Guilds serve as a platform for players to unite and engage in cooperative events. They facilitate various activities, including coordinated raids and challenges.
The guild feature is continuously evolving. Future updates will introduce additional mechanics like Guild Halls and the ability to spawn their own World Bosses, enriching the gameplay experience even further.
Guild members can engage in raids to gain experience and rewards, collaborative events that can be organised by the guild leader. Raids are prearranged by high ranking members, allowing guild members to join a lobby before the raid commences. Once the scheduled timer reaches 0, the raid begins automatically.
Challenges serve as an efficient way for the guild to accumulate experience quickly. Members holding specific ranks within the guild have the authority to generate challenges, each lasting for a duration of 24 hours.
Challenges encourage members to work collectively towards shared objectives, such as acquiring specific items and subsequently contributing them to the challenge.
Guild mastery is a persistent game level that remains with the character even if they leave a guild. It serves as a testament to a player’s dedication to supporting the guilds they join.
Although initially, there may not be significant benefits to increasing the guild mastery level at release, we have confirmed plans to expand its functionality. This includes enhancing the rewards obtained from performing raids, providing further incentives for players to increase their guild mastery level.
The Shrine of the Old Gods is a game mechanic where the community collaborates to achieve a common goal, earning game-wide boosts for everyone’s benefit.
While still a work in progress, the wiki has undergone a slight revamp, featuring more comprehensive information about various game mechanics along with overall design and structural enhancements. Here are some of the various changes we have made (however not all are listed):
This update brings many changes and, as written in the sacred scrolls, with changes come bugs so please report any bugs you encounter in the #bugs channel.
The Valenfair campaign will start on 9th February 2024 at approximately 1PM UTC and will end on the 20th February.
The campaign rewards can be previewed but we will be adjusting the rewards before the campaign starts so expect them to change.
This seasonal campaign is a 'mini-campaign,' meaning it won't introduce unique locations, enemies, or dungeons. Strategising around Valentine's Day events poses a challenge for us as it falls in an awkward position between the winter event and other more significant seasonal celebrations. Not just that we are unable to allocate substantial resources to fully flesh it out given its comparatively lower significance. This year, this challenge is further compounded by the early timing of Easter, which requires our attention next month.
Currently, when transitioning between campaigns, characters retain their tasks and progression. Consequently, if a character has already completed their tasks prior to the event, they won't be able to redeem them within the Valenfair campaign, thereby reducing the potential points certain characters can attain. We acknowledge this issue and intend to address it by ensuring that tasks are unique to each campaign. However, we cannot guarantee that this adjustment will be implemented before the Valenfair campaign launches. Nevertheless, resolving this issue is our top priority.
We've opted to revamp our classes, shifting towards a model that views them more as "proficiencies" or "specialisations" rather than adhering to a traditional RPG class system. This decision stems from our belief that the conventional class system doesn't align well with the essence of our game. Under our new approach, classes serve as a means for characters to choose a permanent, character-wide enhancement in a particular area of proficiency. Consequently, we're introducing new classes that cater to players who don't engage in the combat system.
The following changes are being introduced:
We recognise that some players may desire to change their character's class. While the option to do so is currently under discussion, it is not yet available.
We’re introducing a new skill - Pet Mastery. This can be levelled up when pets are sent to battle. Increasing the pet mastery skill level will improve all pets stats and increase the effectiveness of patting a pet (resulting in more happiness per pat).
We are now including the latest patch notes directly in the game. The patch list can be found in the wiki. Characters will also be notified on their profile page when an update has been released.
The maximum number of chained enemies now scales with the characters combat level. The scale starts at 3 enemies at the lowest combat level and can increase to 10 enemies at the highest combat level (Lv. 100).
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