so desire. The strategic selection of abilities and creation of ability sets will be important when taking on bigger encounters as you explore Terminus.


Abilities in Pantheon are very special. Each ability was used by a powerful hero. These heroes are no longer around but their essence imbues the world of Terminus. When harnessed, these abilities can be used in many combinations with other abilities.There are two types of abilities regular and enhanced. Regular abilities are the common abilities that will be executed more frequently. Enhanced abilities must be powered up through the use of regular abilities.

Regular abilities are all defined with a color and power level, on top of what they do. The color represents the magical influence of the hero. Power level represents how powerful that ability is relative to other abilities.

Enhanced abilities are special abilities that require the activation of other abilities in their ability group. Each enhanced ability is linked to a group of abilities themed after a hero. Like regular abilities these abilities have a color influence and must follow the same slot rules as regular abilities. Enhanced abilities can only be activated when their growth bar has reached 100% or higher. At 100% the ability does normal damage, every 100% after that increases the damage of the ability by 100%. Super ability growth happens when an ability in the same ability group is used.

Skill Chains and Sympathetics

Skill chains are a series of super abilities executed in a particular order. These abilities are executed by multiple players. When a skill chain is completed an additional effect fires, this effect is called a sympathetic ability. There is only a certain window of time between each ability activation that the next qualifying one can be. If the player has discovered the chain their ability will light up if they have a qualifying ability letting them know they need to fire that ability next in order to take the chain to the next level.

Chain discovery occurs through experimentation. In order to discover they must try different combinations until they successfully complete the chain. When a chain is initially discovered it is entered into the tome of war. Only through practice can the player unlock the chain, fully gaining its biggest benefit.

Harnessing a Hero

While the player can combine abilities into various sets, true power comes from combining a number of abilities from the same heroes creating a special ability set called a Hero’s Essence.

A form of advanced ability set, hero essences can grow through use like other ability sets, but they have higher tiers and when advanced fully some of these essences will allow the player to take on the look of that hero granting them access to more paths of power.


With Pantheon we want to bring back class roles that involve more than just tank, healer and DPS. In EverQuest crowd control, utility, and debuffing were a major part of combat and so will it be in our world. This means that each class falls into a particular role but it does not mean that they do not have some basic attributes from other roles. Using EverQuest as an example, damage shields were the domain of druids and mages, enchanters owned the domain of mana regen and haste but a shaman could give you a less powerful haste if an enchanter was not available. Then there were bards who could do almost everything but nowhere near as well as the classes they were mimicking.

In general the classes of EverQuest kept their identities which made for varied memorable experiences as players took on challenges in different ways. It is these moments that have driven our class and combat designs. Here is a list of the roles that will exist in Pantheon.

Tank: Tanks are the defenders of their groups. When it comes to taking damage they do it like no other. If a group mate is in trouble, tanks are there to attract the attention of their foes with a timely shield bash or a quick snap of their blade. They care not for the glory of highest damage only that the members of their group survives long enough to tell the tale.

Healer: Feeling ill and need a pick me up? That is what a healer does. From buffing your health and curing a deadly disease to stitching up those 'flesh wounds' this role is the cog that keeps the group machine rolling through its enemies like a steam train.

DPS: Adept at dealing death, those classes that fit in the DPS role are revered for their ability to execute both burst and sustained damage. Not big fans of taking damage, DPS classes leave the job of tanking to the tanks so they can focus on what they do best...crush their enemies and you know the rest.

Utility: While tanks can take damage and healers can help recover that damage sometimes the situation can get out of control. When this happens you may need some crowd control, or maybe a haste buff or two, maybe someone can sing a merry tune. The utility role includes the classes that don’t care about doing big damage or making a mob angry at them, these classes enjoy managing the chaos that comes with a fight. They enjoy manipulating all of the variables that can affect the outcome of things, as if they were playing a grand piano. In this sense I guess you could say the utility class is the maestro of their group.


To sum it all up, Pantheon’s combat will be a slower paced strategic combat that incorporates some modern day ideals. Allowing the player to survey the battle will give them the ability to make tactical decisions bringing back the utility of ability effects like stun, snare, and root. It will focus on pre-combat preparation and ability, allowing the player to adjust the way they play depending on their mood or the challenge ahead. With depth through all aspects including the ability to slot growth, group leveling, and chain skills, players will have many ways to grow in power and exploit their targets.

The Dark Knight (Updated)

Posted by Visionary Realms, Inc. (Creator)

Role: Tank

Style: Strong on the front lines, wielder of most weapon types though most proficient in two-handed swords. Able to use the shadows and the dead to their advantage.


  • Void Master: Taking control of the shadows, molding them to do their bidding. Summon shadow sentinels and engulf enemies in darkness.
  • Dread Lord: Instill fear and agony through use of necromancy. Take command of the dead, syphon life and poison their enemies.

The Dark Knight Lore

Touched by the darkness that once consumed the universe, the Dark Knight is a formidable champion of evil whose battle prowess and unholy might instills fear within the bravest of warriors. Having trained in the dark arts recorded within the forbidden martial Tome of Myraxys, these knights have exchanged their souls for the powers of the void to be used in their evil endeavors within the world of Terminus.

What is a Dark Knight?

The Dark Knight is a leader highly skilled in combat who takes charge on the front line. They’re seen wearing dark plate armor and thrive in the use of two-handed great swords, long swords, shields, and axes. Though there have been cases where they have used other types of weaponry such as maces, spears or lances. The Dark Knights have the ability to blend in the shadows, manipulate them to attack their foes or even summon sentries of shadow to protect and fight for them.

Dark Knights have also been known to practice in the arts of necromancy. They use these dark magics to instill fear, inflict pain and raise the dead to serve them. They are notorious for siphoning energies and life forces from their enemies causing great weaknesses while strengthening themselves, though there have been cases where they apply disease to their victims.

Dark Knights adhere to the law of their dark gods. They are not chaotic but keep discord in check. Though the Dark Knight code stays in line with delivering unholy judgment regardless of the hero essence they are bound with. It is wise to avoid the touch of the Dark Knights hand as it may lead to a hateful curse, agonizing pain or death. Dark Knights are formidable as they continue to expand fear and darkness across Terminus in the name of their lords.

The Cleric (Updated)

Posted by Visionary Realms, Inc. (Creator)

Role: Healer

Style: Focused on healing and dealing damage to their enemies through melee combat and faith magic. Manifests astral Paladin sentries to fight for/with them.


  • Battle Cleric: A melee healer that wears full plate armor and can wield a variety of blunt weapons and shields.
  • Curate: Wearing robes, they channel their faith energy from the pantheons they serve to keep their comrades alive and destroy their enemies.

The Cleric Lore

The Cleric is battle-ready priest devoted to spreading the influence of his or her pantheon while adventuring within the wilds of Terminus. Armed with weapons and abilities of divine might, the cleric performs benevolent deeds upon those in need and keeps his allies from the clutches of death. In Terminus, where the reach of a pantheon has been met, the cleric goes forth to act as a harbinger of faith.

What is a Cleric?

The Cleric is a healer. The battle Cleric stands toe-to-toe against their enemy without fear capable of decent armed combat and spell casting granted through divine favor. They don full heavy plate armor, a shield in offhand and typically flourish in the use of maces, scepters, warhammers, flails and even two-handed hammers capable of delivering heavy damage. There have been cases where the Cleric would focus their efforts more on their spiritual and divine blessings, thus taking on a magical offense and defense. In these cases they’ve been seen wearing bright, radiant robes and are known to wield two-handed staves or scepters with a tome in offhand. The lack of heavy armor makes them more susceptible to melee and artillery damage but they are more agile to dodge and channel their divine energies. In rare occasions, Clerics have been capable of opening the window to their faith, allowing them to manifest astral Paladins from faith energy. The power of these sentries is derived from the strength of their belief making a seasoned cleric a force to be reckoned with.

Their prayer books are normally scribed with the writings of many ancient rites, marks and blessings. They can deal with many harsh situations from smiting their foes, healing or reviving fallen brethren, to cleansing the undead. In Terminus, there are many lawful deities from the various planes but their faith typically lies with the heroes belief from the spirit they are bound. Though the deities are different they have a common goal to ensure law and order. Because of the different deities, the Cleric may possess various abilities and blessings that will enhance their effectiveness on and off the battlefield.

Community Q&A Video #5

Posted by Visionary Realms, Inc. (Creator)

More questions - more answers. Thanks for all your questions - we'll keep the videos coming, so keep asking.