General

  • New Dawn is empire building and conquest oriented.
  • We aim at making Darkfall an heroic fantasy equivalent to Eve Online.
  • 9 months estimated of development before final launch.
  • InDev server during that period with progressive changes and wiped at the end.
  • 1 to 1.5 years in total estimated before completing this list.
  • No changes in basic combat mechanics compared to DFO.
  • Addition of a lot of reasons to fight.
  • Power gap reduction.
  • Positive interactions rewarded to make Darkfall more than a gankbox.
  • Meaningful alignment system.
  • Improved PvE and player progression.
  • No safe zones.
  • No classes.
 
  • Box price starting at 19.99€
  • Box price will increase as we implement development milestones.
  • Box comes with 1 month of subscription during InDev and 1 month at launch.
  • Subscription at 9.99€ during the InDev period.
  • No in game shop.
  • Some account services planned later on.
  • Tradeable subscription in game object. (PLEX/DUEL)
  • InDev server launched as soon as possible.
  • Players buying during InDev get 1 month during InDev and 1 month at final launch.
  • Subscription price lowered to 9,99€ per month and can be purchased up to 6 months in advance.
  • Any left over subscription when we announce launch will carry over.
  • InDev will be wiped at the end but will have rewards carry over.
  • Leveling speed will be initially left at the x10.
  • InDev will be closed down during Balance Betas.
  • Balance betas will occur over week ends and up to a couple weeks.
  • The goal is to test certain features in a controlled setting.
  • The initial usage will be to test out the title system and our power gap changes.
  • We will also do “mock launches” to test out how the game behaves.

First Development Drive

  • We will start with an audit to formulate a plan for each of the following points.
  • Improved server latency.
  • Improved bandwidth requirements.
  • Improved multi core support.
  • Improved loadlag.
  • Improved audio and user interface impact on performances.
  • These are avenues of ongoing improvement, and we’ll continue to work on them forever.
  • This is a high priority for us, and will be an ongoing war that we’ll start immediately.
  • We will have proper reporting tools.
  • We will log as much as we can and have human review to avoid false positives.
  • If someone is found out to be a cheater, there will be punishment.
  • There will be no volunteer staff, all will be paid positions to avoid abuse.
  • We will have automated solutions to assist humans.
  • We will design the game in ways to make hacking obsolete.
  • We will move server side everything that is technically possible to move.
  • More details in our FAQ entry on hacking.
  • Players are permanently engaged in racial wars.
  • Hitting or debuffing an entity engage you in a fight against that entity and with the collective associated with it (group / clan / spawn / alliance).
  • Healing or buffing an engaged entity makes you engaged with the fights of that entity.
  • An intelligent scaling system will be put in place to avoid being engaged for a single friendly fire or a miss click.
  • In their racial alliance territory, blue players will received various bonus linked to racial wars fronts.
  • Racial NPC cities will rent cheap apartments to blue players.
  • Racial NPC cities will have Market Place where blue players can hire vendors to sell their wares
  • Quests rewards are tiered by comparing the duration of a character’s blue status.
  • You will loose racial buffs and the ability to rent / hire in NPC cities if your clan is allied with ARAC clans.
  • Being part of ARAC clan will make you go rogue permanently.
  • Right click is blocking by default, with interface trigger switched to ~ or ² or escape.
  • Generic button for whirlwind, power attack, and other melee skills.
  • Permanent auto attack but waiting 50% of swing time in between each swing. It would be faster by hand, but not straining too much for pve.
  • Slow auto looting, slower than by hand, but avoid too much repetition in pve. A loot bag can be set.
  • Toggled sprint: we have auto run, why not auto sprint.
  • Context impacted keys: If having a staff out then key E becomes a certain spell, if weapon it is power attack. Configurable by user.
  • Double binds hotbar slots, for 1h+shield or staff+default spell.
  • The hotbar can be switched to horizontal.
  • Drag and dropping on bags put items inside the bag.
  • Bags and paperdoll can be resized.
  • Bags can be left open for when you bring up the UI (like the backpack).
  • When crafting, you can define a container for the resulting items.
  • Remove lean left/right on mounts. Just lean automatically where you aim.

Player Progression

  • All stats will get the same diminishing return as health.
  • Debuffs will be changed to remove percentages rather than flat numbers.
  • Gear tiers will be smoothed out to reduce gear inflation.
  • Skill points will have a linear impact rather than steps every 25 points.
  • Players will be able to play as a group and not be gimped.
  • Reduce base drop rates for most mobs and the loot distribution.
  • Increase difficulty and loot significantly for each player engaged with the same spawn.
  • Difficulty will raise slightly faster than loot gains.
  • Increase skill up modifier for each player engaged with the same spawn, including heals and buff ! (depending on mob type, a hard cap for this increase will be set)
  • Bonus loot (and ONLY bonus one) generated by the engagement system will have a “grace period” of 20 seconds. Other players cannot loot it without becoming rogue.
  • We will remove the gold cost of meditation point and provide alternative ways of gaining them.
  • Meditation will be kept “offline only”.
  • All quests in the game will provide an amount of meditation points, including dungeon dailies.
  • More quests will be added to the racial NPC sub-factions.
  • Villages capture will get additional rewards with meditation points.
  • Commission points will be exchangeable for meditation points.
  • Through this exchange, we aim to let players grow their character through PvP only.
  • These will NOT be classes and will be completely optional
  • Idea is to be able to pick and chose a variety of titles and reach a desired play style without being too much limited.
  • Player’s character can have only 5 titles at the same time.
  • Titles cannot be changed for a week.
  • Titles unlock some “boons” at activation (new spells, new ability, …)
  • Titles will have more drawbacks than boons.
  • Some titles will have several tiers of commitment, increasing drawbacks and boons.
  • Titles will take several months to reach level 100 and will raise over time as long as the character account is subscribed.
  • This progressive raising will generally improve skills related to the selected titles, play style. (masteries, quickened casting ,etc)
  • The drawbacks will generally lockout other skills.
  • Titles once deselected will slowly lose levels at the same rate they were gained.
  • Titles will be obtained throughout the world as reward for new quests.
  • Five type of titles will be implemented :
    • Combat.
    • Utility.
    • Crafting.
    • Gathering.
    • Operators, to combine two usually incompatible titles.
  • Titles compete for the same pool of slots.

Daily PVP activities

  • Increase the amount of drop points that exists in the game.
  • Add most of them to NPC cities but keep some wild trade posts.
  • Remove the map timers and increase the frequency at which trade route missions can be activated by individual players.
  • Let player decide when to start a trade route.
  • Only a handful of routes active at the same time, changing every day.
  • We may add increased predictability later on to help bandits.
  • Inspired by Land trade routes.
  • We will add special trade harbors in the world.
  • In those harbors, there will be several docking spots, ships entering those spots will trigger the quest for trading.
  • Loading and Unloading the cargo will be manually done by players.
  • Pirate harbors will be added to make pirates worth stealing the cargo.
  • Alongside our naval combat changes, this feature is designed with play and counter play in mind.
  • Wild nodes will be similar to clan nodes and will be placed throughout the world.
  • Wild nodes area will be lawless, meaning there will be no alignment penalty.
  • Wild nodes will have increased rare drops.
  • Wild nodes will require having the corresponding gathering title.
  • Normal nodes in an area around a wild node will have increased chance of interesting loot.
  • Villages will scale up according to how many people get engaged with the capture.
  • Each clan damages a separate hp pool.
  • When control point is destroyed, there will be an instant reward to ALL players of the wining clan engaged against the village point.
  • The area of a Village will become lawless 15 min before being vulnerable.
  • The area of a Village will stay lawless until 15 min after capture.
  • The goal is to have some kind of “King of the hill” scenario when capturing Village, promoting staying power over last hit glory.
  • Past the instant reward for individual clan members, there will be ongoing gains:
    • Hourly, the clan receives gold and a random chance of loot.
    • Hourly, players that were engaged against the point when it felt receive meditation points.
    • Hourly, amount of meditation point and and gold gained will increase by 1%.
    • If the same clan recapture the village, the percentage is kept.
  • Charged buff and debuff effects will be triggered in specific area or situation.
  • Early idea for these buffs:
    • Morale : positive skill up modifier.
    • Rested : Increase health / stamina / mana regeneration.
    • Comfort : Slightly increase max health / stamina / mana.
  • Early idea of areas that can trigger these buffs :
    • Taverns / keeps.
    • Private homes.
    • Sitting down / resting areas.
  • We will add a way to trade house properly.
  • All housing slots begin with the cottage.
  • House slots start as cottage and can be upgraded up to their current level.
  • An upgrade costs a deed and some resources to bring to the house slot.
  • An upgrade has a timer so that players can interrupt/contest an upgrade.
  • Deeds will be available from more sources :
    • Bought from regional councilors as a gold and materials sink.
    • Chaos chest
  • Villas will have several upgrades available:
    • Large villas then Keeps: for more binds.
    • Taverns then Inns: for charged buff and rental of bind slots to strangers.
    • Workshop and master workshops: for better crafting and selling of wares.
  • Everything item in a player house can be craft except for vendors.
  • Taxes will depend on house size and amount of available binds.
  • A player can only be bound if he goes physically to the other players’ house.
  • Dead players can choose to respawn at a bindstone or at their house.
  • The goal is to make village housing the most customizable and advantageous form of housing.

Clan Warfare

  • Watchtower goal is to give clans a tool to tax areas of the map (loot, gold, …), extend their territory and gain control over it.
  • Watchtowers will be structures that players can craft or buy from NPCs and place in the world.
  • Three type of Watchtower will be available (Wooden, Stone and Fort) with different area of influence, price and resistance.
  • First Watchtower can be placed anywhere.
  • Others will have to overlap their area of influence but cannot have another tower in their area of influence.
  • If a harbor is in a watchtower’s influence, the clan can build a watchtower next to a single other harbor in the world. Water travel distance will increase the cost.
  • Additional watchtowers will cost increasing gold to place.
  • Area of influence will extend area where clan buff is applied.
  • Area of influence will extend the “system” detection range.
  • Area of influence will extend racial territory if clan is bound to racial warfare.
  • Watchtowers can be renamed by clan owner.
  • Watchtowers can be upgraded to a specific role (Tax collector, land manager, local bank, supplier, walls and gate, banners)
  • When loot is collected by a Watchtower, it will appear grayed in the gravestone or in the harvesting log.
  • Tax collector will have a weight limit, once reached the collector will stop taxing but clan buffs will be doubled.
  • Player claned or unclaned will be able to siege Watchtower
  • Siege cost against Watchtowers will have a flat cost + a variable one depending on weight collected in tax collectors.
  • Watchtowers siege costs are increased drastically if an overlapping watchtower is currently being sieged.
  • An immunity window of 6 hours can be set by the owners.
  • Once a watchtower is destroyed, anyone can loot whatever the tax collector or local bank contains.
  • Once a watchtower is destroyed, every upgrade except walls, gates and decoration will be remove from Agon instantly
  • Walls, gate and decoration will remain for 3 hours and a ruin will be spawned in place of the old watchtower.
  • A clan that has lost a Watchtower will be unable to place a new Watchtower over the ruin for 15 minutes. Others will be able.
  • All friendly Watchtower overlapping with the one that just get destroyed will have an invulnerability period of 30 minutes.
  • If a Watchtower is defended, the siege cost (wager) is added to the tax collector’s loot and it becomes invulnerable for 15 minutes.
  • No more global announcements.
  • Free selectable 6 hours window of invulnerability
  • Removing Invulnerability Shards from the game.
  • Watchtower siege wager is half the price when being sieged by a clan at war.
  • Remove multiple sieges protections.
  • More than one holding of a clan will be siegeable.
  • Holdings can be sieged only when no friendly watchtowers are overlapping with their area.
  • The first siege stone will take 15 minutes to activate once placed.
  • A warning will be sent to the holding owners.
  • Siege stones have a non refundable price.
  • Once the first siege stone is activated, the siege is declared for 22 hours later.
  • During those 22 hours, siege camps can be built around the siege stones.
  • Once the 22 hours are up, the siege will start and will last 4 hours.
  • During those 4 hours of siege, the bindstone and all siege camps will become vulnerable.
  • Siege timing out result as a draw, and all side with a standing siege camp will get enough time to regroup to prepare for the next assault.
  • Make war declarations meaningful and the “at war” status be a conscious choice rather than a fire and forget status.
  • Add utilities to clan friends list like being able to bind to holdings, receiving clan buffs and appear as allies (green).
  • Remove global announcement for diplomatic changes.
  • Have an attrition cost when being “at war”.
  • Doing a war declaration will cost gold depending on how many members there are in the clan.
  • Maintaining an “at war” status will cost gold depending on how many members there are in the clan (this is to reflect some kind of campaign cost).

Player Holdings

  • Player race will determines the design of buildings.
  • Create new location for clan resource nodes and move them outside of the walls.
  • Remove Portal chambers
  • The slots of portals and clan nodes inside the city will be replaced by slots for new building: arenas, taverns, market places, etc.
  • Holdings houses become player housing houses under a clan control.
  • Houses will be upgradeable up to large villa.
  • Rent goes to the owning clan and its minimum price will be superior to the ones in NPC cities.
  • Owning clan can set a higher rent price if they wish.
  • Rents in villages and NPC cities will vary according to gold inflation, this one will be player driven.
  • Add tools for owners to encourage players to live in their holdings (like player made quests and charged buffs)
  • Clan buffs are shared with allied clans.
  • Positively aligned clans will be able to have their holdings act as a racial territory.
  • We will add a way to trade holdings properly.
  • Add a maintenance cost to holdings based on how many players are bound.
  • If maintenance cost not paid, random clan/alliance members will be unbound proportionately to the amount not paid.
  • We will add unique resources that improve the clan buffs and how they are shared with allies.
  • Each holding will provide one type of resource in abundance.
  • Resources can be traded.
  • The more different kind of resources are in a holding’s reserves, the stronger are the buffs.
  • Crates now have a purpose of reducing special resource consumption at the risk of being raided.
  • Crafting in a player holding is more effective and efficient.
  • Holdings walls now have a scaling protection.
  • Raids are kind of mini sieges.
  • Raid stones will be versions of siege stones that will be placeable within close proximity of holdings.
  • Raid stones will be available through crafting or bought from NPCs.
  • Once placed, raid stones will shoot a beam of light to the nearest wall and start a 15 minutes timer.
  • Raid stones can be destroyed.
  • If not destroyed before the end of the timer, the scaling protection of that targeted wall will be shut down until 5 minutes after the raid stone has been destroyed.
  • When scaling protections are down, player will be able to use spells or craftable ladders to climb over that wall.
  • During a raid, crates will become vulnerable to “impact” damage.
  • Once destroyed, crates will drop a portion of the holding’s special  resources reserve.
  • Of that amount, a subpart will be destroyed and removed from the economy.
  • After a raid occurred, an invulnerability period of 45 minutes will be up for the holding to avoid chain raids.
  • There will be an invulnerability period of 6 hours chosen by holdings owners where raids cannot occur.

Racial Warfare

  • War front will be New Dawn’s entry point for large scale PvP.
  • It will allow new player, casual or smaller group to experience large scale combat without the burden of war status.
  • Two kind of front will be added to the game : Borderlands war front (between each racial territory) and Central war front (in the middle of Agon).
  • Alignment gains and penalties are doubled on a war front.
  • War front will have capturable objectives
  • Racial war bonuses are only for “patriotic” players and payers of the same race of the territory or an allied race.
  • Blue players will be consider as “patriotic” when in the last 10 hours of game time he has gained “commision” by other means than player trade.
  • Commission is a currency designed to balance out our racial wars. You gain more when your faction is losing, bu yu have more racial buffs when wining.
  • Blue players may buy war bonds at their capital city and be considered patriotic for some time.
  • Blue players under the newbie protection are considered “patriotic” for the duration of their protection + the regular 10 hours.
  • War front can be captured with Watchtowers, meaning that racial territory can be pushed forward by enterprising RAC clans.
  • ARAC clans or alliances can capture war fronts too, and will gain the buffs for themselves only instead of sharing it with a race alliance.
  • Goal of commission point is to make war front self sustainable without unbalancing actual economy and give player an opportunity to skill up their character through pvp.
  • Commission points can be earned in war front and specific racial quests/events.
  • Commission points cannot be dropped on death.
  • When losing a war front, re-winning it is giving players much more commission points than usual.
  • Commission points can be traded between players.
  • NPCs will be present in war front zones to trade commission point againts gold, meditation points, base gear (up to r40), reagents, arrows, battlespikes, food, potions, mounts, cannon, war hulk, etc.
  • Idea is to motivate PvE oriented players to join war fronts.
  • Center dungeon will become a global racial alliance reward.
  • Center dungeon will be unlocked once the majority of the central war front gets captured by a single racial alliance.
  • Racial bonus are effective in the dungeon
  • The center dungeon is the only way to reach the Demon lair.
  • Demon lair will not be just one encounter, but a reason to camp 24/7 with very high risks but very high reward.
  • The center dungeon and the Demon lair will be a great way to gain a lot of skill ups and loot. But you’ll have to carry it all back to a safe bank.

Vehicles and Travelling

  • Give all warhulks a reason to be used and make them a common sight in Agon.
  • Warhulks cost less to craft.
  • Orbs can now be crafted.
  • Warhulks are not destroyed by water but move very slowly instead.
  • Warhulks except he Fun Hulks cannot be carried around without overburdening.
  • Warhulks need to be moved in mounts or strongboxes.
  • Warhulks will have a specific role:
    • Spider Scarabs: Anti vehicle role.
    • Storm Hammer: Anti infantry role.
    • Battle Ark: Caravan, support and re-supply role.
    • Vile Forge: Mobile Artillery role.
 
  • Goal is to make fighting underwater by yourself a pain and promote ships and real “naval” combat.
  • River flows most of the time.
  • Random current in large bodies of water.
  • Bows can shoot under water by default.
  • Specific physical weapon like harpoons and water spells will be uses to do ranged damage underwater.
  • Melee attack speed and damage are halved in water.
  • Ranged attacks (bows included) can still be done from the surface to out of water targets.
  • Everything takes more stamina/mana in water.
  • Equipped gear takes some durability damage from being in water.
  • Add sea predators attracted by the smell of blood.
  • Astrolab and mariners Astrolab are now craftable.
  • Ships costs are all reviewed in order to be balanced and used daily.
  • Ships can be crafted in some NPC cities but will cost 15% more materials.
  • Ship figurines cannot be carried around without being overburded.
  • Ships figurine need to be transported with mounts or strongboxes.
  • If boarded, ships can be sabotaged by lowering their anchor.
  • Captain can despawn ships from the wheel.
  • Ships can only be spawned or despawned from harbors.
  • We will add a lot more harbors around Agon.
  • Pinnace, raft and launch can be spawned/despawned everywhere instantly.
  • All battle ships are now equipped natively with underwater bombs.
  • In addition to their water bombs, ship can now slightly raise their boarding nets.
  • Player with the Sailor title may climb raised nets.
  • Mast nets on ships are climbable like ladders.
  • Players with the sailor title can sit on top of masts equipped with crows-nets
  • Crows-nets are a position from which you can’t repair but have a bonus at spotting/heal range/etc.
  • Fishing rods work from the side of a ship, even higher ones.
  • Captain may order boarding planks to extend so that higher ships have advantages when boarding.
  • We will add the ability to name ships at the time of crafting.
  • Ship can receive several upgrade slots depending on its size like Sails, Rudders, Metal Plating or Reinforced Structure. Slots will be limited to have ship “builds”.
  • Several persistent modules can be crafted for ships like Fishing nets or strongboxes.
  • Several destroyable at despawn modules can be crafted like buff orbs, healing orbs and even bindstones.
  • Only a limited amount of player can repair a ship at the same time.
  • More people can repair the ship using “repair planks” which are craftable items.
  • To use these “repair planks”, ships must be stopped.
  • Captain can severe these planks, and abandon their repairman if they need a quick get away.
  • Add boarding plank deployable by the captain.
  • the goal is to give incentives for players to try and board ships without necessarily sinking them.
  • Ship below a certain amount of health will stop and will be unrepairable.
  • Ship will then gain health back over time and allow reparation once at 80% health (should be around 15 minutes to go up from 5% to 80%)
  • A ship strongbox can only be used by friendlies of the original owner.
  • A ship strongbox content can be seen by anyone.
  • Craking open a strongbox will take 10 minutes.
  • Craking open a strongbox will destroy 50% of its content.
  • When a ship is sunk, 85% of all content in strongboxes is destroyed.
  • In this case everybody wins by getting 100% of the content for pirates, and traders keeping their ships.
  • It also gives an occasion to come back and maybe reclaim a ship.

Ships will have their own situational strength:

  • Raft: Basic transportation.
  • Launch: Fast boarding ship.
  • Pinnace: Light troop transport.
  • Sloop: Light anti ship.
  • Brigantine: Medium versatile ship.
  • Schooner: Good against large ship, vulnerable to Sloops.
  • Junk: Siege glass canon, needs to be escorted.
  • Reed boat: fragile fast courier / merchant ship.
  • Composite raft: fragile merchant boat.
  • Large raft: Fishing ship or warhulk dropship.
  • Barque: Sturdy versatile ship.
  • Ship of the line: Good escort ship for merchant convoys.
  • Frigate: Ultimate siege ship.
  • Man o’ War: Occupation flagship.
  • The goal is to make the world feel “normal”, with activities on roads, caravans going from one town to another and so on.
  • Make roads serve a purpose by being faster to travel on.
  • Make bridge be worth making a detour by adding current to rivers.
  • Make jungle exploration time consuming compared to straight path.
  • The goal is to make caravans the standard way to transport wares, warhulks, ships and siege equipment.
  • Mount figurines show remaining health and what bonus they have.
  • Mounts are protected from stealing for 20 seconds after being spawned.
  • Tailors may craft different “mount packs” :
    • Personal: can be accessed by the owner.
    • Group: can be accessed by the owner party.
    • Clan -> can be accessed by the clan.
  • When accessed through secondary use, mounts offer a new option : “Cargo”.
  • “Cargo” option opens a storage window where items can be added, similar to a strongbox.
  • Once a mount has something in its “Cargo”, it cannot be ridden or despawned.
  • “Cargo” mounts will follow the owner at speed depending on the mount.
  • “Cargo” weight limit will vary depending on mount.
  • “Cargo” mount will drown underwater.
  • “Cargo” mount, if killed, will only drop 50% of its content, the rest being destroyed.
  • If the owner dies, the mount will remain in place.
  • “Cargo” mounts will have several controls :
    • Follow me : By owner, party member or clan member
    • Wait here : By owner, party member or clan member
    • Gain control : By anyone, takes 2 minutes channeling.
  • “Caravan leader” title will allow a player to have several “Cargo” mounts following him.

Economy

  • Goal is to keep the inflation in check and give meaningful gameplay for harvesters, crafters and traders.
  • System controlled gold sinks will be dynamically set by the amount of “active” currency in the world (like NPC price for reagents, housing events, vendor taxes, high end crafting gold prices, war status ongoing costs, …)
  • Vendors and other housing related rare loot drops will also be craftable or purchasable as a gold/mats sink alternative to luck.
  • Orbs and Astrolabs will also gain a crafting recipe.
  • There will be a small durability loss variation based on gear inflation.
  • On knockdown, all equipped armors will take 1 point of durability loss altered by variation.
  • To allow for sparring/training, this is disabled when knockdown by an allied character.
  • Arenas, an upgrade building in player holdings, will also mitigate durability loss.
  • On gank, all equipped armor will take 5 points of durability loss, altered by variation.
  • On blocking/parrying, both character weapons lose increased durability.
  • The goal is to give crafters meaningful gameplay, to the point that one should be able to only work on improving his industry and market presence.
  • Weapons and armor progressively lose potency when below 90% base durability.
  • Base durability is a recipes max durability before character skills and stats modifier impact it. (If a sword has 100 dura, but a crafter manages to create it with 130 dura, it will start losing potency at 90. Crafter gave an extra dura bonus).
  • Potency will be lowered down to a low roll of a previous rank and will be reached at 20% base durability.
  • Gear can be repaired, but it will be reserved to crafters with the proper title.
  • Repairing materials take mats and lowers its max durability.
  • A crafter that repairs its own creation does it better.
  • Salvaging skills, pick a bag and gain around 50% or crafting mats back.
  • True forge subskills and crafting masteries are unlocked by selection crafting titles.
  • Titles also increases the impact of wisdom on random rolls and max durability.
  • True forge skills only gain xp when crafting higher end items.
  • Many weapons cosmetic choices and individual item upgrades.
  • Vendors will be more available due to changes made to housing.
  • The goal is to create geographical sub markets alongside partially localized resources.
  • Allow enterprising players to act as a bridge between sub markets and make a profit.
  • We will remove global banking. Each bank will be a separate entity.
  • Gnome trade-posts will be introduced for gold transaction but with a fee.
  • Market places will be added to the game, with a choice of contract options.
  • As described in the player holdings changes, we will remove portal chambers.
  • Runestones, recalls and nexuses require you to have less than 75 weight on you and one additional small figurine. Enough for basic gear and one mount or raft.
  • House and bindstone recalls have a maximum range.
  • Runestones/nexuses are the addresses while portal shards are the fuel. The longer the distance, the more portal shards get consumed.
  • Holdings will produce unique resources that can be used to increase clan buffs.
  • The more variety and quantity of said resources, the better the buffs.
  • We will keep the partial localization of loot tables as is and only improve it when needed.
  • We will introduce r50 and r80 resources and more specialized recipes requiring bridging far away lands for both daily and high end gear.

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