Yesterday, Ubisoft launched the final chapter of Assassin’s Creed Odyssey‘s last DLC storyline, The Fate Of Atlantis, with “Judgment Of Atlantis”. It seems that everything Atlantis has done up until this point has been bordering on the divine and the vile this entire time, and now the time has come to make a call on how the city will fare when judgment comes around. Enjoy the launch trailer for the chapter as it appears this is where the developers will finally wrap up their content additions to Assassin’s Creed Odyssey.
Judgment of Atlantis transports players to the legendary world of Atlantis, a gorgeous landscape of architectural progress and clear water, and a playground for Isu knowledge and power. As the last trial to master the Staff of Hermes, players must make the hardest decisions yet in a world where humans and Isu coexist. In this often unstable world, Poseidon, ruler of Atlantis, tries to maintain balance and hopes that our hero, dubbed the Dikastes, judge of Atlantis, will bring harmony to his kingdom.
Each of the episodes of The Fate of Atlantis introduced new ability enhancements related to different branches of the skill tree – Hunter, Warrior and Assassin. In this third episode, players will discover three new ability enhancements, including:
- Ares Wrath, part of the Warrior branch of the skill tree, is an enhancement to the Ring of Chaos ability. Players smash the ground with the Broken Spear to create a large area where all enemies inside slow down and take damage after a few seconds.
- Blessing of Kronos, part of the Assassin branch, is an enhancement to the Venomous Attacks ability. Player’s receive the Isu Power for a limited amount of time, giving immunity to Isu effects, such as Adrenalin Freeze and Adrenalin Drain. It also boosts the amount of Adrenalin gain and extends weapon range.
- Kronos’ Punishment, part of the Assassin branch, is an enhancement to the Call to Arms ability. Create a replica of our hero that performs a stealth attack to the target, so players can assassinate enemies without exposing themselves when there are many enemies close together.