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Realm of Eternal "Conquest"

MittnckMittnck Member, Alpha Two
Realm of Eternal "Conquest"
"Five kingdoms. One throne. Endless war.”

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Realm of Eternal Conquest
Forged from ashes, five ancient realms stand — each bearing its own darkness, each bound to an eternal war.
At the heart of every region lies a fortress, and behind every fortress, a history written in blood. When guilds conquer these keeps, they claim not only the land, but the destiny of its people. Gold, power, and bloodlust — all converge here.

But above all, shrouded in mist, looms a greater power: The Central Keep.
Whoever rules it, rules all. Tribute flows into their coffers, and loot from every world boss is theirs to reap.

And when the time for war arrives… the entire realm is plunged into chaos.
Brother turns on brother. Allies become enemies. For in this land, only blood can wash away the past.

This is the Realm of Eternal Conquest.
And only the strong emerge from its shadows.


Realm of Eternal Conquest – Advanced Mechanics Proposal

This world begins in complete darkness.
Only once the first regional keep is conquered will its gates open, revealing the surrounding zone. With that victory, two warpaths to the next region are revealed. Guilds must register for these passages — but only if they meet the power and size limits.

Each region unlocks in this fashion.
But the 5th and final zone — a domain of shadows — is only accessible when all four previous keeps have been conquered. A single dark gate appears, and only those guilds who control the four previous keeps may register for the final siege.

The Central Keep can only be challenged once per month.
Victors of this conquest gain access to the inner caverns, rich with enhanced loot and gold drops far beyond any other region.

PvP & Siege Dynamics
All zones are non-PvP by default — until a siege begins.
During siege hours:

PvP is fully enabled until the battle ends

Drop rates are increased by 45%

Afterward, peace returns and PvP is disabled once again

World bosses do not spawn until their region’s keep is captured.
World boss fights are open to all players and do not trigger PvP.

Caverns & Loot
Each region contains secret caverns, rich with:

Unique jewelry

Rare crafting materials

Visually distinct weapon skins

Please consider this system for further development.
It encourages exploration, progressive conflict, strategic registration, and guild-based territorial power, while maintaining structured PvP engagement.

I am eager to contribute further ideas on:
Combat systems, crafting mechanics, gear enhancement, PvE/PvP integration, and world building.

Let me know where to share next.

Comments

  • RitchieSHRitchieSH Member, Alpha One, Alpha Two, Early Alpha Two
    edited May 15
    Sounds like Crowfall to me
    Subscribe to RitchieSH. You know you want to
  • MittnckMittnck Member, Alpha Two
    System Overview
    Zone Unlocking & Gateways: Each region becomes accessible only after the previous castle is conquered. Two distinct gateways open to the next area, adding strategic depth and control.

    Dark Gateway & Monthly Final Region: The final region unlocks only when all castles have been conquered. This area is accessible only through a singular dark gateway and only by guilds that have claimed all four castles—offering a long-term competitive goal.

    PvP & Drop Rates: PvP becomes active only during designated war hours, during which drop rates are increased. This encourages player activity at peak strategic times.

    World Bosses & Caves: World bosses spawn only after castles are captured. Each region contains special caves with rare items, accessories, and exclusive crafting materials—enhancing PvE content significantly.

    🛡️ Response to "Copied from Crowfall" Allegation
    My design may share surface-level similarities with Crowfall—like territory control and guild-based warfare—but it introduces unique mechanics and systems that go beyond what's currently implemented in Crowfall.

    Key differences include:

    Zone Progression Mechanics: Unlike Crowfall's open conquest, my design features sequential zone unlocking tied to conquest milestones and gateway registration systems with guild power restrictions.

    Final Region Access: Crowfall does not feature a monthly, single-access endgame zone only accessible to guilds who have met specific conquest conditions.

    Drop Mechanics: My system introduces dynamic drop rate scaling based on war time activity and PvP state, which is not present in Crowfall in the same form.

    Boss & Cave Mechanics: The concept of world bosses being locked behind territory control and region-based PvE-exclusive reward caves offers a hybrid progression model not found in Crowfall’s campaign cycle.

    Inspiration and innovation often walk hand-in-hand in game design. Many successful mechanics are reinterpreted, refined, and reimagined. What I’ve built is a system inspired by the genre—not copied from a single title—and shaped by my own creative direction and player experience goals.

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