Full notes
Full Fellowship update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
- Store
- Fixes
Hi Fellows,
In our latest Fellowship developer livestream, we sat down to talk through some of the major systems and features coming in Season 3. We covered everything from our new hero Gunde, to Loot 2.0, crafting changes, attunements, progression updates, social systems, and even teased a few surprises along the way.
Season 3 is shaping up to be one of the biggest updates we have worked on so far, and throughout the stream we wanted to share not just what is changing, but why we are making these changes and what goals we have for the future of Fellowship.
If you missed it and would like to watch it, you can do so here:
Meet Gunde
One of the biggest topics during the stream was our upcoming hero, Gunde.
During internal testing, Gunde’s funnel damage has been performing extremely well, in some cases a little too well, so we still have some balancing work ahead before he’s ready for wider testing. That said, the core fantasy and gameplay style are landing exactly where we want them to.
We have seen some comparisons to Ardeos internally, especially when players are grouped with a strong Gunde player, but we want to emphasize that Gunde plays very differently. While both heroes can create high-pressure damage moments, Gunde is built around stacking and transferring bleed damage in a way that feels uniquely his own.
And yes, we are officially still sticking with the name Gunde. The name actually came from a world champion cross-country skier (if you know you know), and it ended up fitting the character perfectly.
Gunde Ability Overview
Rend (Passive)
All damage dealt through Gunde’s abilities is converted into a stacking bleed effect called Rend. These stacks accumulate over time, allowing him to build enormous pressure on enemies.
If an enemy dies while affected by Rend, they will drop a blood orb. Picking up that orb allows Gunde to carry those Rend stacks forward onto his next target, creating a really satisfying chain-combat gameplay loop.
Slaughter
Slaughter consumes all active Rend damage and unleashes 150% of that stored damage over 3 seconds. This is one of Gunde’s major payoff abilities and creates some incredibly explosive moments when timed correctly.
Owed In Blood
This ability applies all stored Rend stacks Gunde is currently carrying directly onto his primary target, allowing him to transfer huge amounts of built-up damage into priority enemies.
Spirit Ability
Gunde summons a blood raven that circles around him for 6 seconds while also applying Rend to nearby enemies.
Secondary Crowd Control
His secondary CC ability is a chain hook that pulls enemies toward him. Some players may remember that Helena briefly experimented with a similar mechanic in the past, but it ultimately found a much better home in Gunde’s kit.
Loot 2.0 and Our Goals for Itemization
A huge focus of Season 3 is our complete overhaul of loot and itemization systems.
Our biggest goal with Loot 2.0 is simple. We want opening chests and finding gear to feel exciting again, consistently.
We also want more items to feel useful and more builds to feel viable. There will always be “best in slot” gear, but we want to create a system where experimentation and discovery is a larger part of the game.
With these changes, we are aiming to:
Encourage experimentation with weapons, gems, and builds
Increase hero build diversity
Give players more agency in solving challenges
Make more loot drops feel meaningful
Support long-term progression in a healthier way
Condensed and Expanded Tooltips
Because itemization is becoming much deeper, we are also updating our tooltip system.
Tooltips will now be larger and easier to read, and players will be able to hold ALT to expand them for much more detailed information and advanced breakdowns.
This allows us to keep items approachable at a glance while still supporting the deeper systems underneath.
Gems, Blessings and Stat Changes
Gems
We are making several major improvements to the gem system:
There is no gem cap anymore
Gem Sockets available on items are being reduced.
Gems can be bought and sold using crafting materials
Gems can be transferred to alts through vendors
These changes are all about making experimentation easier and reducing friction when trying new builds.
New Stat Structure
We have also reworked how stats appear on gear. This gives gear much more variation and creates more exciting chase moments.
White Stats
White-text stats are guaranteed stats that will always appear on a specific item type.
Turquoise Stats
The top two Turquoise stats on an item are randomized fixed stats that roll when the item drops.
These can include:
Primary stats
Stamina
Any of the four secondary stats
Item Modifiers and Blessings
Modifiers are now a major part of item identity.
These can include:
Bonus Stats (Limited to 1 modifier per item)
Improved gem essence (Limited to 2 modifiers per item)
Weapon trait bonuses (Limited to 2 modifiers per item)
Hero-specific blessings (Limited to 2 modifiers per item)
Set bonuses (Limited to 1 modifier per item)
The former Weapon traits are now referred to as just Traits. Traits still appear on weapons in a tree as it does currently, but you no longer rank up traits by injecting gold into your weapon. Trait Ranks are now gained by having additional items with “+1 to X Trait” modifiers on them, up to 4 ranks per trait.
Named Set Items will always dedicate one modifier slot to their Set Bonus.
Blessings are another modifier that can appear on items that grant +1 Rank in a specified Blessing up to a max of Rank 4.
Below are a couple examples of Blessings and how they work for Helena:
New Item Rarities
Loot rarity is also changing significantly in Season 3.
Instead of gear being tightly tied to League progression, rarities now function as percentage-based drop chances across all Leagues.
Each rarity also increases the number of upgrade levels available on an item.
Uncommon (0/4)
Base Stats (Determined per item, “Brogg’s Ring” always has X Base stats)
One Random Fixed Stat (Rolled on drop)
Rare (0/5)
Gains 1st Modifier Slot
Epic (0/6)
Gains 2nd Modifier Slot
Heroic (0/7)
Gains 2n Random Fixed Stat
Regal (0/8)
Gains 3rd Modifier Slot
Legendary
We are still keeping some surprises here for now, such as how Legendaries work in this new system.
Crafting Changes
Crafting is receiving a major overhaul in Season 3 as we move away from the old ingot system and introduce a brand-new resource structure built around Dust and Bloodstones. Our goal with these changes is to give players far more control over their gear progression while making crafting feel more rewarding and flexible overall.
Different types of Dust will allow players to reroll modifiers, target specific outcomes, and even upgrade the rarity of their gear while preserving existing stats and modifiers. On top of that, Bloodstones act as powerful progression items that can instantly raise gear to Regal quality at varying upgrade levels depending on the type used.
The image below provides a clearer and more detailed breakdown of how these systems work at a glance:
Attunements
We are removing many defensive and universal talents from all hero Talent trees - which are being replaced with fun new talents that expand on each heroes kits. That defensive power will now exist within the new Attunement system tied to Necklaces.
Attunements become available on Epic-quality necklaces and above, and players choose one option from each row of a branching tree.
Some examples are shown below using Helena:
Charity Invitational
We also officially introduced the upcoming Fellowship Early Access Season 3 Charity Invitational.
One of our biggest goals with this event is to give back, support great causes, and do some genuine good alongside the community. We are especially looking to involve new creators and new players who may not already be deeply connected to the Fellowship community. If you know any creators who you think would be interested in participating, please reach out to them and let them know about the event, or send them Hamish’s way.
Q&A Highlights
“Is Sylvie still cooked?”
Not anymore.
We have made a large number of balance adjustments, talent changes, and baseline hero improvements across the full Hero roster.
Notable examples:
Rime’s Frost Bolt now generates 3 Anima baseline
Sylvie’s Symbiosis now allows prickly vine hits to trigger smaller Life Petal heals
Odd Comp Queue and Player Retention
One feature we are especially excited about internally is the new Odd Comp queue.
This optional mode allows players to queue with unconventional team compositions like:
4 healers
2 healers and 2 tanks
Other off-meta setups
This mode will not affect the standard leaderboard, but it opens the door for a lot of fun experimentation.
We are also reducing the number of levels per league, which should help improve matchmaking and queue times by reducing the number of player buckets. Leagues will now only have 3 difficulty levels, lowered from 6, plus one Capstone Dungeon.
Higher Difficulty Rewards
We talked a bit about our philosophy for higher difficulty progression as well.
Eternal difficulty will always drop item level 315 gear, but reaching the highest item levels will require special upgrade materials that become more common at higher difficulties.
As players continue pushing harder content, dungeons will also begin dropping additional loot rewards. More information around this will be revealed at a later date.
Timegating
To ensure the health of each season of Fellowship, we need to give the development team some breathing room to react to and figure out solutions to things like:
Major bugs
Balance outliers
Exploits
Progression issues
Especially with a massive update like Season 3, this helps us create a better experience for everyone.
Communities and Social Features
We also discussed our long-term plans for Communities.
Our goal is to help players find groups and build connections directly inside the game instead of relying entirely on external platforms like Discord.
We currently view Communities as a “soft guild” system, and we plan to continue expanding and improving it over time.
10K Rating Rewards
Yes, there is a brand-new 10k rating mount coming in Season 3.
There may also be another surprise reward tied to high-end progression. Axel may or may not have hinted that Sir Bombastic could possibly become obtainable, but we will leave that mystery for later.
Store and Cosmetic Updates
We also confirmed that new cosmetic items are on the way.
Supporter bundles are moving into the in-game store, and we want to provide options across a wider range of price points so players have more flexibility in how they choose to support Fellowship.
Mirror Updates
Finally, we talked briefly about improvements coming to the mirror system.
Players will have more freedom and flexibility when customizing their characters, and we are excited to expand those options further in the future. The next Campfire Checkpoint will include more details and some screenshots of some of our favorite combinations.
Final Thoughts
Season 3 represents one of the biggest steps forward for Fellowship so far.
From Loot 2.0 and crafting, to attunements, blessings, hero updates, match-making, progression changes, and social improvements, nearly every part of the game is evolving in some way. More than anything, our goal is to make Fellowship a game where experimentation feels rewarding, progression feels meaningful, and players have more freedom than ever to create builds and playstyles that feel uniquely their own.
We are incredibly excited to get these systems into your hands and hear your feedback as we continue shaping the future of Fellowship together.
Chief Rebel Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
