Dear friends!
We know we’re embarrassingly late in posting our answers to your questions. In our defense, we want to assure you that this is entirely because we did our best to give serious attention to as many of the submitted questions as possible.
We’ve done our best to organize all of your questions into a clear, readable format. Those that were written in other languages have been translated as closely as possible to the original text and meaning, so that nothing gets lost in translation.
Below, you’ll find the full list of answers. We’ve aimed to be as clear and transparent as possible in each response. Thank you for sticking with us and for sharing your feedback. It’s what helps us make the game better.
How realistic are going to be your answers and plans?
- We didn’t get this exact question, but like you, we've read/listened to countless answers from developers of various games.
In our own responses, we will strive to be as objective as possible about our capabilities, basing them on the available man-hours in the team (even if staff expansion is planned).
Many questions go beyond the roadmap, and we deliberately limited the roadmap to the medium-term scope.
Will there be changes to the karma/zone systems?
- The nearest upcoming change to the karma and zone systems is applying the "Aggressor" status for applying negative effects on another player.
The new system is far from perfect; we would ideally like to see a "knock" system, but for this first iteration, it better meets the community's demands than the previous one.
Our current concern is PvP becoming a problem too early for new players, even with the protective buff. We are considering options to shield players in their first hours from ganking in Yellow Zones without creating exploitable loopholes for twinks.
Is the current state of the "Chaos" weapon enchantment considered balanced? It provides comparable damage to full "Madness"/"Eclipse" sets, with the possibility of guaranteed peak damage.
- In the latest patch, we already introduced test changes to this system (bonuses for headshots and damage spread ranges for hitting different body parts). We will observe trends in weapon enchanting, builds, and average DPS over the next couple of weeks before making decisions on further changes to weapon enchantments.
However, the final balance of weapon enchantments will need to be considered together with upcoming changes to armor enchantment—which will focus on enhancing the item's native base stats rather than providing absolute bonuses. The base physical and magical defense stats of items will also be revised.
Why are hybrid Vocations weaker than specialized ones?
- It's not accurate to say hybrid classes are unequivocally weaker. Unlike specialized physical and magical classes, they lack a clear focus that would allow them to achieve extreme values in either defense or attack.
Will there be Mantras?
- Mantras, as a new combat stance, have lower priority than finally completing the crossbow (with consumable bolts of varying characteristics), staves (as a method for delivering modifying powders), daggers, and dual-wielding for melee characters.
In what direction will the project's PvP component develop? The current roadmap doesn't give a clear understanding of its future.
- We believe the primary issue is balance, or rather, some clear definition of classes (as a sum of build, Vocation, and Vocational skills), ranging from movement speed to the long-term "Abilities 2.0" update.
Only after that does the question arise—where to fight, what for, and under what conditions.
If we've already discussed castles multiple times, including the upcoming "Capture for Destruction," and "Arena 3.0" is an extremely large-scale mechanic not yet on the table...
...then we are considering introducing PvP locations for level 60 characters with high stakes but also rewards enabling the creation of what we'll conditionally call "XIII"-level items.
Is randomized boss respawn timing planned? Currently, many players camp a single boss, logging in right as it respawns, making it difficult for others to engage.
- Respawn timers were already randomized, with a deviation of n% from the base respawn time, reaching up to 1 real-time hour for high-level bosses. This mechanic caused significant frustration, and the deviation was changed to +/- 5 minutes.
Unfortunately, even this mechanic didn't stop players who could simply wait for up to an hour for the respawn, staring at one spot.
Given that dungeons are now a calmer and more guaranteed source of boss rewards, we will put increasing this deviation to a vote, with more global notification for players about the boss's approximate respawn time.
What is the concept of the T4 (Royal) County mentioned in the roadmap?
- Initially, the T4 county was planned as a location for a group of level 60 characters in decent gear, or for unique solo-PvE builds in excellent gear.
The county will lack basic resource spawners and will be focused on generating end-game resources necessary for high-tier items, recipes, and those same "XIII"-level items.
With all this prosperity, the question of risks remains open, from the proportion of Yellow to Black zones to losses upon death.
It should be noted that the PvE to PvP ratio in Dwarrhan is a hell of a complex matter, and the community will always be split into two camps.
Is content for high-level players planned? Existing content has a limited interest span, leading to a lack of long-term goals.
- Abstracting from planned new locations (an epic group dungeon, the Blazing Forest), and without delving into the often-mentioned GvG mechanics (which, in foreseeable plans, mainly tie into castles), we see two main directions here:
- Post-cap character progression (planned after Abilities 2.0), which will allow for additional buff slot(s) and extra ability points (see Abilities 2.0).
- Sources of "XIII"-level items. We hope to create a genuinely challenging and interesting group PvE dungeon (with unique mechanics and AI logic), as an alternative to PvPvE locations with stricter rules than Black Zones.
Will named mobs (mentioned in tooltips) and points of interest appear in T2 and T3 zones, similar to those in T1?
- "Named mobs" have always referred to the bosses players fight in swamps, craters, mines, and caves, for which they receive increased rewards like recipes, trophies, and other valuable items.
Will lore, stories, and plotlines be added? For example, it would be interesting to find notes with secrets leading to unique items with history.
- In Reign of Guilds, we focus on gameplay and interaction between players, who have the opportunity to create their own unique stories, enriching the game world and making it more vibrant and interesting for all participants.
Is it possible to add randomly generated finds in the world, like chests in various places, skeletons with gear near trees, something useful in abandoned houses? This would increase interest in exploring large territories.
- Random chests in the open world are one of the mechanics we are actively discussing. We would like to see them in the game ourselves, but at this stage, they have been shelved until we handle more pressing tasks.
When will a shared account bank be introduced? Its absence is very frustrating.
- Currently, player housing serves as the place where players can exchange items between characters on their account. In future updates, we plan to add the ability to store and transfer Talers, making this process even more convenient.
Will ability cooldowns (CDs) be revised? Currently, many have too long a CD, making them useless. Will CDs be reduced to, for example, 1-3 minutes?
- We plan a significant revision of the ability system as a whole and of individual abilities. These changes may include reducing cooldowns
Is controller (gamepad) support planned?
- Unfortunately, adding gamepad support is not planned for the near future.
Will there be a font size setting?
- We are working on it, but unfortunately, a font size setting will not appear in the near future.
Will quest journal entries include quest giver names and location markers? Sometimes it's unclear who exactly to turn the quest in to, markers display incorrectly or are missing.
- We are currently fixing bugs related to missing quest giver markers on the map. We are also working on the UX related to interacting with and finding various NPCs, so improvements in this area can be expected in upcoming updates.
Is it possible to rearrange the roadmap based on player preferences, or is the order fixed?
- We monitor the community's current concerns and already change the priority and order of certain tasks based on what matters most to the players.
Is merging the EU and CIS servers being considered? This could make the game more interesting and lively.
- If it were up to us, we wouldn't divide the world at all, as it contradicts the original vision of the game.
Within the realities of the outgoing year 2025, merging these servers is NOT possible for technical reasons beyond our control.
Are more wipes (resets) planned?
- No, there will be no more wipes.
But we understand the subtext of the question, so we'll answer a bit broader.
The pre-release wipe was a consequence of the game not just accumulating mechanics during Early Access but undergoing changes down to its core concepts, not to mention the approach to comfort, character progression, player wealth, etc.
In this case, the wipe was an opportunity to look at this project anew, even for veterans.
Is an advertising campaign planned to attract new players?
- We had a modest budget allocated for promotion towards release (no point hiding it—$3000), which yielded positive results to varying degrees. Currently, we are engaged in essentially free promotion and trying various channels, evaluating their results.
This week, work began on something not explicitly outlined in the roadmap: Dwarrhan’s tutorial and the UX of interacting with the world, which, based on the first month's results and feedback from new players, are frankly major roadblocks.
As soon as work on the aforementioned tasks, along with fixing other critical aspects for the start, is completed, we will return to our admittedly modest (to the point of tears) but still existent promotion budgets.
Will new weapon types be added, like bows and daggers?
- Our plans included introducing new weapon types and stances, including bows, staves, daggers, and paired one-handed weapons. However, the team's efforts are currently concentrated on higher-priority tasks. Therefore, these additions are unlikely to see the light of day in the near future.
Is there a plan to rework the Vocation system at level 3 and above? (Unreasonable quantities of rare mobs and their parts)
- We cannot disagree with this point; for example, the hares are indeed overkill. In the first stage, we will review all Vocation quests, allocate truly rich spawners for unique mobs, and definitely turn off the ecosystem for them. Because we fully understand that straining your eyes for 3-4 hours over 100 hares is not fun.
A further revision will happen together with Abilities 2.0.
What is the developers' view on Time To Kill (TTK)? PvP at different progression levels is punishing: even a small difference in gear leads to one-shot kills. Is there a plan to increase TTK to prolong PvP battles? + Will the health and mana (HP/MP) regeneration system be revised? Is it considered too strong, making healing and mana restoration almost unnecessary?
- We are not satisfied with the current "survivability," but we also don't want to apply synthetic methods, nor do we want to again negate the excessive attack over defense through a damage formula, as was done before.
Following the aforementioned changes to armor and enchanting, if we manage to increase overall survivability without synthetic means, then regeneration—both personal and the effectiveness of the Druid—will be revised downwards.
Regarding the approach to personal regeneration powders. Believe us, the base scenario where PvE inevitably boils down to constantly switching between weapons/”Balm”/”Palms” is liked by only a select few.
Why does light cloth armor give so little overall protection compared to heavy/medium/large armor? If large armor gives cloth as much as medium and 10% less than heavy, then light cloth gives only 60% of heavy.
- The base stats of armor will be revised in upcoming updates alongside its enchanting and weapon enchanting.
Will class balance be revised? Warriors have been strong from the start and have almost no costs until their weapon breaks. Mages are weak, their weapons (powders) are constantly consumed, requiring crafting or expensive purchase. Will mages have staves with permanent crystals emitting magic, rather than expendable charges?
- If the entire balance is tied to the economy, currently, the mage economy is not in such a dire state compared to the cost of a quality level 12 weapon, which still needs enchanting and then repairing every 10-15% durability loss because otherwise, its stats drop to level 11.
The economy that should change is the crossbow's. Consumable bolts with various modifiers must appear in the game sooner or later.
Will there be more variety among small gear enchantment sets? Currently, many builds cannot use existing ones due to their specific requirements. + Can the elemental requirements on bracers and amulets be removed?
- Counter (combined) requirements, in our view, should remain. Otherwise, everything would be accessible to everyone, and every build would easily afford a full XII-level set.
However, such extreme values indeed likely lead to monotony and predetermination for Vocations that have received significantly more pronounced specializations. We will definitely devote time to them as part of balance tasks.
Is it possible in the future to have enchanting for shields and shirts?
- Enchanting shirts is being considered right now; shields—we wanted to enchant together with obelisks, but the latter have been postponed for better times.
Will there be an opportunity to create unique stats for each Vocation? For example, allow players to modify Vocation bonuses, lowering unnecessary stats (e.g., Accuracy if you don't use physical ranged weapons)? Will armor require different attributes (Dexterity, magical elements), allowing players to fine-tune their build more precisely to their play style, without feeling tied to a specific weapon or equipment?
- The mechanic sounds truly large-scale, but nothing like this is planned.
What is the vision for the Thief Vocation, and how might the idea and play style evolve from a casual street pickpocket laundering small amounts of coin, to the contrast of a more advanced PvP oriented “burgler” who might be able to disarm, and steal buffs or even items from unsuspecting enemy players?
- Theft was disabled until the ability for players to secure their talers in housing/banks, etc., was introduced. Its return was never ruled out but requires a careful approach for new players.
If stealing valuable items directly from hands would likely carry a negative connotation, then disarm through temporary disappearance of an item in hands, and especially stealing buffs—these are truly wonderful ideas. Thank you!
Does the system allow killing allies by accident (misclick)? Are there plans to fix this?
- If it makes PvP less restrictive, we see no obstacle to reducing damage dealt to guildmates and party members.
How are tasks set, epics created and prioritized? (Addition to the question about the roadmap and implementation order)
- If the question is why Abilities 2.0 comes after Teleportation 2.0? It's simple: Abilities 2.0 is not only several times more man-hours for the programmer but also a mechanic that generally requires the immersion of almost all team members. Therefore, it was decided to quickly get rid of the indecent number of tokens that irritate everyone (from newbies to veterans).
In the roadmap, each chapter is roughly what timeframe (month, two, half a year)? Is there an understanding of the implementation timeline for chapters?
- As before, chapters are designed, on average, for 1.5 months of work, and the cards mention 60-70% of what will end up in that chapter.
The closer a chapter is to release, the more "reserve" is left for unforeseen fixes/changes.
Experience with previous chapters showed that, except for the task of completely refactoring the tutorial (and the necessary preliminary refactoring—essentially rewriting from scratch—of the quest system), we did not significantly fall behind plans.
The situation with enchanting is such that for a single letter mismatch, the chance drops immediately by about 50%, and there's no point in trying to compensate with bonus points. Is anything planned to be done about this?
- We will increase the bonus from exceeding, within the allowable limit before abuse begins. The mechanic itself, or its formula, will remain unchanged for the near future.
Will the chat be made more functional and the crafting system more understandable? Detailed guides on all aspects of the game are needed, as new players understand nothing, and existing guides are insufficiently informative.
- We absolutely agree that there is a lack of guides. We have finally started working on the wiki on Fandom. Also, links to video guides will be added directly into the game.
Are changes to the crafting system planned? Currently, it's almost impossible to buy decent ready-made items at a fair price on the auction. If top-tier items become more accessible (including through the auction), there will be more PvP where skill decides, not gear.
- At this stage, no such changes are planned. In our view, dungeons, current drop rates, carry weight, non-Dynamic Vendor Balance (DVB) prices for processing, tool and workstation availability have made crafting significantly more accessible, especially against the backdrop of significantly increased income from quests.
Will recipe descriptions be reworked? Currently, it's impossible to understand what a recipe gives without placing it on a workbench. Logically, when you take a recipe in hand, you should see the necessary ingredients and a textual description of the result. + Can the system of bonuses from exceeding crafting points for Blacksmiths and Weaponsmiths be made more transparent?
- Absolutely yes. We will try to finish the UI as quickly as possible because without basic information in tooltips right before your eyes, even guides won't help. The rules are very simple, but they need to be shown.
Is there a plan to change the skill system? There was an idea to give players access to all skills and allow them to choose them for points, with different costs for different Vocations. There is a concern this would lead to finding one most profitable "template" and losing class uniqueness. Will this idea be reconsidered? We'd rather each class be unique, with 2-3 skills useful for mass PvP, plus a pool of common skills for additional customization.
- This idea is still lying idle at the heart of the technical task for this mechanic. The question of skill uniqueness, not universal availability—yes. But 2-3 unique skills for mass PvP—it's hard to even imagine within current capabilities.
Will the distribution of attribute points for Vocations be changed? Is it possible to remove stat penalties or make free distribution as desired?
- Bonuses and maluses by Vocation will be revised with Abilities 2.0.
There is a lack of PvE content, like in EverQuest 2 with hundreds of complex and epic quests. Is the addition of such content planned?
- Unfortunately, at this stage, with a staff of 5 people, it is not feasible.
How and when will the economy tied to castles develop further? (NPCs in castles, resource collection for the treasury, caravans between mines and castles, caravan robberies).
- Distribution of trade tax between castles;
- Prohibition of teleportation with the castle treasury + dropping it on the ground upon logging out + map marker for all players;
- Or "Capture for Desctuction" with the necessity of castle restoration;
- Count (title/role).