A look at the road ahead — in the order things are planned to ship. This is a solo, hobby-paced project, so there are no dates attached. Ideas may shift, but the direction is clear.
Gear rolls elemental damage and up to three resistances, and monsters deal elemental damage: resist what hits you, hit what they are weak to. Tempering lets you spend materials to raise a chosen item's stats beyond its roll. Every class, monster and arena number has been re-tuned together for PvE and PvP.
No more caps. The level cap goes from 150 to 9000 and the rebirth cap from 30 to 9000, in steps. Training orbs raise one stat by one level, up to 2000. Gear quality goes past 80, one new step per rebirth. New EXP curve: rebirths 1 to 30 get cheaper, nobody loses progress and some accounts gain levels on login. Past 30 the cost grows slowly forever, so the top stays rare.
One difficulty dial in every zone, 50 steps: tougher monsters, better loot. Every ten steps the monsters change element, and past step 40 they mix. Pick your reward type before you fight. One world for everyone: no more Normal, Hard, Nightmare and Terror servers.
Dungeon maps and their bosses move into the open world as permanent areas and encounters.
Ten new gear sets per class, each built for one element or one playstyle, so every step of the difficulty ladder has a set worth chasing. Two new maps to explore. In design now, and very likely to ship.
Live death feed, guild achievements, guild and per-member statistics.
Hourly Honor tokens to recognise guild-mates, with weekly and monthly top recipients. Cosmetic only.