Endoria is an oldschool-based server with modern graphics and a lot of new systems, just without alchemy, levelling pets or the sash. Levels open up chapter by chapter, from level 99 in chapter one all the way to Champion Level 30. The client is 64-bit, and it runs on four graphics backends: DX11, DX12, Vulkan and OpenGL. There are a lot of quality-of-life features, and the content is split into planned chapters (C1-C5) so you can see where the server is going.
Chapter 2, with the beta map, is on its way. Yohara arrives over the next few chapters, and the 6/7 bonuses come in the higher chapters. The starter costume and the Item Shop costumes are permanent, and the buff items come in permanent versions too. Not a fan of the sash, alchemy or levelling pets? Then you are in the right place.
All four classes got a monster damage bonus, so the Warrior is not the only one that is fun to farm with.
The front line. Berserk pushes his attack speed close to the cap, Aura of the Sword raises his attack value. Simple, strong, and he can take a hit.
A hybrid: hits hard while still looking after himself. Enchanted Blade raises his damage, Fear and Enchanted Armour cut the damage he takes.
Stealth and Feather Walk give a real monster damage bonus, and it keeps running while mounted. Excellent for clearing metin stones.
Reflect and Swiftness give the same monster bonus. With a fan equipped, the attack skills of both Shaman trees hit monsters harder at every grade from M1 to Perfect Master - at Perfect Master she clears metin stones faster than anyone. With a bell that bonus does not apply: the bell is the PvP and support branch.
Every new character gets the complete starter set on first login, for free.
Armour, helmet, shoes, shield, weapons, necklace, bracelet, earrings, two rings, hair, a body costume, weapon costumes, a pet and a mount. Plus a teleport ring, a cape, starting buffs, potions and two permanent elixirs. The game picks the pieces that match your class and gender.
Two kinds of buff item, each available in a timed and a permanent version.
Right click and it is used up. The buff goes on your character instead of sitting in your bag as an item, and using another one extends the timer.
Same idea, different bonuses. Time stacks up to 12 hours, so you can save your drops and top yourself up before you head out.
The same bonus with no timer - and stronger than the timed version. No rebuffing, and no bag slot wasted on refills.
The Dragon God bonuses become a permanent part of your character. Serious power, but you have to work for it.
Dying does not remove them. These buffs survive death, and each one gets its own icon in the top left corner, so you can see at a glance what is still running.
Level 75 is the highest weapon tier you can buy or farm right now. No sash to stack on top, no alchemy to multiply it. Only a few helmets and the Titan Shield go a little higher.
Every weapon, armour and belt drop also gets a rarity, which raises its stats and its Gear Score. You can see the rarity in the colour of the item name. It works on two different scales: it lifts weapon and armour value only a little, but it raises the item's bonuses a lot - up to +50% at mythic.
Rarity, item level and refine all matter. Gear Score puts them into a single number so you do not have to work it out in your head.
Every weapon and piece of armour is scored on three things: item level, refine level and rarity. Rarity acts as a multiplier on the other two - which is exactly why chasing a mythic drop is worth it. It does not add a flat bonus, it scales up everything the item already had.
The pieces you are wearing add up into one total, and the game also remembers the highest score you have ever reached, even if you swap something out later.
This is why rarity matters. A mythic item of a lower tier can beat an epic of the same level. The multiplier is what makes farming up the rarity ladder worth it, and Gear Score is where you actually see it.
Costumes have real base bonuses, and you can open three extra bonus slots on them.
Opening is meant to be a gamble: the opener item has a 5% chance each time. A fully opened costume is something you really worked for.
These are decisions, not gaps. Each one is there so that your power comes from your gear and your skill, not from separate gambling systems.
No extra stat layer bolted onto your gear, and no absorption grind to keep it going.
No alchemy, and none of the hassle that comes with it. Here only the strength of your character counts.
The pet stayed, but we dropped its levelling and its ageing.
The Warrior and the Sura always had an offensive self buff, the ninja and the shaman had none. Four skills now carry a monster damage bonus that grows with your stats.
When you break a metin stone it might not be over: its mythic twin can appear next to it. Bigger, tougher, and it drops a lot more.
On almost any metin stone destroyed by a player.
Break it before it disappears.
Mostly the same drops in about triple amounts, plus a few extra items.
On practically every field metin stone except the ones on the starter maps, all the way up to the endgame maps. Not in dungeons.
It is yours. The mythic stone belongs to whoever broke the base stone, and you get a notification the moment it appears. Nobody can take it from you.
Two small features you will use in every fight.
Ore is not decoration. Veins are spread across fifteen field maps, they last half an hour, and they respawn on staggered timers so no map ever runs empty.
Dragon Lily and Dragon Orchid grow on the same fifteen maps. No tool, no cooldown, no skill requirement.
Get off your mount, click, your character kneels for a moment, and the harvest comes out of the ground in your name.
Every regular channel has exactly one Mythic chest on it, hidden on a random field map. Whoever finds it first takes everything.
Every regular channel runs its own chest, so several can exist on the server at once.
Then it disappears, opened or not.
Between one chest disappearing and the next one appearing.
Sixteen different rewards drop at once, most of them in a random amount.
You have sixty seconds to pick it up. The whole pile goes into the name of whoever opened it, so nobody can sweep it up instead of you.
Every dungeon is solo, with staged objectives and a real boss at the end.
The in-game Dungeon Info Panel shows the level range, a 3D model of the boss, the rewards you can get and the remaining cooldown - and it teleports you to the entrance.
Boss test: not sure your character is ready? The panel's Boss test button lets you fight the final boss alone, in your own copy of its room, to see if you can beat it. No ticket, no daily entry, no cooldown and no rewards - you only need the dungeon's minimum level, and your DPS is shown in chat when the boss falls.
Dropped by the server mid-run? Your progress is kept and you can teleport straight back in.
Per dungeon, resetting at midnight. Counted by account and by machine, so it cannot be worked around.
30 minutes for the two entry dungeons, 1 hour for the rest, with an optional reminder that tells you when you can go again.
When you clear a dungeon, everyone sees which one you finished, on which character, and in what time.
Every dungeon pays the same two currencies, so you can run the ones you enjoy and still work towards the same goal.
A clear pays 30 Glimmerstones in the entry and mid dungeons and 60 in the two endgame ones, plus one Dungeon Coin. Glimmerstones turn into Gaya at the Gaya Market: 30 stones + one +0 - +4 soul stone + 5,000 yang = 3 Gaya, at 70% chance in the harbour and 30% elsewhere.
Your guild levels up from tasks you complete together, and every level gives the whole guild a permanent bonus.
Founding a guild costs 100,000,000 yang and requires level 35. Tasks unlock as the guild grows: metin stones, bosses, monsters, flowers, ore, fishing, dungeons and the Mythic chest.
The bonuses feed the missions. The metin and boss damage bonuses make the next level faster to farm, which offsets the rising requirements. A killed target is worth exactly one point no matter how many members helped, so there is nothing to game.
Collection quests that pay permanent character bonuses. Each tier asks for a different item and has its own cooldown.
On the last two tiers you pick which bonus you want.
Your mount levels up to 30 in three bands. Each band asks for a different upgrade item and pays a different bonus.
Our own pet system with automatic looting, and no levelling treadmill attached.
Your pet collects the drops while you fight, and it also gives bonus damage against monsters, metin stones and bosses. There is no pet experience bar, no feeding schedule and no pet equipment: it is useful from day one, and it never turns into a second character you have to raise.
A personal buffing companion with levelable skills and costumes, so it looks the way you want.
Not much time to play? Turn it on for 24 hours, and every character on your account gets shorter waits and better drops.
You can enter a dungeon again in half the time.
Metin stones and meteors have a 30% higher chance to drop items.
The wait between two biologist hand-ins is half as long.
The wait between two mount upgrades is half as long.
One at a time per account. Press ALT+C on any character, then Turn On. It stops by itself after 24 hours, and then you can start it again. It covers up to 2000 metin stones per run - after that, stones still give EXP, but no yang and no items.
Titles are more than a name. Each one gives your character strong bonuses that help a lot as you progress.
You keep selling after you log out. Your shop stays up, takes payment, and holds the yang until you come back.
Automatic bonus rerolling. You say which bonuses you want, and it keeps rolling until it gets them.
No more clicking through a pile of enchant items one by one and reading the tooltip after every roll. You set what you are looking for and let the bot work. It stops the moment your combination comes up.
Point it at a skill and it reads the books for you.
It consumes books on a timer until the skill reaches Perfect Master or you run out of materials, so you do not have to sit at the keyboard clicking through every book and soul stone. Levelling a skill becomes a question of whether you have the materials, not whether you have the patience.
An in-game calendar of what is running and what is coming - plus events you can switch on yourself.
You do not have to be online the moment an event starts. You can switch an event on for your own character, for a set amount of time, at any point while it is open, so you decide when your bonus time happens.
We moved the client off the old DirectX 9 path onto a modern rendering layer.
The safe default. Runs on a wide range of hardware, with the full modern feature set.
Less driver overhead on modern Windows GPUs.
A low-overhead path, and the best one on a lot of AMD and Intel hardware.
The fallback for older or unusual hardware.
The move brought physically based materials, real shadow mapping, screen-space reflections, ambient occlusion and global illumination, volumetric light and clouds, waving water, reworked terrain and vegetation, temporal anti-aliasing and a full post-processing chain.
And you can turn all of it off. The modern effects are optional. Pick the classic Metin2 look and the client draws the way you remember it - which also means it runs on a machine that would never handle the new path.
A rebuilt settings panel with far more switches than the original client had - and a search box to find them.
PvP mode, block rules, empire flag and hit animations.
Resolution, display mode, name colours, monster info, visibility toggles and the camera.
Language - all twelve, changed with a quick return to the login screen - refresh rate, FPS limit, field of view, view distance, night mode, camera distance and the scaling options.
Rain and snow on or off.
Graphics profile, shadow quality, anti-aliasing, texture filtering, and the post-processing effects one by one: depth of field, motion blur, vignette, chromatic aberration and film grain. The heavier effects - ambient occlusion, global illumination, volumetric light, water, vegetation - are driven by the graphics profile.
Music, sound effects and background music selection.
Every key can be rebound, grouped into categories.
A built-in search: type what you are looking for and the panel shows every matching switch.