# Patch Notes ## *what changed, and when* The FellGuide grows as the game does. Rules get sharper, pages get clearer, and now and then something gets reworked from the ground up. This page keeps a record of those changes so a returning Fell can see what is new without rereading the whole book. Newest changes sit at the top. ## June 29, 2026 - **Talents are here.** Every skill now has a Talent, a passive ability you unlock the first time you Master that skill. Talents are always on, with no dice to roll or actions to spend, and most grow stronger each time you Master the skill again. You will find the full list in the Talents section under The Customization. ## June 25, 2026 - **Weapon abilities and spells have returned.** Every weapon page now lists example abilities again, and every Magic focus lists example spells, set out by tier. Each one has its own page with a shorthand for quick reference, a full description of exactly what it does, and a line of flavor. Use them as written, or treat them as templates for building your own under The Customization. ## June 20, 2026 - **Armor has been reworked.** Every Fell now carries all three Armor Stances at once, Shrouded, Stalwart, and Vestments, and switches the active stance in battle by spending a React. The path to your stances opens at level 1, and the tier benefits arrive as you level. Armor is no longer imprintable. A character built under the old single-stance rules should reread the Armor pages and set their stances against the new system. - **Brands of Magic are now fully written.** Every world in the Sphere carries its own Brand, and all thirty-six now have their own pages. Calling a Brand summons its Mark, a glowing rune or spectral tool in the caster's hand. Each use wakes something in the realm beneath. Power here is never borrowed without a cost. - **Wakes have been added.** A Wake is the brand's cousin to the Pale. Where a Pale binds the ground, a Wake binds a creature and clings to it, so you cannot walk free of one the way you can step off a Pale. A greater Wake holds until the battle ends and can only be lifted by Severing the Call. Wakes live on the Brands page. - **Discordants have been added.** Some high-tier enemies now lay an Affliction across the whole board the moment they enter a fight, with no attack roll. These are called Discordants. They use the Afflictions already in the game and only change how those Afflictions reach you. - **Fellcrafts have been retired.** The crafting vocations that came with them have been removed. The utility items they produced still live under The Treasure. - **Weapon abilities are being rebuilt.** The per-weapon ability lists have been pulled while the system is reworked from the ground up, and new abilities will return to the weapon pages as they are ready. The weapon details themselves, form, grip, range, and affliction, are unchanged. - **Talents are being rebuilt.** The individual talents have been pulled for the same kind of rework. The Talents page still explains how the system works while the new set is written. - **The book has been reorganized.** Sections now open on proper landing pages, the weapon trees are tidied, and ability and spell creation now live together under The Customization. - **A development notice** now sits at the top of every page, a reminder that the FellGuide is still being written and that pages may change. ## June 15, 2026 - Infusions have been reworked from the ground up. Each weapon attribute now carries six Core infusions and a wider pool of Additional ones, thirty-six in all. Core infusions are the starting menu a weapon chooses from at its first slot. Additional infusions fill the slots earned at higher levels and can also be found on looted monsters or gained through imprinting. - Several new infusions were added, every effect was rewritten for clarity, and a few were retired (Cleaving, Vampiric, Suffused, and Sustaining). Any weapon built on a retired infusion should be reinfused against the new set. - Augmentations were reworked alongside infusions. They no longer split by Evasion, Durability, and Resistance. A suit of armor now draws from a single set of six Core augmentations and fourteen Non-Core ones, earning a Core augmentation at level 4 and a second from the Non-Core pool at level 8. Non-Core augmentations can also be found on looted monsters. - Several augmentations were retired in the change. Any armor built on a retired augmentation should be reaugmented against the new set. - Pales have been added. A Pale is a state that sits on the battlefield itself, a sheet of fire, a blinding fog, a chasm, a circle of hallowed ground, placed and run by the LoreMaster. The new Pales page in the Combat section covers what they are and how your Armor Stance and augmentations answer them. - Remnants now have their own page under The Treasure. These world altering artifacts have always been part of LoreFell. The writeup that once lived inside the loot rules now stands on its own. - Discord's Toll has been added. A summoned soul can be offered a bargain at awakening, a Boon to carry and a Bane to pay for it, waking partially Forsaken. The new Discord's Toll page under The Characters covers how the Toll works and the eight Tolls on offer. ## June 14, 2026 - The skill system has been rebuilt. Skills now run across all eight attributes, including the defensive lines under Evasion, Durability, and Resistance that the earlier set did not include. This replaces the old skill list. A character built under the previous rules should reassign skills against the new set. - Restoring full Vitality now refers to a Renewal roll, in line with the new Vigor skills. > *"Lore is what we choose to keep. Write it down, or watch Discord take it."* > > The LoreMaster