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Pantheon: EA Release

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Xenich
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Post by Xenich »

Kalarion wrote: March 6th, 2026, 05:47
After I get Monk to 10 or so I'll try out Shaman.

Ghostcow, so far it seems fun. The first area is pretty much complete, including a full slate of quests. Give it a try.
Monks are a lot of fun as well and have some interesting abilities.

Not sure on how they are now, but Shamans are pretty **** powerful, very strong solo class up to about 20 and they have all the tools and tricks, similar to EQ but different in ways.

The other classes that I remember that were fun to play is Dire Lord and Paladin, both very powerful classes as well. Most classes have "tricks" to play that if you think outside the box, can really excel. Like I said, it has been a while and I am sure the nerf/buff hammer has been swung around a few times (among major changes) so your experience may be different now.

I think most of my characters are on your server, so if you need anything, let me know... I played around with most of the crafting on several characters so should have most up to level 10 at least in that. No sense in you guys wasting a bunch of time on grinds right now due the wipe being so close.

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Post by Finarfin »

If it weren't focussing on group play only, I might even give this a shot.
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Post by Xenich »

Finarfin wrote: March 6th, 2026, 13:18
If it weren't focussing on group play only, I might even give this a shot.
You can still solo and with the upcoming change to combat and mobs, small groups (not fully balanced) will have an easier time in the dungeons and group areas (providing you understand your classes and aren't inept). I would imagine good players will find ways to work into areas solo/duo and take out some targets just like it was in EQ.
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Post by Finarfin »

Hmm, that does sound good. I will keep the game on my radar then! Thanks Xenich.
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Post by Norfleet »

Xenich wrote: March 6th, 2026, 15:33
You can still solo and with the upcoming change to combat and mobs, small groups (not fully balanced) will have an easier time in the dungeons and group areas (providing you understand your classes and aren't inept). I would imagine good players will find ways to work into areas solo/duo and take out some targets just like it was in EQ.
This sounds cool and all, but it costs money, so I'm still out. Hard dealbreaker there.
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Post by Xenich »

Norfleet wrote: March 6th, 2026, 21:12
Xenich wrote: March 6th, 2026, 15:33
You can still solo and with the upcoming change to combat and mobs, small groups (not fully balanced) will have an easier time in the dungeons and group areas (providing you understand your classes and aren't inept). I would imagine good players will find ways to work into areas solo/duo and take out some targets just like it was in EQ.
This sounds cool and all, but it costs money, so I'm still out. Hard dealbreaker there.
Well, for this type of game to work, it needs a sub (I know this is no go for you), but... there is a "possible" hope in the future.

I was throwing out ideas to Brad several years back on the Pantheon forums and pushed my whole "Sell it as a Client/Server package" type of deal, that they should eventually design and prep to release the game at some point where players could setup their own servers and manage them as a backup/later stage plan. He actually was pretty open and considering of the idea... so... "maybe" if that "thought" was retained by those around him, this "could" be a possible future eventually. Who knows...

To be honest, I think any company building an MMO these days should definitely be "designing" this into their game from the start. The potential to market off this concept is... HUGE! Hell, I think that if you had the money, going back and taking all of the older MMOs, redesigning them a bit to be able to handle this type of setup on the back end could be rather big... think "GoG", but for MMOs where people bought all the older MMO server and client software to run their own private servers... BIG MONEY, and HAPPY players.
Last edited by Xenich on March 6th, 2026, 21:40, edited 4 times in total.
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Post by asf »

i was going to try this but it looks too ********
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Post by Xenich »

asf wrote: March 6th, 2026, 23:59
i was going to try this but it looks too ********
Did the "Gay" redirect get you again?
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Post by Xenich »

I was thinking about people complaining about "old school" EQ penalties and the like, and well... ****... I am so tired of the levels of discussion with this.

I am going to say, if you have a partial CR concept, its stupid... period... it is half assed and it won't work. It creates problems, allows for numerous bypasses and work arounds and defeats the entire point of the concept. Either go "full naked CR" or don't ******* bother. This "you get to keep your equipment" compromise is ********. It only pisses off the mainstreamers and defeats the point of those who know full naked needs to exist in the first place.

Why should it be "full naked". Because... it means you ******* have to deal with consequence... fully... It means the risk you take in any venture will REQUIRE you to recover before you continue on. It means you will likely have to "rely" on other players to recover, to get back what you lost. It means being "amiable" with other players (not a ******* **** people hate and want to leave dead on the roadside), it means getting better and not being a ******* worthless impulsive moron who rushes in without thinking. It means some places are dangerous, that actions have consequences, that running your head into a ******* wall for 100 tries doesn't equate to an easy win. Don't like that? Well stop being a ******* moron, think... really think, consider your actions, consider what is ahead and weight the consequences.

That is why "FULL" naked CR is needed because this half *** **** is nothing more than compromising with people who want an easy run. I saw a guy make the argument about how stupid CR (Pantheon level, ie... you keep your gear, but lose your bags) is because you can simply Alt run to explore zones... This **** didn't work in EQ because you either had to lose gear, or run naked and if you ran naked, you were a weak tit who got your *** handed to you (ie you likely died).

Not only that, but consider the restriction on spell times in release EQ. It was 30 mins on buffs... people whined, complained and bitched about it, but failed to understand the game play mechanic. So tell me folks, how long did that last when you were doing any long term runs through EQ? was 30 mins of SOW or the "volatile" and unpredictable "invis" good enough to run rampant for hours through a zone exploring? What? Nope... wasn't ****... and so the whole "explore with an alt" was a BS story, it didn't work. It may allow you "some" leverage, but more often than not you died constantly and spent a lot of time running around back to where you were.

What is my point? CR full naked, limited buff times, etc... were all KEY to game play, but ******* people were so busy looking for their "cheat a win" desires that they could give two shits about how this worked. Well how do you like modern MMOs? Nice? Got all those fancy 1000 hour spells, easy travel, easy return to your corpse ****? You still playing regularly? What? No... Well **** you! ******* *******! Whine some more about how MMOs died.

/sigh...
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Post by Ranselknulf »

Age of Conan naked corpse runs.
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Post by GhostCow »

I played a few hours of this with Kalarion and it's pretty fun. It mostly makes me want to play MnM because MnM is so far ahead in development. Kind of insane how far behind this game is when it had almost a decade head start. I would bet money they run out of money and don't finish it.
Last edited by GhostCow on March 7th, 2026, 03:15, edited 1 time in total.
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Post by Norfleet »

Xenich wrote: March 7th, 2026, 00:39
That is why "FULL" naked CR is needed because this half *** **** is nothing more than compromising with people who want an easy run.
Bah, kids these days. Corpse runs are ALREADY a compromise. In MY day, we had a saying: "Death is a character building experience.".

In the OLD days, when you died, there were no corpse runs. Your friends looted your corpse for you and hauled it back to the newbie area while waiting for you to MAKE A NEW CHARACTER. THIS is the uncompromised experience. You can't be asking for an "uncompromised" compromised experience. This is weaseltry. All or nothing. Once you accept compromise, it's now legitimate to argue about where the compromise should be.
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Post by Xenich »

Norfleet wrote: March 7th, 2026, 08:42
Xenich wrote: March 7th, 2026, 00:39
That is why "FULL" naked CR is needed because this half *** **** is nothing more than compromising with people who want an easy run.
Bah, kids these days. Corpse runs are ALREADY a compromise. In MY day, we had a saying: "Death is a character building experience.".

In the OLD days, when you died, there were no corpse runs. Your friends looted your corpse for you and hauled it back to the newbie area while waiting for you to MAKE A NEW CHARACTER. THIS is the uncompromised experience. You can't be asking for an "uncompromised" compromised experience. This is weaseltry. All or nothing. Once you accept compromise, it's now legitimate to argue about where the compromise should be.
Well, there are limits though. Rallos Zek didn't do very well for very long because eventually people got tired of never being able to progress very far. Before the server finally went down, most of them had transferred to Storm hammer. The guys I knew loved it, but if you wanted to play a traditional RPG focus of content obstacles and progression, it wasn't really practical they said.

Perm death is an interesting concept and certainly does provide "risk" and "danger", but I think it is one of those concepts where the gameplay centers around it entirely which is why rogue likes are very specific in play design. It is about avoiding death entirely, while games like EQ were about limiting death (you are going to die no matter what) to be able to progress and sometimes there were "sacrifices" in the group in order to "win" the encounter. I just don't think that concept works well in long term progression games.
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Post by Norfleet »

Xenich wrote: March 7th, 2026, 13:32
Well, there are limits though.
Maybe, but now that you've accepted a compromise, we're merely discussing where.
Xenich wrote: March 7th, 2026, 13:32
Rallos Zek didn't do very well for very long because eventually people got tired of never being able to progress very far. Before the server finally went down, most of them had transferred to Storm hammer. The guys I knew loved it, but if you wanted to play a traditional RPG focus of content obstacles and progression, it wasn't really practical they said.
I disagree. I think it's a design issue. If you want to play EVERQUEST under those conditions, then yes, the risk is too high, the reward too low. You are simply rolling the dice too many times with too high of odds of dying, resulting in a mean time-to-live that's too short to be considered a good effort.
Xenich wrote: March 7th, 2026, 13:32
Perm death is an interesting concept and certainly does provide "risk" and "danger", but I think it is one of those concepts where the gameplay centers around it entirely which is why rogue likes are very specific in play design. It is about avoiding death entirely, while games like EQ were about limiting death (you are going to die no matter what) to be able to progress and sometimes there were "sacrifices" in the group in order to "win" the encounter. I just don't think that concept works well in long term progression games.
"Roguelikes" have figured out several key points, and I think that this can be blended with other points.

1. The modern Roguelike often includes some sort of metaprogression: You are expected to hit a gameover, usually death (although winning ultimately has the exact same outcome - the game is over and you lose everything). But you're often also expected to gain something: Unlocks and meta-currency to accelerate or alter future runs.

2. Runs are expected to be short: Win or lose, the run ends within a few hours, tops, and often less. This is obviously at odds with "long term progression". To preserve longer-term investment into a single "run", the lethality should be significantly lowered. While defeat or failure may remain common (one side generally wins an encounter, after all), outright deadly, game-ending outcomes should be less common: Opponents rout from the field, soldiers are captured and exchanged or ransomed, pilots eject, sailors abandon ship. These outcomes should occur for NPCs as well: Fights against NPCs generally also set the tone for PvP encounters. This is why most games have **** PvP, because they're ultimately shaped by PvE combat, except players are not structured the way NPCs are (the typical NPC is a dumb block of hitpoints that deals little damage relative to HP, while players are generally the opposite, making player-level damage almost unsurvivable when applied directly to player-scale hitpoints, so the experience of engaging a player is VERY different).

3. Targeted griefing by other players is basically nonexistent. Either they don't exist (by far the most common, so not in any way an MMO), or your opportunities and avenues for even encountering them at all is relatively restricted (One old Roguelike MUD in which it was possible to encounter other players, but impossible to identify them as they were anonymous and the combat took place exactly the same as if you were fighting an NPC, with no option to communicate).
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Post by rusty_shackleford »

Are you guys playing this or no?
Thank you for your attention to this matter!
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Post by Kalarion »

Yes. GC and I were able to duo blue group mobs as Monk/Shaman. Casters are dicey because we don't have reliable interrupts, I think with a good trio we could take on even con group mobs as well.

It's fun so far, we haven't played since the weekend because of work though. Also GC doesn't come to chat to schedule very often.
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Post by GhostCow »

Kalarion wrote: March 10th, 2026, 14:50
Yes. GC and I were able to duo blue group mobs as Monk/Shaman. Casters are dicey because we don't have reliable interrupts, I think with a good trio we could take on even con group mobs as well.

It's fun so far, we haven't played since the weekend because of work though. Also GC doesn't come to chat to schedule very often.
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Post by Xenich »

What levels are you all at?

Also, @rusty_shackleford , if you want to be able to catch up to them quick and screw around before the wipe comes, let me know. I have multiple classes I have played and likely have some gear that I can twink you with so you can level up quicker to be with them. I figure since the wipe is coming, it would at least allow you to get your feet wet a bit to play. It isn't amazing stuff, at most level 15ish named gear on some, some crafted gear of that range, etc...

I really don't plan on playing much until then anyway, so I have no problems giving crap away, to any of you... just let me know and I will see what I can toss you (I have a crap load of bags and the like as well). Maybe that will help you all get an idea of what to play so when the wipe hits we can take a real crack at things?

Unless they changed it, there is no level limit on gear, so everything should work... though... I heard "gear level restrictions" are coming (not sure if this is true, hope not).
Last edited by Xenich on March 11th, 2026, 18:48, edited 1 time in total.
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Post by GhostCow »

Xenich wrote: March 11th, 2026, 18:47
What levels are you all at?
I made it up to level 7. I think Kalarion might be at 8
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Post by Xenich »

GhostCow wrote: March 12th, 2026, 01:10
Xenich wrote: March 11th, 2026, 18:47
What levels are you all at?
I made it up to level 7. I think Kalarion might be at 8
Holler if you want any stuff. I know some of you don't want that crap, but I figure since the wipe is coming, it won't matter a whole lot. Might give you a feel for how the gear upgrades help.

My shaman is pretty well equipped and the monk is in pretty good shape as well. So you both can gain some benefit if you want to try out some gear upgrades and push the limits a bit further. Group stuff is going to get more difficult for you.

BTW, I will play with you guys after the patch, maybe even before (I do have an enchanter in your level range), but for the most part I have done it all to death up to 20, so... I am more interested after the combat patch so we can try pushing into the group content (goblin dungeon, spider dungeon, Halinr, black castle, etc...).

If you want though, I can pop on with my Dire Lord and we might be able to take some of the named group stuff out (might, even being 18 is still rough on level 8 group content).

Oh, and @Kalarion, camp the disciples at the evil area exit, there is a weapon of a named there that is very nice for a monk. I never got it, its a bit rare... but very nice.

And @GhostCow , make sure you do the class quest for the shaman. Nice reward at the end.
Last edited by Xenich on March 12th, 2026, 01:35, edited 3 times in total.
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Post by Xenich »

Pantheon Update:

https://steamcommunity.com/app/3107230#scrollTop=0


Info about upcoming changes for the combat patch... etc...

Also details on attribute changes, gear, etc...

Nice to see all stats having some relevance to classes rather than the garbage modern design of a single focus attribute and the rest is garbage.
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Post by Xenich »

Public Test Realm was put up for the game. This will have a lot of the upcoming "spring" changes, so if you wanted to check it out, it is out today.

https://www.pantheonmmo.com/news/public ... day-may-6/
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Post by Ranselknulf »

I'm still optimistic about this game.

When I tried it briefly, it felt like EQ with some quality of life improvements, but I wasn't going to sink thousands of hours into a server that was going to get wiped. Test servers shouldn't require dedicating your life to test out the content.

I might give it a go again after the wipe or on this public test server goes live, but not this weekend unfortunately. It will have to be another weekend.
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Post by Xenich »

I thought this would be an interesting tidbit from the forums I got from one of the devs responses.
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Post by Xenich »

Toyed with a Pally a bit. Made a couple of levels on the PTR (steam version isn't open yet, apparently they are having issues with it, but the VR access version is up). Some of the features aren't up (mail system is down), but I did notice the difficulty is a bit more than before on pally which seems nice (I hated the run through kill stomping at level 1-5). It reminds me more of release EQ. Fights are rough at level 1 and require a rest after (even con). Yellow cons are a no go, just like trying to take on a yellow in EQ, you are going to get your *** handed to you unless you have some "touchless" means to avoid getting hit. So, like EQ, blues are the ideal targets with even and above being a gamble.

Apparently this angered some people as the earlier Pantheon allowed people to stomp through the first 5 levels of mobs without issue, which I always thought was silly. It never made sense to me to get people used to easy fights in the low levels where they build bad habits and then all of a sudden drop harder mobs on them. They should learn to adapt right at the start, make the mistakes of death early (especially since there is no CR penalty or recovery for the first 5 levels).

Point is, at least on the Pally (who was a freight train before the patch), you now have to be careful, though I hear at level 4 the pally is back to doing better due to their heal at that level.

I haven't had a chance to experience anything past that, just that mobs are definitely not easy like they used to, but... from what I hear (outside of needed balancing specifics) with chevron mobs gone, things are more granular in play (ie being able to do more content with less people). That said, chevron mobs while no longer indicated, some named will vary in difficulty depending on type and location. There are apparently still full group needed mobs, but those are specific to deep "end point" areas in dungeons or specialty fights with most names being a range of difficulty based on type of mob and location. Still, it appears from the little scuttle butt, that I heard that duo and trio teams are having a lot more success in some situations (as I said, still a lot more tuning they have to do to balance things out).
Last edited by Xenich on May 8th, 2026, 15:14, edited 2 times in total.