top view of medieval city

Over the past few years, Endor has reached a stage where a single dominant force has emerged on the server. While we understand that joining forces is convenient and natural for many, in the long run it significantly harms the overall game dynamics. Endor is gradually losing what matters most: unpredictability, healthy rivalry, tension in dungeons, and the opportunity for smaller or new guilds to make a name for themselves.

After careful consideration, we have decided to take a step that will bring new life, chaos, and room for true tactics and skill back into the game.

What will change in 7 days?

Complete removal of alliance functionality

  • The alliance system will be completely disabled.
  • Green names for allied guilds will be removed.
  • Cooperation between guilds will still be possible on an unofficial basis; however, in combat, you will have to watch carefully who you hit and what spells you cast.

Setting a new cap on guild size (Max 200 characters)

  • The maximum number of characters per guild will now be 200.
  • Rule for existing guilds: If your guild currently has more than 200 characters, no one will be automatically kicked out.
  • However, guilds exceeding this limit will not be able to recruit any new members until their count drops below the 200 threshold.

What do we expect from this?

We want to create an environment where every guild has its own identity, where fighting for bosses and dungeons requires real coordination, and where newcomers don’t just see one giant wall, but a diverse political map of the world.

I know that for many of you, this is a major change and a step outside your comfort zone. However, we believe this update will bring back the exact spark and adrenaline to Endor that made us all fall in love with this game in the first place.

(this is still subject to change)