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Climates are extreme environments found in Pantheon: Rise of the Fallen that can cause detrimental effects to player characters. These effects can be mitigated through the process of acclimation. Each of those extreme climates will have tiers associated with them corresponding to how punishing they will be to players. For example, players may be able to survive in a Tier 1 environment without any acclimation, but would certainly experience some detrimental effects like a weapon or movement speed penalty. The higher the tier, the more detrimental and severe the effects would be. Some climates can be found within other climates.

Types[edit | edit source]

The treacherous depths of Amberfaet are an extremely Frigid climate.
Archai with Water attunement, as well as Dwarves, have an innate bonus to their Frigid acclimation scores
Archai with Fire attunement have an innate bonus to their Scorching acclimation scores.
Archai with Earth attunement, as well as Dwarves, have an innate bonus to their Toxic acclimation scores.
Dark Myr have an innate bonus to their Anaerobic acclimation scores.
Dark Myr have an innate bonus to their Pressure acclimation scores.
Archai with Air attunement have an innate bonus to their Wind Shear acclimation scores.

Each of these Extreme Climates have 5 tiers of potency with which they can exist in the world. The higher the tier, the greater the scope and severity of its effect on players. Additionally, the higher tier an Extreme Climate is, the more Acclimation is necessary for a player to occupy that area safely. Each climate will have its own set of “core” and “sporadic” detriments it can inflict.

Core Detriment
An Extreme Climate’s core detriment is the effect that will apply to all players immediately upon entering the climate area. The core detriment will typically consist of several layered effects which can be mitigated by increasing the Acclimation score towards that specific climate.

Sporadic Detriment
Sporadic detriments have a chance of occurring as long as the player remains in the climate area. The chance a player will be affected by a sporadic detriment depends on the tier of the climate and their personal Acclimation score. Currently, the sporadic detriments for the Frigid climate are:

Let's look at the Frigid Climate as an example. It's core detriment is called Glacial Pace, and its effects are:


Bullet.png Decreased movement speed
Bullet.png Decreased attack speed
Bullet.png Increased casting time
Bullet.png Increased cooldown time of abilities

The Sporadic Detriments and their effects are:

Name Effects
Frozen Lungs

Player takes a jolt of damage, losing X% of maximum health based on the climate tier. While Frozen Lungs is active, Endurance will drain until empty and will not regenerate by natural means until Frozen Lungs is no longer in effect.


Player takes a jolt of damage, losing X% of maximum health based on the climate tier. Places a counter on the player that will last until the player leaves the climate area. At 5 stacks of Frostbite, the player will be unable to engage in melee or ranged attacks and spell-casting will become disabled. The chances Frostbite will occur will increase dramatically in higher tier Frigid climates.


Player takes a jolt of damage, losing X% of maximum health based on the climate tier. While Hypothermia is active, the player will lose Y amount of health every second until the player is dead, or Hypothermia is cured. This effect can only occur if at least one other Sporadic Detriment is active on the player.

Acclimation[edit | edit source]

Acclimation is the process in which a player character mitigates the effects of climates. There are several ways players can mitigate the effects of Extreme Climates. Certain items and buffs will provide a degree of protection, as well as certain racial passives (See above). There will also be an Exposure mechanic allowing players to temporarily build up a further degree of Acclimation by persisting in the same climate for a period of time.

But the main mechanic which will provide the highest degree of protection is the Acclimation system, through which players can use Glyphs to increase their Acclimation score for specific climates (or combinations of climates), allowing them to enter and adventure in these harsh and deadly areas.

About Glyphs

Glyphs will be rare and difficult to attain. They can be found off of powerful enemies in the world or created by max-tier Crafters through recipes requiring rare and valuable components. When acquired, Glyphs will populate a collection list within the Acclimation window of the UI, organized according to climate type, quality, and body location. Once you have found a particular type of Glyph, you will have it to use indefinitely, allowing you to mix and match your Glyphs more freely as your collection grows.

Glyphs will be identified by 3 parameters:

(1) The climate type they correspond to
(2) the Glyph quality, which determines how much it will increase your Acclimation score towards that climate
(3) the part of the body it can be applied to. An example of a low vs. a high level Glyph would be:

Weak Frigid Glyph: Chest (increases Frigid Acclimation score by 10pts

Prime Frigid Glyph: Chest (increases Frigid Acclimation score by 40pts

   • There are 6 parts of the body that Glyphs may be applied to: Head, Chest, Arms, Legs, Feet, and Blood.
   • Glyphs will contribute differently to that score depending on the quality of the Glyph and which part of the body they are applied to:

a) Head - Up to 30pts.

b) Chest - Up to 40pts.

c) Arms - Up to 20pts.

d) Legs - Up to 30pts.

e) Feet - Up to 20pts.

f) Blood - Up to 60pts.

UI Acclimation.png
The Acclimation page. This character has no Acclimation Infusions. [Pre-Alpha]

This character has Acclimation Infusions, in this case represented by the Snowflake icons on the right. Note on the left, the icons that correspond to those with Infusions in them are lit up, providing quick reference [Pre-Alpha]

References[edit | edit source]

  2. [2019 Newsletter Detailing Climate & Acclimation]