Update 1.3 – Into the Dreamhold

Update 1.3 – Into the Dreamhold – Patch Notes


This summer is short in Etheria. Season 1.3: Into the Dreamhold will be a slightly shorter Season than the others before it.

What does this mean?

It means we’re going to give anyone who purchases a Season Pass for Into the Dreamhold an additional 505 Fae Nectar which will be delivered right to your inbox.

We hope this helps you prepare for Fallen Order’s harsh winter.

The Warlock class will become available upon daily reset on 6th September 2022

  • The Warlock is an eldritch mage, controlling summoned Imps to do their bidding.
  • Their spells focus on burning, destruction, withering, and are often boosted by those status effects AND by the number of Imp Gems present

Ultimate Spell & Gem

*Daemonic Pact (Mana Cost: 70/55/40)*Create 2, 4 or 6 Imp Gems

  • Imp Gems:
    • They do not match with other colors – they must be activated like the Necromancer’s Death Gems.
    • Each Imp Gem on the board increases enemy Burn Damage by 5% of Current Life
    • When activated, Explode. Wither the Enemy for 4 Turns and provide 1 Stack of Brimstone to the Hero

Daemonic Pact Status Effect: BrimstoneGain +2% to Fire Mastery, Dark Mastery, and Burn Damage per stack of Brimstone.

Class Starting Spells

  • Eldritch Blast (105 Purple Mana)
    • Deal 0.75x Dark Damage. Burn the enemy for 4 turns. If they were already burning, create 2-7 purple gems.
  • Abyssal Channel (115 Red Mana)
    • Gain 0.75x Power. Create a mix of 3-8 Purple and Red Gems, +1 for each Imp Gem on the board.
  • Daemonic Grasp (115 Green Mana)
    • Deal 1x Dark Damage. Gain Regenation for 2-7 turns, +1 for each Imp Gem on the board.
  • Burning Darkness (110 Purple Mana)
    • Burn and Blind the Enemy for 2-7 Turns, +1 for each Imp Gem on the board. If the enemy is withered, deal 1x damage as fire.

Class Spells

  • Sacrificial Pawns (130 Purple Mana)
    • Remove all Imp Gems. Heal 15% of Max Life + 5-10% for each Imp Gem removed. Add 0.75x Resistance.
  • Imp Raid (135 Red Mana)
    • Deal 1.25x Fire Damage, +5-10% for each Imp Gem on the board.
  • Tentacle Slap (125 Purple Mana)
    • Deal 0.8x Dark Damage, with a 5-10% chance to stun for each Purple or Red Gem on the board.
  • Hellfire Gate (135 Red Mana)
    • Burn the Enemy for 4 turns, and reduce the enemy’s Power by 0.4x for each Imp Gem on the board. There is a 30-80% chance to create an extra Imp Gem.
  • Call the Deep Ones (110 Blue Mana)
    • Deal 1x Dark Damage. Remove all Blue Gems. For each Imp Gem on the board, gain 10-15 Ultimate Spell Power.
  • Dark Firebolt (210 Purple Mana)
    • Deal 1x Dark Damage, +3-8% for each Purple or Red Gem on the board. Burn the enemy for 4 Turns.
  • Pestilent Imps (Mana Cost: 140)
    • Convert 2-7 Green Gems to Purple, and 2-7 Blue Gems to Red. There is a 30-80% (level) chance to create an extra Imp Gem and inflict Disease for 4 turns.

Warlock Spells will be added to the various Chapter I – XV Dungeon chests with the release of the class.

Resh is unlocked via the Into the Dreamhold Season that begins at daily reset (00:00 GMT) on the 6th September.

“You may call me Resh… today at least.

It’s a good thing we found each other. Mortals get so… lost. You could really use a guide. And you could CERTAINLY use some guidance; you’re dealing with things you do NOT understand!”

Resh will grant a % chance equal to his level to grant a buff to the player at the start of battle.

The buffs can be:

  • Barrier

  • Reflect

  • Regen

  • Haste

  • Possessed

  • Additionally, Resh will offer ‘gifts’ for purchase, which contain random items.

The gifts available are:

  • Minor Gift (Unlocked at Uncommon Rarity)
  • Lesser Gift (Unlocked at Rare Rarity)
  • Greater Gift (Unlocked at Epic Rarity)
  • Major Gift (Unlocked at Legendary rarity)
  • Superior Gift (Unlocked at Mythic rarity)

The Season begins at daily reset (00:00 GMT) on the 6th September.

Values in bold are affected by the rarity or element of the item.

Dreamhold Falchion (Weapon)

The Lords of the Dreamhold typically wield Falchions such as this.

  • There is a 7/10/13/16% chance to inflict a random negative status effect on the enemy for 4 turns when matching 5 or more gems.

Dreamhold Mirror (Shield)

These shields also served as decorative mirrors for the Fae Court.

  • At the start of each turn, if the enemy has a negative status effect, there is a 8/12/16/20% chance to gain Reflect.

Dreamhold Touch (Gloves)

The touch of a Fae glove can instill dreams and nightmares in mortals.

  • Gain 2/4/6/8 Ultimate Spell power when applying a negative status effect to the enemy.

Dreamhold Cuirass (Body)

The ornamental Fae breastplates require a master craftsman to create.

  • When matching a Big V+ Green Gem there is a 20/30/40/50% chance to gain Regeneration for 3 turns.

Dreamhold Pledge (Ring)

These rings are exchanged between Fae to signify a favor owed.

  • Gain 2/4/6/8 Green and Blue Mana when matching 5 or more gems…

Dreamhold Walkers (Boots)

Fae Boots allow a skilled wearer to walk in the dreams of mortals.

  • When applying a negative status effect from the enemy, there is a 8/12/16/20% chance to gain Haste for 4 turns.

Dreamhold Set Bonus

Dreamhold I (2 piece set bonus)

    • Wither the enemy for 1/2/3/4/5/6 turns when matching 5 or more Green gems.
    • Gain 5-30% All Elemental Damage Reduction if facing Season 1.3 Fae enemies.

Dreamhold II (4 piece set bonus)

    • At the start of each turn Heal for 0.25/0.5/0.75/1/1.25/1.5% of your Max Health for each negative Status Effect on the enemy.
    • Gain 5-30% Melee & Missile Damage Reduction if facing Season 1.3 Fae enemies.

Dreamhold III (6 piece set bonus)

    • Gain 0.5/1/1.5/2/2.5/3% damage for each negative Status Effect on the enemy.
    • Gain 5-30% Power if facing Season 1.3 Fae enemies.

Available only in the Cache items in the Season shop, this item will drop at Legendary rarity.

King Oberon’s guards keep the keys to his citadel firmly attached to their belts.

When an enemy blocks, gain +4/6/8/10% of Starting Power.

Values in bold are affected by the rarity or element of the spell.

Winter Mists (150 Blue mana)

  • Freeze the enemy for 2-7 turns.
  • If they are already frozen, deal 1x ice damage to them + 10% for each turn they are frozen.

Summer Rain (140 Red mana)

  • Burn the enemy for 2-7 turns.
  • If they are already burning, reduce their armor and resistance by 0.75x + 20% for each turn they are burning.

Autumn Blast (140 Purple Mana)

  • Hex the enemy for 2-7 turns.
  • If they are already hexed, reduce their power by 0.75x + 10% for each turn they are hexed.

Spring Siphon (160 Green Mana)

  • Poison the enemy for 2-7 turns.
  • If they are already poisoned, heal myself for 0.5x +10% for each turn they are poisoned.


  • Mighty
  • PvP Spell: Vine Slap (65 Mana)
    • Deal 1x Poison Damage, and poison the enemy for 1 turn, + 1 more for each green gem on the board.
      • Poison: Poisoned characters take extra damage each turn.


  • Speedy
  • PvP Spell: Regrowth (50 Mana)
    • Remove all skull gems. Heal 10% of starting armor for each gem removed.


  • Speedy
  • PvP Spell: Leaf Storm (50 Mana)
    • Deal 0.75x Poison Damage, and confuse the enemy for 4 turns.
      • Confuse: Confused characters critical hit chance and bonus damage are halved.


  • Cunning
  • PvP Spell: Horn Lance (60 Mana)
    • Deal 1x Light Damage, and destroy a random row of gems

The Dreamhold has an intoxicating effect upon those who venture in… Better just lean into it.

Past Seasons can now be played via the Season Archive!

  • A Season will be open to you if you purchased a Season Pass while that Season was live
  • You will also be able to purchase access to the Season directly prior to whichever is running currently for Crowns and older ones for Gems! (For instance, this Season is 1.3 Into the Dreamhold, so Season 1.2: The Broken Tree will be available for Crowns and Season 1.1: The Mines of Khazdhul will be available for Gems)
  • Individual Seasons in the Archive will periodically open up to be played for limited periods of time with no purchase or Season Pass required!
  • Any story progress made while the season was live will be carried over once it becomes available in the Archive

Past Season rewards can now be purchased with Ancient Coins!

  • Ancient Coins are an Archive specific currency that is shared across all Archived seasons
  • Ancient Coins can be earned by completing battles in Archived seasons
  • Ancient Coins have a daily limit of 30, meaning you will not be rewarded for further victories in the Archive once you’ve reached that limit

  • Completing Story Quests the first time at each difficulty will reward Ancient Coins. Any subsequent plays (see Chapter Replay) will reward Gold coin.

Archived Chapter Replay

  • Archived Season Chapters become available for replay after they’ve been completed for the first time
  • You can return to a chapter at any time using the Chapter Replay menu
  • Any progress made throughout a chapter is lost if you leave to replay another chapter
  • Any story progress made while the season was live will be carried over once it becomes available in the Archive

The inventory system was in need of a rework.

It was complex, difficult to find what you needed to, didn’t feel good to use and needed a visual overhaul.

The vault has been streamlined significantly and works in tandem with your equipped slots

  • Items now highlight when you select the slot you would like to equip something to
  • Comparing items is now a much more smooth and intuitive process

  • You can filter items in a much broader and more visually helpful way
    • You can also filter items with a text field

  • Your equipped minions can now also be changed within this inventory menu.

  • Press the ? button to swap between a preview of your hero, and your hero’s stats.

When we were looking at changing the Inventory, we could see it was far too easy to accidentally salvage an item you didn’t intend to and it was also too difficult to Mass Salvage

The flow of Salvaging has been streamlined in the new Inventory

  • Selecting ‘Salvage’ on any item will now bring up a Mass Salvage option
  • Favorited items can be selected for Salvage but you will get a warning message before being able to proceed with the final Salvage

  • All battle modes are now accessible through a single Battles Menu

  • Your selected favorite mode will appear at the front of the Battles menu list for ease of access!

We’ve condensed and streamlined the Hero menu to provide as much relevant information as clearly as we can.

  • The Kingdoms menu is now directly accessed from the Hero menu, while Party has moved to the Battle menu, and your Friends are now accessed from the Pause Menu
  • Flash offers can now always be accessed from the top system bar by tapping or clicking on the Merchant.
    • You will see a notification pip on the Merchant when new offers are available or when active offers only have 1 hour remaining
  • The Swap Hero button has been moved to the top system bar so you can now swap your hero from anywhere!
  • Quest Pass has been moved from the bottom to sit alongside the Holiday events on the main Hero menu
  • The Battle Button in the bottom right corner that will take you straight back to your Favorite Battle mode (selected in the Battle Menu)

  • Updates to Disease functionality
      • Disease is more prominent in 1.3 than in any of our prior updates. As a result, it was the first time we had really encountered it extensively in-game… And it wasn’t much fun to not be able to cast any non-Ultimate spells for the duration of Disease. So, we decided to tune it slightly!

Diseased heroes lose 12 Ultimate Spell Power per turn, while diseased enemies lose 12 Spell Mana per turn

  • Pips no longer show on the header bar chat icon for global messages, but you’ll still see the chat icon light up when you get a new message

  • 1.2 Mini-Boss “Hellion” was causing a Null Reference Exception on Entry
  • Dragonking Set I bonus was causing errors
  • Bloodfang Crit Chance Bonus Calculation was inconsistent
    • Should now update correctly to reflect the board state.
  • Multiple effects which affect a Big Gem’s level on creation would result in an incorrect final level
    • I.e Royal I Set bonus interacting with the Bone III Set bonus.

    • Fixed Co-op difficulty selection showing Difficulty XI
    • Invite from Kingdom to Party was soft locking
    • Fixed Camera focus points being incorrectly centered in world map transitions
    • Gear Set bonuses were overlapping
    • Daemon’s Eye from the Ultimate Cache in the Seasonal Event, was not displayed in your Wallet under Relics
    • Gem cost to skip a Follower’s timer would be incorrect at the very start of their action
    • Eveline no longer says that she restricts other Follower’s rarity
    • Enemy portraits were overlapping in co-op battles
    • PvP Score & Defence Totals were displaying incorrectly

    • There is no longer a tall dwarf in PvP (We’re sorry)
    • Enemy variants and boss variants should now display the correct portrait in battle

    • Players are now limited to earning a maximum of 20 ingots a week and Ingots Earned is no longer reset when changing Kingdoms
    • Eveline no longer randomly crafts Seasonal Relics
    • Shaman or Mercenary Season skins were displaying as purchased when they were locked

    • Salvage UI fails to load after dismissing the warning ‘unable to salvage last weapon’ pop up message
    • Global Mail with No Rewards still shows Rewards to Collect
    • Sound effects delay in sped up battles
    • Mass Salvaging Minions doesn’t update the display
    • At times when returning to the anchor menu, the chat icon can incorrectly show a pip indicating 9 new messages, even if there aren’t any
1 Like

Reserving some space here for later to express my thoughts on the “Inventory Rework”.

If I express them now I will be permanently banned from this forum.

EDIT: Ok I’m ready. Here’s my list of issues with the update so far (many of these have been expressed by others as well):

  • The look in the gear and spell vault is too cluttered and lacks details most players want to see. Whatever the thinking was behind this, I don’t think “streamlined” describes it. Perhaps the tile system can work but they need to be bigger with more info, maybe 2 or 3 across instead of 5
  • Why is the “filter” button on the equipped item screen not automatically on? Why would I want to see my other 130 items in the gear vault greyed out instead of just absent when I want to look at nothing but helms? Make it default on.
  • The removal of the Mass salvage button is perplexing; there is room on the Gear Vault Bar for it, making me pick a piece to salvage and then giving me the option to Mass Salvage seems like one of the many unnecessary steps added in this update
  • Gear Set Bonuses are just icons now and not informative
  • Attributes are crammed into tiny diamonds and are just pictures with no information until you click the super tiny diamond to figure out what your attribute benefits are
  • Upgrading Gear to farm shards is pretty commonplace; this practice is now rendered beyond tedious since every item you attempt to upgrade goes to the max evolution point. No one thinks this way! Stop it.
  • Still no filter by Rarity which would be helpful as Rarity is even harder to see now due to the tiny icons
  • The loss of gear drop downs in many game modes is perplexing, especially since it takes multiple button presses within many game modes to get back to the topmost menu
    *why is the bottom tab bar gone from so many game mode views making it hard to back out of the mode to navigate elsewhere. Yet again, so many unnecessary clicks added
  • Still no correction to reuse of spell icons which is especially maddening now that the icon is what is relied upon for identification. No more tall dwarf art, please design unique spell icons
  • speaking of spell icons, the inability to see the rarity of the spell easily is not appreciated
  • Salvage box still cuts off information despite having plenty of screen to expand the box to show all outcomes
  • why do we still have the slow scroll out of chest rewards that we have to clickety click through as if the contents are super exciting like some sort of Powerball. Just give us the list in one go, give us a mass salvage button. The designers have consistently made chests less valuable, why cant they let us spend less time opening them
  • Being able to only favorite one thing in the Battles screen is limiting; it would be nice also for these things to be arranged in an order with multiple favorites

So many of these things would have been easy to identify with the smallest amount of QA playtesting. I’m not sure how this doesnt happen.


Not mentioned in Update Notes:

  • You can now buy daily Mythic of Choice relics for 1250 Crowns each.

  • Only Rare and Epic relics can be purchased from the relevant Season’s shop, one per week. Legendary and Mythic relics CANNOT be purchased from Archive Season shops.

Boo to quality of life changes!

Can you guys add (back?) gear load out selection in every pre-battle screen? Currently missing from challenges, hunt, skirmish, dungeons, season archive.

Super annoying to not know what im going into battle with, and/or needing to navigate to gear screen.

Did you make it HARDER to salvage stuff after opening chests? My use case isn’t collecting tons of gear and then mass salvaging, it’s salvaging things as they come.

Nothing content-wise to comment on yet.


Have they fixed the economy yet? Or anything?

I want to play, but every time I look it gets worse.


I just wonder could “Inventory rework” have been worse? I think no) Try to recognize the rarity of identical items and then fire your UI designer and testers.
Possessed is a nice “buff” from new follower, especially for PvP and events battles. Can we skip this “helper” in our journey?)

The only positive thing in this update is Archive Season. 30 free ancient coin daily is cool)


This inventory system needs to be rolled back. Its very clunky, hard to follow, and quite buggy. Numerous users are frustrated to the point of quitting. This is not a good update and developer needs to swallow their pride and rethink this.


As Yukit said, please add back the gear loadout selection in every battle screen, or maybe even add it in the top bar. I’d rly like to know if i’m in my event/dragon/exp/… loadout and quickly switch if needed without going to the gear section every time.

Salvaging, which allrdy was the most annoying thing in the game for me personally (yay limited inventory) got a lot worse. Please remove the ‘are you sure to salvage’ on chest openings for everything below epic, or make it an option. Yes i rly am sure i wanna salvage the lvl 1 common pet i dont need. ‘Maybe’ keep it in the gear section but i’d rather see it as an option.

The spell section is very hard to read atm, i used to be able to very quickly scroll through it and delete my weakest double spells but now i have no idea what spell is what rarity and i have to click every one of them. And since it somehow has to be a popup above the spell icons instead of next to it (why?) its even slower since i have to open/close all the time

Now that i’m here… for me there was nothing wrong with the old gear and spell screens, if you would have added a a - b - c -…- z option below the A-Z button so i could start at, or go straight to like F, i would have been very happy, since scrolling to the middle letters was perhaps a tad annoying

— updating later


The gear menu is very aesthetically pleasing - it’s downright gorgeous. But, that is the only good thing about it in my opinion. The mass salvage tool has some great potential as it makes salvaging multiple items more simple, but currently - with the lack of information on items selected - is a recipe for disaster for players who have bought exclusive items and arent used to using them (since they are lackluster, but, thats for another post), and players who have an item that is a higher level but lower rarity than another copy. It’s far too easy to mass salvage something unique or more powerful than a higher level item. And salvaging items individually is very painful since we have to confirm salvage 3 times for each item.

Despite the gear/minion/spell screens, I do appreciate much of the update.

I was disappointed to see the 30 ancient coin limit is for the entire archive. There would be more incentive to buy previous seasons if each season upped the cap, even if by say 10 or 15 instead of 30. With a 2% t4 drop rate from ultimate caches, we are only going to average ONE seasonal t4 relic a year - from one single season. That is not enough in my opinion as you have removed the ability to buy t3/t4, and demoted Eveline from crafting seasonal relics.

The customizable battle screen seemed super awesome at first until I realized that you can only have one favorite. It would be great to be able to push Events, archives, seasons, pvp, etc. To the front and have the things we rarely do in the back.

The addition of specific t4s to daily deals is most certainly a good introduction in my opinion, as whales now actually have a good reason to put money into this game without dealing with the Gacha aspects.

Season archive is far beyone the expectations I had in every way (outside of t3/t4), but now you have essentially given paying players a x10 XP multiplier for doing so. If you are intending to close the citadel level gap between newer and vet players, then this is understandable (but you are playing a dangerous game), otherwise, you should buff normal skirmish/dungeon xp to match it.


Who thought it was a good idea to not be able to identify spell rarity without clicking on each individual spell?


All this graphical “improvements” are really pain in the ass.

  1. Who designed this??? It is barely different. Revert this please.
    2022-09-01 18_14_29-Puzzle Quest 3
  2. How stupid this looks? Really, an invisible wall?
  3. Will all changes to battles, smaller chests - many things are put in one place, makes it hard to find what you are looking for and making you dizzy… and then there is a shop:

    Come on, we are not blind, really. Make it smaller. BTW - the runes look really really bad in this size.
  4. Who the check came out with marvelous idea on hiding the menu? How am I supposed to tell now if my chests are ready to open already or followers finished crafting?
  5. Vault (gear, spells) now is hard to look into. I like it smaller, but finding the gear now is just painful:
  6. The salvage window and confirmation… For me it is unnecessary, just adding to the number of clicks that you need to do.
  7. I love the button to switch charaters and that the deals are hidden now, but is it really a good change? No one would buy them now.

Beside this, the patch did not bring anything to keep people interested. It is already annoying that you try to squeeze whatever you do to gameplay to temporary seasons. I am bored with PQ3. I do not think I am the only one. I was thinking about quitting for some time now, but waited for the update to help me make the decission…


At the very least, there needs to be an option to be able to sort gear by set. Also do you think we can recognise anything by just a tiny icon? Especially when all you end up seeing is a mess of colours and gold borders. I really can’t believe this went through internal testing and everyone went “yes this is fine and better than what was there before”. Garbage.

It’s incredible you went through a whole redesign of that screen, added in so much useless dead space and made it less informative and usable when all you have is 6" or less to work with.

Melbourne is not lacking in quality programmers or designers. Pay up the money and hire them instead of whoever masterminded this rubbish


I’m disappointed with this visual upgrade, so add my name to the many who find it a double backwards step.



I finally registered here, but I’ve been following the community since early access.
I haven’t played the new update much, but I spent some time with the new inventory menu.

Text search - currently searches everywhere, not just the name of the items. I tried searching for “night” expecting to see just Night Set items, but the results include items from other sets as well.
I rarely read the descriptions of the items, so there is no chance for me to search an item by its description.

Spells - as others mentioned, their rarity is hard to distinguish at glance which is a problem.

New filter button - this is either not promoted enough or I missed it. Initially I didn’t see the button, but after I saw it I find it very helpful.

Message displayed after equipping an item disappears too quickly. I had to make a screenshot in order to read its contents properly.

Upgrade pip - I see the pip is there for the equipped gear, but it is missing in the vault. I would love to have it in the vault as well.

Bug with new filter button + Show equipped option. (I’ll add images later).
When turning “Show equipped” on the number of items displayed changes in unexpected ways.
In some cases the last item disappears, in other cases the number of items changes with more than two. It seems like the bug occurs when there are more than 20 items of the same type.

Notice the disappearing Guard belt in second screen

Notice the disappearing Guard broadsword in second screen

Notice the rings are initially 20, and then become 25 instead of 22.

P.S. If anyone knows how to remove the FPS statistics at the top right without reinstalling the game, please let me know.


Yes. Whomever decided this was a good idea (and their boss who thought this even needed time spent on it right now) need to be taken behind the barn and… well… talked to.

There are still serious pain points in the game like kingdom defense with no overkill, like 2500 pvp, like bad perks and or color affinity, like inventory space. Big, all hands on deck type issues.

I’m not mad they chose to focus 3 months (ish) on UI (although NOT a major pain point!) but I’m a little mad that no one managed to make sure it didn’t make the UI worse. PLAY YOUR GAME! Or hire somebody to play your game.


You know i am mad they spent time on this. We have been promised follower changes for awhile now.

There are serious issues that have been around since early access and 3 months have been creating a new ui that is pretty but horrible to use.

Also i think the pricing model bas officially tipped into insanity ($80 usd for 4 t4 relics is just not a great fomo price).

There is a massive built in dedicated userbase here who wants to help and make this game good and it is so close sometimes to get there. It is infinitely frustrating that it is radio silence on almost everything and the excuse is it is a small team.

We understand its a small team, thats why we are frustrated that some much time was spent making the user experience worse and neglecting the user base that is here.

I guess i will stop here for now, but personally this has been one of the most frustrating updates in some time.


Small issue that didn’t warrant it’s own thread:

The Hellion did have its own flame effects turned back on…

… but the non-boss Hellcat enemies did not.



I’m only managing the “minions” because they are still available via “Tavern” with the old UI :grinning: New inventory UI is horrible.

So where can we get crystals for Resh? Are there some in the Season 1.3 story? I see some for purchase in the rewards section of the season. I assume they will be added to all the shops and turn up occasionally for 300 gems, also the wooden marks for crystals deal and the random crystal for 300 gems on Sundays. Will they be available somewhere else? Can this be confirmed by @Jeto or others.

Also can we please get a list of the items that can drop from Resh’s Gifts at each level? Thanks.

1 Like
  • 2 per week in Season shop.

  • Random follower crystal drops from Season caches guarantee Resh crystals during his Season.

And that’s it for drop opportunities for his crystal.

Hrmmm… that’s a dangerous assumption to make.

There’s a very significant potential that as a Follower that originates from a Season, that his crystals (and those of future followers as well) can only be obtained from inside of their respective Season shops. After all, a player can’t obtain Season gear from any content outside of that Season, and Eveline can’t create Seasonal relics. So, why should Follower crystals be the exception to current precedent regarding content that originates from inside of Seasons?

I’m of the mindset that his shop will need to be continually accessed weekly once the Season ends from the Archive to eventually accumulate enough crystals to ascend him to Mythic.

Some clarification on the intended gameflow for Seasonal Followers would be highly appreciated from the devs, though.