I was just curious to hear what other players would like to see added to the game in the future, whether that’s new events, shop items, companions, mounts, new tournament system, or cross-servers tournaments and wars! or anything else you think could be fun or useful. Also, things that needs to be fixed, such as combating cheaters.
This is simply an open space to share ideas and see what others are interested in. Feel free to drop your thoughts below. Who knows, maybe one of them will spark something down the line and lead to a positive change
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A list of suggested change to make the game better based on community members suggestions! (will be edited regularly when more ideas are added in the thread)
- New shop items (sets) - New Equipment's - ingame sets from marketplace
- New Companions, Mounts, and Runes
- More Rubies and Silver to the tournament winners
- Cross-server tournament system
- Cross-server order wars (weekly)
- Mobile App for the game!.. This will attract hundreds if not thousands of new players
- Bigger Silver Potions
- Second itemsets (bag) to switch between different sets easily and quick
- better Visibility of the Compare function
- More room for inventory
- Expand the world map to add more cities
- Changes to the EP gains and losses from duels. When the gap between the knights is higher more/less EP should be earned/lost after the duel.
- Dragon event to be optional to choose from Dragon or Gryphon sets
- After an order only GM it would be good if you had a comparison with what you already have equipped when you hover over the item
- Mercenaries to be paid when they defend an attack
- Introduce a raid-style system where orders can fight powerful enemies of varying difficulty, offering meaningful rewards and daily engagement.
- Increase rewards from group missions and clues, as current payouts (silver and items) are disproportionately low compared to player level and effort. - for every hour a group stays open, an NPC (such as a Black Knight) joins the group. NPCs would scale to player level and could also be recruited through mercenaries.
- Add new recurring events with fresh themes to revive long-term engagement, similar to older community-suggested event concepts.
- Improve the mercenary system by allowing flexible payment options (per battle or end-of-war) and enabling mercenaries to join group missions for payment only, without competing for loot.
- Introduce an equipment optimization system that allows long-term improvement of gear beyond runes and essences.
- Add tavern-based quests (e.g., monster hunts, manhunts, duel objectives) with daily or weekly goals and meaningful rewards.
- Enhance order (guild) functionality, making them more active beyond wars, with progression systems not limited to castle upgrades.
- Rework the karma system, as progression is slow and most powers are ineffective or unused.
- Revise the achievement system by reducing excessive requirements and adding meaningful passive bonuses tied to each achievements level.
- Allow high-level players to access higher-tier group missions solo, especially when their stats exceed current mission difficulty.
- Introduce a cross-character cooldown for attacks to prevent abuse through multi-accounting - This would prevent players from repeatedly attacking the same opponent using multiple characters, ensuring fairer competition and balance.
- Revise the war system to allow greater competition and activity by removing the concept of “wars of cover,” which currently lets orders block others by declaring war first.
- Daily login system: either log in 30 days in a row or log in 20 days within a month and reset monthly. The second option gives more freedom and avoids forcing daily logins.
- Dark/Light Knight system: a powerful enemy with a massive health pool that does not regenerate. The server can hunt it every 12 hours, and it appears once per week. Rewards are based on remaining health or damage dealt. It could also require defeating 3–5 servants before the main boss appears.
- Rewards for Dark/Light Knight and daily login: karma, silver, clues, premium features, bonus experience, and equipment (new Dark/Light Knight sets).
- Cooking system: add a cooking feature where players can buy food buffs. Big cities like Endalain and Thulgar provide stronger food effects (e.g., increased strength or luck), while smaller towns provide weaker bonuses.
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Achievement system improvements:
- Silver: +1% income per rank.
- Victories: reduce duel cooldown by 20 seconds per rank.
- Tournaments: +10% silver per rank and additional gems at higher ranks.
- Monsters: +1% damage per rank.
- Working hours: +10% income per rank.
- Traveling: -5% travel time per rank.
- Karma: +1 karma per rank.
- Level reached: +1% experience per rank.
- Group missions: reduced time for NPCs to join per rank.
- Challenges: increased EXP gained or lost per duel.
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Karma system adjustments:
- Light and Dark powers rebalanced to make them more impactful and worthwhile.
- Karma generation and spending adjusted to avoid excess accumulation.
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Light powers:
- Holy Strength: +10 strength + level scaling, costs 100 karma.
- Protection of the Ancestors: +15% resistance and armor, costs 100 karma.
- Regeneration: 75% faster healing; generates potions every 500 HP regenerated, costs 250 karma.
- Angel Wings: grants 40 mission points plus 5 per hour, costs 225 karma.
- Mystical Shield: absorbs damage based on constitution and blocks acid damage, costs 300 karma.
- Stronghold: prevents attacks, reduces silver loss for guild members, and boosts recovery speed, costs 450 karma.
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Dark powers:
- Dark Force: steals strength based on level, costs 100 karma.
- Perdition: reduces enemy resistance and health, costs 100 karma.
- Shadow of Darkness: reduces hit chance and allows partial block penetration, costs 200 karma.
- Banshee’s Screech: drains health and causes confusion, costs 250 karma.
- Acid Hit: deals 150% weapon damage and melts armor, costs 400 karma.
- Thorn Armor: reflects damage and slows attackers, costs 350 karma.
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Training system:
- Allows players to convert experience into silver.
- Works similarly to a bank system, converting around 60% of EXP into silver.
- Does not transfer EXP to other players.
Stop rolling out new servers
New tournament ranges above 150
New challenges above 120
Get rid of negative xp to avoid new players getting bullied by level sitters (12,19,etc)
- Each server should have tiers. Each tier should be silver based. 0-1 million in bottom tier. 1-10 million in 2nd tier and so on - You should only be able to attack people in your tier.,etc
- Exclude weak runes & potions from the drop system
- Christmas Event has got to be improved
- Strength and Aptitude should return to 0.5 damage/armor per point. This would make armor and raw damage builds more viable and return balance to the game, at least a little bit. Just pumping Strike and Luck and nothing else is boring—anyone can do it, and it takes no skill.
- Remove the Sorcerer from the Dragon's Lair. It's hard enough to upgrade stats outside of the 50% events. Why throw in a mission monster where it doesn't belong?
- Add the 50% duel reduction time into Premium accounts. 10 minutes between duels is just too long.
- Improve group mission payouts and rewards. I'm not saying every GM needs a Red Ramstill piece with 100+ Luck, but these can drop more often than just 1-2 times a year.
- Add 750, 1000, 1250, and 1500 HP potions. 500 max is inexcusable.
- Adjust war duels. As lame as people say it is to use Acid with the 2x estate, it's equally lame to pump no Constitution and win that way. Reward the knights that actually put in the work to build offensive beasts by letting them maximize damage. If a joust can be 3 rounds, then make a War Duel 5 rounds. No capping out. Everyone in the duel swings 5 times.
- Change the requirements for castles. 50 members for the large castle isn't really all that possible in the current state of the game. .
- Monthly Madness. This should occur once a month, for anywhere between 4-10 days. Make it 50% off stats, 50% increased silver, 50% reduced travel time, 25% chance for 2 ruby drops, and a 10% chance for 3 ruby drops.
- Jousting System. Add 2 black knights per day instead of 1. This would allow jousts to fill faster. Double the total rubies earned each round and overall. Every round won should reward 2 rubies. If you win an 8-man tournament, your reward should be 12 rubies instead of 8.
- Allow people to buy levels (level boosters)
- Add more set bonuses to the game
- Weekly/Monthly quest log
- Increase rubies with purchases/double the current amount of rubies
- Make all original slow servers permanent 2x speed with 300 MP for regular and 600 MP for premium