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New retainer: Xelv, Herald of Ruin - Assassin
buffs no longer have an alignment
buffs now have an animated marker to show if they are dispelable
dispels will remove all dispelable buffs/debuffs from a target
different types of buffs are now displayed in different ways on the health bar
less important buffs are only shown in the target or player panel
highly important buffs (e.g myr E, infernal wish) are shown as big icons to the right
stacking mechanics that build up to an effect (e.g dandra Q snare) now display a bar filling up their charges
character mechanic buffs (e.g al-rahim P, shizu P) are now displayed as special bars under your resource bar
the CC display was consolidated, now only showing one bar for the longest lasting most disabling CC
Grob: P now charges up when spending rage instead, Q now instantly bounces to two/all nearby targets
Emonia: W charm removed, better scaling, lower cooldowns, %MS on Q, improved resource management
Peipei: Q now heals the full healing on impact, P can be triggered by healing or puddles
Krieg: R1 casts faster, R2 removed. F now deals damage when passing through enemies. Passive now stacks bleed and heals you, resets you R1 cooldown and grants resistances when fully stacked
Khoru: R deals current/missing % bonus damage based on stack count. F can now be freely targeted, deals damage when passing through enemies, and grants the slow on your first AA when leaving stealth
Rhonheim: W2 is now E. W1 slows enemies, W2 casts a blizzard stacking slows, snares on full stacks
Golrok: R now shields nearby allies, instead of F
Dandra: W now also grants a shield, recasting the ability resets the shield
Prideseeker: P now charges on AA, when fully charged next R will reset cd, F will knock up or AA will stab in a line
Jabari: R targeted, cooldown reduced by collecting daggers. F now casts small daggers, F cooldown reduced when fully stacking passive
spells that can be charged like helentris R now update their target when letting go of the key
after losing vision of an enemy, you now follow them and restart your last action when regaining vision
buffs and shields now properly grant you assists
repentance F can now be cancelled by the player
repentance passive now triggers on jungle camps
tayji charm now has a brief cooldown per target
wavebinder R now longer allows turning, but fires faster
a new setting for sharper graphics has been added (on by default)
can now buy in shop with doubleclick on items
added a role filter to game setup
damage numbers now properly work with partially shielded attacks
damage numbers now show damage absorbed when shielding an ally
the talenteditor now shows animations indicating why you can't skill a talent
various items that were missing a sound effect now have one
kaal vfx and sfx improvements
lobby inventory screen entries resized
adaptive damage now shows the current damage type in tooltips
helentris model is no longer a placeholder
out-of-vision units like destructable rocks now hide their health bar
attack range is now displayed in the stats panel
fixed spells targeted out of range not working properly
fixed allies not being targetable
fixed post game screen getting stuck in loading
fixed paindrinker not working
fixed kingslayer not working
fixed channel spells being accidentally cancleable
fixed being able to cast spells while game is paused
fixed myr skeletons doing more damage than intended
fixed winged boots not working towards clones
fixed shizu f teleporting to the same location repeatedly
fixed qel f arrows spawning too far apart
fixed post game screen bugging out when leaving it too early
fixed some spells being castable while being knocked back
fixed scoreboard tooltips not being hidden when scoreboard hides
fixed vissra poisons not applying the correct ccs
fixed jabari bounceoff vfx
fixed silence vfx not showing for first 0.6 seconds
fixed tayji eye vfx not fading out corretcly
fixed healthbar ticks being sometimes inconsistantly spaced
fixed items not properly updating in target panel
Visuals + UI
Gameplay
Systems
Unleash Unique Strategies and Combos
In Syndicate of Souls, players take control of a Retainer, one of many powerful characters from the game’s world. Retainers have the unique ability to wield Vessels, ancient weapons that contain the souls of mythical beings. When paired with Vessels, Retainers can single-handedly change the tide of any battle.
This synergy isn't just rich in lore; it transforms gameplay. Players can mix and match Retainers and Vessels at will, creating unique strategies and devastating combos. Whether equipping the warrior Myr with the lethal reach of Prideseeker, or the maven Lin with the constant swarm of Entom, players will have the chance to demonstrate their skill and creativity on an ever-changing battlefield.
Syndicate of Souls features a variety of maps to choose from. Enter Dreamfall Grove for the traditional 5v5 MOBA experience, with combat spread across three lanes and a colorful jungle. For faster-paced games, try the Deserted Stronghold, a two-lane 3v3 map set in the swampy ruins of an ancient fortress. Lastly, Roadway to Ruin is a single-lane map with several side objectives, great for condensed 1v1 duels or hectic team fights.
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