A haven for mt2 veterans!
Discover the world of Elder
A beginner's guide and showcases of the server's biggest updates
Wanderer's Tome
The complete guide for fresh ElderMT2 players — everything you need to know before your first step into the world.
Open the tomeDungeons of the Baroness
and the Lvl 30 Horse
A new challenge for experienced players and the long-awaited mount for novice warriors.
View the showcaseInfernal Lands
Step into dark, fiery realms where the mightiest foes and the richest rewards await. See if you can stand up to the trials of hell.
View the showcaseSnake Field
Magic ore mines, the Exploration & Mining Company camp, the Company Convoy expedition, and 87+ weapons. Get the full details on the latest update.
View the showcaseWelcome home! A presentation of the best mt2 player community out there - Elder!
Elder is first and foremost a community, not just a game server. People come first - they are the ones who make this place what it is. Here you can unwind after a hard day, chat, and play together :)
A classic hard server focused on community, cooperative gameplay, and intense rivalry between groups, guilds, and entire kingdoms.
Here you'll take part in invasions, fights over dungeon runs, and fierce battles for farming spots - all in powerful parties and organized alliances!
This is a server for those who aren't afraid of competition, and for players who want to meet new people, work together, and stand shoulder to shoulder against enemy kingdoms.
Preserving the game's classic atmosphere
From the very beginning, we were determined not to force changes into the game's interface or mechanics. We didn't want to modernize it artificially — we believe a return to the old days should be built on authentic atmosphere, not revolutionary changes. So we went with the proven, atmospheric foundation, merely smoothing it out and bringing it up to modern standards of comfort.
Reviving kingdom rivalry
Our additions and systems were designed with one goal in mind: reigniting the rivalry between factions. We want to bring back the emotions that once drove the gameplay and gave players a real sense of belonging to their kingdom. You'll learn the details later in this presentation.
Experienced administration
Tired of half-baked updates and a lack of respect for players? Then it's time to bet on a project built with the community in mind. We have many years of experience running servers — all of our projects have been active on the market for years and still are. We always choose our teams carefully and clearly define our target audience to give the server stability and longevity. We have worked on projects such as Invoria, Samia, Nerwia2, Eny and Tundria, which have entertained players for years and continue to do so.
Marketing that reaches beyond the Metin2 "bubble"
Every player is welcome here, but we especially want to reach
former players and Metin2 veterans. That's why we've partnered
with major creators from the wider gaming world, and one of the project's co-founders and administrators
is Japczan.
We believe this approach delivers real stability for years to come, not just a short-lived "boom"
driven by campaigns with creators who hop between projects every few months.
Experienced players (the ones from the Metin2 "bubble") know perfectly well that big-name nicknames guarantee high player
counts at launch, but an equally fast exodus. Our strategy is different — we invest in long-term, steady
partnerships outside the Metin2 bubble, which translates into a stable, healthy number of active players.
Nerwia is a good example of that.. so always choose wisely and think for yourself.
information
Server type: Classic HARD
Maximum level: 99
Maximum character stats: 90
Number of channels: 5 (can be increased depending on demand)
Skill books up to G: 55
Kingdoms: Shinsoo, Jinno, Chunjo
FARM-BLOCK: 2 characters maximum
Leveling in a PT: Party members do not split exp. Everyone receives as much exp as if they had killed the monster on their own (no split based on group size).
At least 3 people in the pt: 5% exp bonus
Also, don't forget the leader's Leadership books.
The upsides of leveling together:
Community and connection – we want players to get to know each other and build relationships. Even if a whole group (e.g. 8 people) levels together, that's perfectly fine, because players get to play and chat together instead of grinding in complete isolation.
Guilds that matter – the system makes guilds actually mean something. Players from the same guild roll together like a "gang" instead of everyone farming their own spot.
Less monotony – you don't have to stand in one place grinding solo all the time, which often gets boring.
More flexibility – you can take a short break (e.g. go AFK for 15 minutes) while the rest of the group keeps leveling, which cuts down on frustration and the pressure of constant solo play.
Less tedious solo grinding – playing together makes leveling far more engaging and enjoyable than farming alone.
Not on this server: Alchemy, Sashes, Mounts, Pets. Costumes
75 lvl weapons only from DT
We're thrilled to announce a year-long partnership with WK Dzik! Yes, you read that right... you can safely start playing - we're not going anywhere for at least another year
7 days of free VIP
To celebrate the start of this partnership with the Dzik crew, we've prepared 7 days of free VIP for every player. All you need to do is enter this code in the in-game Item Shop: WKDZIK… you too can do your part in promoting the server!
The rules:
1. Join our Discord: https://discord.gg/eldermt2
2. Like the Elder fanpage
3. Comment on any post on the Elder fanpage, leaving a #START comment and tagging any person.
4. The system will automatically send you a code via DM.
Enter the code you received in the in-game IS section "Use promo code"
You will receive a Recruit's Medal , which will support you in combat for 3 days:
The code will always be available, but remember it can only be used 1x per character.
(you can claim your code at any moment, even before the server
launches)
A key issue for many of you.
From the very beginning, our goal has been to create the fairest possible ItemShop - one that doesn't
favor players with bigger budgets at the expense of those with other spending priorities.
That's why the full VIP package is available here for only 50 PLN.
It includes:
You've often asked us whether we plan to offer VIP channels as part of the package or for
purchase in the ItemShop.
The answer is: NO.
We believe that kind of split artificially segregates players into "better" and "worse" ones. Even though it would be
financially attractive,
we decided against introducing it, opting for equal,
shared gameplay for everyone.
You won't find these in the shop:
Instead, we added
We are building a project meant to last for years, not for a short-lived boom and a quick
2–3-month payday.
We think long-term — keeping the team running, developing the server, and continuously supporting players are real,
long-term costs that we are fully aware of.
By default, completely free and with no VIP required, we've increased every character's base movement speed by 20 points.
An additional 20 points can be gained through the Wind Shoes available in the
ItemShop.
We reduced their bonus from 40 to 20 points, since we had already raised the base movement speed of all
characters.
Nobody is forced into this purchase — the base speed is perfectly comfortable and
playable.
Wind Shoes are simply an option for those who still want more.
The game has been thoroughly modernized in terms of optimization.
We've made a whole range of technical changes aimed at eliminating lag, freezes, and other
performance issues found on many servers.
Most of it is "under the hood" work, invisible at first glance — but the end result is exactly what you'd expect: smooth gameplay, stability, and no frustration, even with a large number of
players online.
In short: it runs fast, stable, and trouble-free.
At the start of the game, every player receives:
- Sword +3
- 5 red potions
and independence
We went all in on maximum player freedom, standing out from many
competing servers. We don't impose artificial limits or rigid gameplay frameworks, which in the past often
restricted the fun and forced a specific progression path.
It's your equipment, skills, and preparation that decide where you can
go and which monsters and bosses you're able to take on. Players choose the pace and
direction of their character's growth themselves.
Of course, in places where it's essential for safety and balance, we've applied minimal level requirements. But we did everything we could to avoid
locking you into fixed patterns or limiting your freedom of play.
In short — you set the limits, not the system
quickly
We've added special green Switchers and Adders to the Metin stones on maps m1 and m2.
- They can be used on weapons and armor up to 29 lvl.
- They drop from Metin stones, minibosses, and bosses up to M2, and you'll also find them in selected quests.
- Once you move past M2, you'll be earning the traditional Switchers and Adders.
Our goal is to reduce dependence on the ItemShop, so the game is more attractive
and more enjoyable for players who don't use the IS as well.
Selling items obtained in game will be extremely important on Elder, since it delivers large amounts of
yang
But we don't want to force you to move every item one at a time and confirm every single action.
That's why
we built a special feature that simplifies and automates the whole process.
At any merchant you'll have access to quick selling.
For safety, only items that carry no bonuses can be moved this way.
Every Metin spawn on the server has its own spawn zone, just like back in 2010.
Additionally, to account for the player count during peak hours, we created a special
system that
increases the number of spawns between 6 PM and 11 PM, so everyone coming home from work gets
a chance to play calmly and
comfortably.
Depending on the number of bonuses, the drop glow will be:
- Green - the item carries 1 bonus
- Blue - the item carries 2 bonuses,
- Purple - the item carries 3 bonuses
On top of that, items are marked with a special color.
Items with 5 bonuses will be exceptionally rare on the server.
So we decided to give
them a special highlight:
Competition is at the heart of Metin! So there will be no shortage of rankings, with Dragon Coins (SM) awarded weekly! The best
players in various categories will be able to earn free VIP every month and more, so
the game
can be completely free without spending a dime.
You can check the rankings at the Village Guard, so your screen doesn't get cluttered with unnecessary icons.
Dragon Coins are granted to the winners automatically at the end of the week.
As many as the 10 best players in each category win Dragon Coins!
Keeping track of your own achievements is an essential part of a project with an elevated difficulty level.
That's why
we're putting a tool in your hands that gives you full insight into your progress.
You open the stats panel
by clicking the eye icon.
With it, you can:
- check your character's overall achievements since the beginning of the game,
- monitor current session statistics — counted from the moment of the last reset
You decide when to reset the session stats and start collecting data from scratch, for example to:
- compare leveling efficiency,
- test equipment or builds,
- analyze a specific stretch of play.
The statistics system gives you full control and transparency — no guessing, no wondering.
supply
To preserve the game's atmosphere, we designed the ways of obtaining ItemShop items to be
consistent with the concept of Metin and to fit naturally into the game world.
That's why you'll be able to earn most basic IS items
by working together with your own
kingdom.
This matters enormously, because it directly affects the faction's further development and
its real
strength in the game world.
The supply system also lets us actively look after the server economy. With it,
we can
react to market swings and price drops of specific items as they happen, maintaining a healthy balance and a stable
economy.
It's a solution that ties together atmosphere, kingdom rivalry, and the server's long-term equilibrium.
Exchange
You can exchange unwanted skill books at Uriel.
For five random books you'll receive one random book. The exchange costs 10,000 yang.
You can supply your kingdom with upgrade items, skill books, and Soul Stones.
In return, the Overseer will reward you with Deeds of Merit.
You exchange Deeds of Merit with the Overseer for specific items, including Switchers, Adders, and capes.
Remember those empty tents scattered across the maps? We always had the feeling something was supposed to be there…
and here, it finally will be 🙂
The camps are not just a decorative element. That's exactly where you'll be able to receive special
supply missions, closely tied to the kingdom supply system.
You can pick up one mission per week from each camp, which encourages regular activity,
map exploration, and a real impact on the growth and strength of your kingdom.
It's another element that:
- brings the game world to life,
- gives meaning to forgotten places,
- and strengthens player cooperation within a faction.
Depending on the camp, different tasks and objectives will await you, requiring proper
preparation
and commitment. Keep in mind, though, that
these missions are not
easy.
They are the ONLY way to obtain a 5th bonus on items.
You won't get it anywhere else — not even in the ItemShop.
In the game world you'll be collecting plenty of items that already carry bonuses when they drop. On
many
projects, items like these hold value only in the first week after the server launches, and
later
become practically worthless.
To avoid that, on Elder we introduced the Magic Dust system.
At the Overseer you can destroy items that carry bonuses, receiving Magic Dust in return.
You can then exchange Magic Dust for a Bonus Adder — one of the hardest items to
obtain in the game.
This mechanic also plays an important balancing role. It accounts for the fact that not every player is
able
to regularly camp bosses and compete for them effectively — that's usually the domain of
the top guilds.
Thanks to the Magic Dust system, every player has a real shot at getting a Bonus
Adder,
even when playing casually, 1–2 hours a day.
It's a solution that at the same time:
- keeps items with bonuses valuable,
- stabilizes the server economy,
- and levels the playing field between players with different levels of commitment.
in your quests
The server offers a very large number of missions with different levels of importance and priority. This is
one of the few areas
where we decided that keeping the 2010 solution
would only get in the way of comfortable play.
That's why we introduced changes to the mission window, focused on readability and player
convenience.
From now on:
- every quest has its own scroll color matching its type,
- quests are assigned to dedicated categories in tabs.
The new system delivers order, clarity, and full control, with no needless chaos in your quest log.
Mission books are another excellent way to earn on the server.
Besides a hefty amount of YANG, they will get you:
These missions are specially marked with a turquoise scroll and separated into their own missions tab.
F*ck Chunjo, Smurfs, chickens, bots, AFKs, Jinno kids, ovens…
Who remembers those names?
Many of you play today purely in a modern PvE reality where – sadly – individual
achievements
add very little to the game itself. It increasingly resembles a single-player mode: everyone plays for themselves,
with
little impact on the world around them. We want to change that.
We want every achievement – even a strictly PvE one – to have a real impact on the growth and success of the kingdom
whose
colors you represent. Even if you play PVM exclusively, your actions will
matter.
On Elder we are resurrecting the old Metin – with true rivalry between kingdoms, raids into
enemy
territory, and non-stop brawls. Metin was always a community and a battleground, not just farming
on
your own. We remember the days of PvP, guild wars, and conflicts that have all but vanished today.
This is what sets ElderMT2 apart the most — the community and the dialed-up rivalry!
When designing and building these additions we went for simplicity, so
that even a player who never
reads this presentation can grasp what's going on within moments.
What mattered most
was the idea itself, not how complicated or needlessly complex it was.
Today we'll walk you through the mechanics that bring back the old spirit of rivalry. Even if you only play
PVM… you'll feel it anyway. 🙂
Let's begin...
The first feature we want to show you is the Kingdom Attack.
1. A global kingdom quest
On each kingdom's M2 map there is a special global counter:
Players who are currently on m2 playing work together to fill it up.
2. A reward… that doubles as a punishment 🙂
The moment the counter is completed, players receive a special reward — an extra,
instant Metin spawn, boosted with an even greater number of stones.
Sounds like a typical PvE reward… but here's the catch: consequences for the other kingdoms
When the event Metin spawn appears in a given kingdom:
- players on the m2 maps of the other kingdoms lose their current Metin spawns,
- a special button appears in their interface:
(example for a situation where Shinsoo completed the global counter)
3. Attacking the enemy kingdom
After using the button, players from the opposing kingdoms are teleported to Jinno's m2.
From that moment on:
- they compete with the defenders for the same Metin stones,
- the fight lasts until the last Metin from the event spawn is destroyed.
- every player on m2 gets a special counter tracking kills of enemy-kingdom players
4. The event's conclusion
Once the event ends, all players who took part in the attack on the
kingdom
are automatically moved back to their own m2.
The kingdom that killed the most players of the invaded Shinsoo during the attack
receives a +25% drop chance
bonus for 2h
(a single player can only be counted 2x toward the kill counter).
for Expeditions
The next system we want to show you is the Kingdom Battle for Expeditions — a new
type of
semi-open
dungeon, designed around real faction rivalry, player cooperation, and
a blend of PvE and PvP.
This is not a classic private instance.
It's a shared expedition for all kingdoms, where not only strength counts, but also
organization,
tactics, and map presence.
Players who are currently on m2 playing work together to fill it up.
Each kingdom receives a shared, global objective on the M2 map,
visible directly in the interface.
Example objectives:
- destroy a set number of Metin stones,
- defeat specific enemies (e.g. Captains).
Players on M2 work together to fill the counter.
Once it's completed, the expedition unlocks.
Important: the announcement that the expedition has opened appears locally on
the M2 map,
not globally — presence and activity are what count.
After breaking the "Metin plague", the following appears on M2:
- a special expedition entrance icon,
- a clear announcement that it has opened.
The server creates a shared dungeon instance for all kingdoms.
There are no separate, private faction rooms —
everyone ends up in the same
space.
- Each instance has a player limit (e.g. 30 people).
- When the limit is reached, another instance is created automatically — no frustration and no blocked gameplay.
Upon entering, players land in a staging area, reminiscent of the first floor of DT.
A countdown appears there:
"The expedition will begin in 02:49"
That gives you time to gather your forces, coordinate, and prepare for battle.
Once the expedition begins, players are moved into the dungeon proper, which lasts around 20–30
minutes.
During it:
- you fight monsters and bosses (PvE),
- you compete directly with players from other kingdoms (PvP),
- the dungeon runs in real time, with no pauses or resets.
It's a system that forces decisions:
- some players focus on PvE progress,
- others handle blocking and eliminating the rival kingdoms,
- timing, presence, and teamwork are what matter
Besides the classic boss drops, the system offers additional competitive rewards, granted at the end of the expedition:
- 🏆 Fewest deaths during the expedition (reward only if the kingdom has a leader)
- ⚔️ Highest PvE damage (a reward that motivates real dungeon progress)
- ☠️ Most kills of players from enemy kingdoms
This way, every playstyle matters — PvE and PvP alike.
When the dungeon's time runs out:
- all participants are automatically moved back to their own M2,
- the kingdoms return to competing for the next stage of the expedition.
- 🔹 Combines PvE and PvP in one coherent mechanic
- 🔹 Creates real pressure and cooperation on the M2 maps
- 🔹 Demands tactics, organization, and presence — not just gear
- 🔹 Offers a break from the monotony of leveling and hunting Metins
- 🔹 Brings the game world to life and highlights true kingdom rivalry
"War and Alliance" introduces a new dimension of rivalry, taking guild conflicts beyond closed, one-off skirmishes.
Declaring war triggers a global conflict in which battles can
rage on any map and during any event — with no risk of losing rank.
Members of a guild at war are marked in red, meaning that from that point on they can be
attacked by their opponents without any consequences, including no rank loss for the kill.
It's worth stressing that there is no way to decline a war or unilaterally withdraw from a conflict.
This opens up a wide playing field for the strongest crews on the server.
Alliances work the same way — once formed, members of the allied guild are marked in green.
Importantly, an alliance overrides the hostility that comes from belonging to different kingdoms.
Event
This event is a mix of PvE and PvP. Your task is to destroy the Spider Cocoons scattered across the desert,
face the Spider Kings,
and in the meantime show players from the other kingdoms who rules the desert!
The kingdom that racks up the most kills between the PvP clashes
will receive a very useful bonus — Strong against Spiders +20%, lasting 3 hours.
On top of that, players who place in the TOP 10 by kill count will receive Royal Caskets
and other useful rewards. And the strongest among you can look forward to a unique, week-long title — Desert King!
In the character statistics window, right next to your character's avatar, you'll find the option to manage
Titles, which you can earn during events such as Desert Kings, among others.
It's a great opportunity to earn the highly valuable Royal Caskets as well as items
with guaranteed bonuses, which drop from the Spider Kings.
The event takes place every Saturday and Sunday on CH5 at 7:00 PM!
A new boss – "Gray Alpha Boar"
Has a random respawn and shows up once every 12 hours.
Golden Boar
On all maps, starting from M1, you'll be able to encounter the Golden Boar.
Its mechanics are somewhat similar to the Treasure Goblins from the Diablo series.
To kill it, you need to land 5 hits on it
It respawns every 6 hours on all maps of the server, except M3, Snake Field, and the Land of Giants.
A new event – "Golden Boar"
Once a month you can expect a special event tied to the Golden Boar.
This is one of the most important changes.
The potions work in a more nuanced way than it might seem at first glance.
Two kinds of potions will appear on the server:
Purple Boar
- Can only be obtained from the new boss in M1.
Instead, it has a consumption level expressed as a percentage.
The consumption drops in two ways: as time passes after the potion is activated,
and when luck finds you… on the server
Green Boar
- Can be obtained from Golden Boars
or by exchanging Boar tokens at the monument.
The potion works similarly to the Purple Boar and grants the bonus: "Golden Boar's Luck"
which adds Lucky Casket drops from monsters.
It also has a consumption level instead of a duration.
Examples of how it works:
1. After activating the purple potion, there's a chance that every boss on the server
will drop an extra casket for you(yes - including Riper!).
2. Monsters can drop a Lucky Casket - but only while the green potion is active.
A WK Dzik monument will appear in all of the first cities.
There you'll be able to exchange tokens earned from the Gray Alpha Boar for a discount code for the official WK Dzik store.
The code gives a bigger discount than the ones that occasionally show up with streamers.
We don't break classes.
Every profession and every class has its natural strengths and weaknesses — and that's exactly how
it should stay.
Artificially flattening everything to one level, making every class "good at everything",
kills the balance, the point of choosing a character, and true variety in gameplay.
The BM has always been powerful in PvP but worse at leveling. Same with the Dagger. And that's
fine.
Our balancing is not about homogenizing classes, but about
sensible adjustments that improve the comfort of play
without destroying the identity of
a profession.
Examples:
-
reducing the increased damage taken while using Berserk on the
Warrior
— because that mechanism made no real sense, - Ricochet for the Archer, so leveling with them is enjoyable,
- quality-of-life fixes for the Shamans, so they are genuinely playable.
- a buff to Strong Body, from now on using it grants a bonus that increases your HP.
-
the Sura's Dispel Magic only works with a level difference of up to 20.
The higher-level player can always
apply dispel, while the lower-level player can — only when the level difference does not exceed 20.
All classes here are strong and playable — every one of them is worth recommending.
But each will always have its strengths and weaknesses.
The best PvE classes will still be WP and Body, just as they have been for years.
At the same time we put a heavy emphasis on the kingdom war, so the typical PvP classes also
carry enormous weight and
have a real impact on the whole game.
In the end, it's the player who makes the choice:
- whether to head toward PvE,
- or toward PvP.
We don't take that decision away.
Because force-equalizing classes means killing the soul of the game and the very point of having different characters
– Ricochet
The Ninja Archer was the only character class that had a remarkably hard time leveling comfortably.
That's why we introduced a new bow attack mechanic – Ricochet.
- Every bow shot at any target makes the arrow ricochet to the next closest enemy.
- At the start, every player will have 1 ricochet unlocked, and the regular attack can be developed up to a maximum of 4 ricochets
- Each subsequent ricochet deals 50% less damage than the previous one.
- Additionally, the Ninja Archer will now fire 2 arrows, each with its own ricochet path.
Example of how it works:
- First target: 100% damage
- First ricochet: 50% damage
- Second ricochet: 25% damage
- Third ricochet: 12.5% damage
- Fourth ricochet: 6.25% damage
Two brand-new bonuses supporting the ricochet mechanic will appear:
- Number of ricochets
- Ricochet power (yes — you'll be able to increase ricochet damage!)
You'll find these bonuses in, among others, the Archer's Feather Walk (the skill at P will give you +3 ricochets),
which further rebalances this class.
Why are we doing this?
- The mechanic will make leveling as an archer significantly easier and more pleasant,
- We're hoping it encourages more people to try a class other than WP and Body,
– Healing Overflow
We decided to enrich the Healer Shaman's Cure skill mechanic with a temporary shield.
From now on, surplus healing received is not wasted
- instead it is converted into a temporary shield that lasts for 10 seconds.
Example of how it works:
-
If a character is missing 3000HP and receives 5000 HP worth of healing,
the missing health will be fully restored,
- This mechanic is available exclusively to the shaman.
Metin stones
- Count: 13
- Respawn time: 11-25min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +3 - 13
- Respawn time: 10-25min
Bosses and minibosses
- Count: 9
- Respawn time: 15-20min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 10
- Respawn time: 12-15min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +3 - 6
- Respawn time: 12-20min
Bosses and minibosses
- Count: 15
- Respawn time: 15-33min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +1
- Respawn time: 25-33min
Metin stones
- Count: 2
- Respawn time: 12-25min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +1
- Respawn time: 12-20min
Bosses and minibosses
- Count: 0
- Respawn time: ---
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 7
- Respawn time: 18-33min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +2 - 4
- Respawn time: 27-33min
Bosses and minibosses
- Spawn type: Fixed
- Count: 1
- Spawn type: Loot-based
- Count: 1
- Respawn time: 48-87min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +1
- Respawn time: 53-95min
Metin stones
- Count: 13
- Respawn time: 21-29min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +3 - 6
- Respawn time: 21-42min
Bosses and minibosses
- Count: 1
- Respawn time: 60-80min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 5
- Respawn time: 23-34min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +5
- Respawn time: 28-32min
Bosses and minibosses
- Spawn type: Fixed
- Count: 1
- Spawn type: Loot-based
- Count: 1
- Respawn time: 20-35min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +2
- Respawn time: 28-37min
Metin stones
- Count: 4
- Respawn time: 28-32min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +1 - 2
- Respawn time: 28-32min
Bosses and minibosses
- Count: 2
- Spawn type: Loot-based
- Respawn time: 60-83min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 4
- Respawn time: 43-47min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +1 - 2
- Respawn time: 40-60min
Bosses and minibosses
- Count: 1
- Respawn time: 60-83min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 4
- Respawn time: 36-47min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +1 - 2
- Respawn time: 36-46min
Bosses and minibosses
- Count: 1
- Respawn time: 48-52min
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 7
- Respawn time: 7-77min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +1
- Respawn time: 7-77min
Bosses and minibosses
- Count: 0
- Respawn time: ---
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
Metin stones
- Count: 7
- Respawn time: 27-32min
- Spawn type: Loot-based
Additional Metin stones depending on the number of
players on the map (between 6 PM and 11 PM): +1
- Respawn time: 27-32min
Bosses and minibosses
- Count: 2
- Respawn time: 2h
Additional bosses and minibosses depending on the number of
players on the map (between 6 PM and 11 PM): +0
- Respawn time: ---
The curse system is a system that significantly shapes gameplay and raises the stakes of every death - especially in a PvP context.
After dying, a player can respawn in the same spot (restart here) a maximum of 3 times.
Once all respawns are used up, the option is locked, and the only choice left is returning to town
(restart in town) until the limit refreshes.
Respawns regenerate every 10 minutes.
- The system is active on the following maps: Hell, V2, Forest, Red Forest.
First, a few words of explanation to clearly lay out the concept and philosophy of expeditions on the
Elder project.
We don't use off-the-shelf naming — we introduce our own terms, which will stay consistent
and understandable
through future updates and new dungeons as well.
1. Closed dungeons (solo)
-
Individual expeditions created specifically for a single player.
Everyone gets their own private instance.
2. Closed dungeons (party)
- Expeditions intended for organized groups.
- Players form a team themselves and clear the dungeon together in a closed instance.
3. Semi-open dungeons
- Expeditions that random players are placed into.
-
First come, first served — once the limit is reached, another
instance is created and the next batch of willing players is assigned to it.
4. Open dungeons
-
Expeditions available to everyone who meets the requirements.
They can be cleared solo or in any group of your choosing.
This category includes DT as well as, for example, the Monkey Dungeons.
On the Elder project we focus above all on open and semi-open dungeons.
We don't want to shut players away in private instances where you keep running with
the same people.
What we care about:
- rivalry,
- meeting new players,
- bringing the community together,
- a living game world.
We believe the expedition style known from DT is a perfect fit for this
— and that's exactly the direction we're taking the expedition system.
Among the open dungeons we also count the
Monkey Dungeons
(nothing has changed in them, but they illustrate the openness and the fact that you can always reach
the end of the expedition and find other players there, or a main dungeon boss that's already been defeated),
which will be of key importance in future updates.
We plan to introduce open dungeons inspired by the Monkey Dungeons,
but operating on a new principle.
Example of how it works:
- a group of players gathers at the expedition entrance,
- if they decide they're strong enough — they start the dungeon,
- once inside, they have to fight their way to the main boss, which will be very demanding,
-
because the expedition is open, players can call for backup —
other groups can join mid-run, push through to those already fighting and join
forces, or you may run into another group already on the expedition.
It's a system that promotes:
- cooperation instead of isolation,
- spontaneous help,
- true player camaraderie.
To preserve balance:
- A player who dies on the expedition is removed from it and receives an entry lockout of 1 hour.
- Each expedition has defined level thresholds.
This is an outline and concept of a system we want to
develop together with
you,
as the first on the market to introduce
expeditions of this kind. Even at this stage we're committed to full transparency
— that's why we're presenting the idea honestly from the very beginning.
We treat this system as our answer to the monotony that so often creeps into projects
like these.
It's also a deliberate intervention into the classic game base,
aimed
at:
- bringing players closer together,
- breathing life into the game world,
- and delivering fresh, shared experiences.
We hope that once the details are polished, this form of expedition will earn
your approval and become
one of the pillars of gameplay, letting us jointly develop and create new open expeditions.
Required level
- 25-40lvl
Type
- Semi-open expedition
Player limit per expedition
- 30
Entry
- Once the requirements are met
This expedition is tied to the m2 mission "Kingdom Battle for Expeditions", so you
could call it something of an event expedition,
since access to it will only be possible by completing the shared objective on m2,
by all players, together.
We treat them as open dungeons and approached them accordingly. We want
runs into the Monkey Dungeons
to be profitable and worthwhile, with players treating them more like an expedition into an open, publicly accessible
dungeon.
Medals:
- We adjusted their drop
-
Besides their standard function of training your horse, the medals also
let you shorten the wait time until the next mission.
Items:
The dungeons carry an increased chance of dropping items with bonuses, which is
extremely important
on Elder (more on that below) and will certainly make for a great source of income.
Herbs from the Monkey Dungeons:
The herbs, too, have been given multiple uses to protect their value, keeping in
mind
that they are the reward for the expedition's main boss.
- The herb will classically resurrect your horse
-
You can sell them to any merchant
A) Herb from easy monkeys – 50k
B) Herb from normal monkeys – 200k
C) Herb from hard monkeys – 330k -
Herbs let you instantly complete a horse mission
(except the level 11 and level 21 quests)
Just start the mission, use the herb and... the quest is automatically completed
(PS: Medals are still required as usual for every horse level. The herb only
skips the quest
so you don't have to, say, ride from point A to B - it completes right away).
Required level
- from 40lvl
Type
- Open expedition
Player limit per expedition
- None
Entry
- Free – Daily expedition limit
The Dungeons of the Baroness are a new location you can reach by talking to the Guard
standing at the very end of the V2 Spider Cave.
To take part in the expedition you need a Stableman's Order, which is essential
for continuing the adventure. It can be obtained in two ways:
- Buy it from the Stableman for 10kk,
-
get it as a drop from the Spider Queen
After entering the Dungeons of the Baroness, along the way you will encounter, among others:
Occurrence
- The spawn appears at random.
Sample drop
-
Has a guaranteed drop
of a Blessing Scroll.
Occurrence
- Has a fixed spawn location.
Sample drop
-
A chance to drop a permit
for Horse training.
Monster info.
-
A stronger counterpart
of the classic Spider Queen.
After entering the Dungeons of the Baroness, along the way you will encounter, among others:
World Boss
- A real group challenge.
Occurrence
- Respawns every 10–14 hours.
Monster info.
- The kill announcement for the Baroness remains hidden.
We wanted the new dungeon to be an interesting place with more to do,
so beyond the fighting itself you can also come across elements tied to the lore and the ranking
A new activity
- An activity directly tied to the lore.
Sample drop
- For freeing one, you always receive 1x Rotting Parchment.
Interaction
- Freed soldiers count toward the ranking.
A new activity
- These, too, are an element tied to the expedition's lore.
Sample drop
- For finding them, you always receive 1x Rotting Parchment.
Interaction
- Recovered soldier's bones count toward the ranking.
Both the activities around rescuing soldiers and recovering their remains
are not just atmospheric extras - each of them feeds the ranking system and grants a tangible reward.
A special rank for a month: Hero of the Kingdom.
Entry and expedition rules:
The entrance is at the end of the Spider V2.
A Stableman's Order is required.
You can buy the Order from the Stableman for 10kk or get it as a drop.
The pass also grants one extra life.
Dying without a spare order means being thrown out and locked out of returning for 1 hour.
In total, you can spend 3 hours per day in the dungeons.
Once the limit is exceeded, a message about poisonous fumes appears.
The Baroness:
No removal upon death.
You can stay in the location for only 1 hour (you won't be able to wait around for the boss to respawn).
When time runs out you are removed, with no way to return during that session.
In the world of Elder, riding is an integral part of the gameplay.
The riding system was designed to be a natural extension of the game.
The system poses a serious challenge, and obtaining the best horse is quite an achievement
The maximum horse level has been raised to 30.
We wanted to keep your mount's classic look
so once you reach riding level 30, your horse receives light visual changes.
To train your horse to level 30, you have to complete horse missions.
They can be taken every 3 days, and each attempt has a 50% chance of success.
The tasks involve defeating a set number of monsters from Fire Land upward.
Every level above 21 additionally grants
+10 attack value. The bonus is visible in the horse's description and works even when the player isn't riding the mount.
The milestone: the Master Horse Tome
Reaching level 30 is only the beginning.The next major step is obtaining the Master Horse Tome.
It's a unique item that can be empowered with bonuses, but developing and fully enchanting
the tome was designed as a demanding, long-term goal.
The tome can hold a maximum of 3 bonuses.
At the Stableman you can craft Adders and Switchers meant for your horse.
- At horse level 30, the player completes a mission for the Master Horse Tome.
- The tome can hold a maximum of 3 bonuses.
- Horse level 30 also unlocks the ability to develop mounted skills to G1 in the future.
-
Summoning your horse additionally activates the bonuses stored in the tome
The available bonus pool
- Strong against: animals / esoterics / devils / other types — 5 / 10 / 15 / 20
- Strong against monsters — 3 / 5 / 7 / 10
- HP — 500 / 800 / 1000 / 1500 / 2000
- Strong against Metins — 3 / 5 / 7 / 10
- Strong against bosses — 3 / 5 / 7 / 10
What does this system bring?
The new maximum horse level is not just a cosmetic extension.
It's a full-fledged progression path that strengthens your character, rewards regular activity, and builds
a bridge between everyday play, the dungeon, and the later development of the tome.
It's also an enormous challenge for Elder's experienced players.
The end result:
the horse becomes a genuine part of character progression that you directly influence.
You can tailor it and enchant it to your needs, and over time adapt it to a different in-game activity.
You gather materials, craft armor for your mount, and only then can you create your Master Horse.
That's why it's a challenge and a huge achievement for players.
Stage 1 - the first crafting
A mission from the Stableman
You're sent into the dungeons for spider chitin shells needed to create new armor for your mount.
They can be obtained from mobs, cocoons, and bosses on the expedition.
Gathering the material
The first time around, you have to craft your horse's armor from scratch.
You must deliver the required amount of chitin. It isn't fixed - it depends on how much the Stableman demands.
One player may need more chitin for their horse depending on the quality of the chitin delivered.
Progress in percentages
Instead of showing raw numbers, you see the production progress, e.g.
"You have crafted 37.4% of your mount's armor. Deliver more chitin carapaces."
The reward
Once the armor is complete, you can receive the Master Horse Tome
(provided you have raised your horse's level to 30lvl).
Stage 2 - the monthly reinforcement
Once a month, a player can reinforce the horse armor.
This is the system that keeps the bonuses stored in the horse tome active.
- You must deliver around 850 chitin carapaces.
- The Stableman will craft for you: Reinforced Horse Armor.
- Handing it back to the Stableman extends the reinforcement's active period by 30 days.
- Active bonuses in the tome are green; inactive ones stay gray.
Thanks to this system, the bonuses are not "free forever".
Players have to stay active in the dungeon, while also seeing a very clear point to regular farming.
On top of that, Chitin will steadily hold its value on the market.
The system has been organized so that each type of activity has its own rhythm: daily, weekly, monthly, and every 3 days.
Daily mission: Tracking down the guards
- In the dungeons you can find traces of dead soldiers.
- Each is a trace of a fallen guard. You may also come across a skeleton, which yields a parchment as well.
- Mobs can drop the Rotting Parchment item.
- Additionally, you'll also meet living guards who, in return for being freed from a cocoon, will reward you with an extra parchment.
The Stableman's ranking:
- Dead guards found
- Rescued Guards of the Kingdom
The ranking resets every month. The TOP 3 from each kingdom receive the Hero of the Kingdom rank for a month.
- The rank grants a bonus against spiders: +10%.
- It's both a visual element and a prestige booster for the player. The bonus is just an extra, but it will be extremely handy in the dungeon.
- It naturally motivates competition without over-boosting players.
We changed and expanded the scope of some of the mounted skills
to make them more useful and worth the time invested during character development.
Character level required to use:
- minimum 55lvl
Increased area of effect
- Concrete scaling factors added
- The skill scales with your character,
your horse, and the skill level
Character level required to use
- minimum 52lvl
- Shortened cooldown
Increased area of effect
- Concrete scaling factors added the skill scales with your character, horse, and skill level.
On m1 they are incredibly powerful
A new feature has been added to the Stableman – the ability to craft the Riding Manual.
To create the manual, you need horse medals, yang and Deeds of Merit.
The Stableman is now the primary source of manuals, and their in-game drop has been almost entirely eliminated.
We want to keep fishing as atmospheric and old-school as possible, as befits a server of this kind.
Here, too, we didn't want to overcomplicate things, so we kept the old mining scheme and
style.
The only significant change is a nerf to the number of points required for each pickaxe level.
It's worth noting that every Sunday at 6:00 PM
the Amber Event takes place on Mount Sohan,
which is the only chance to
obtain Magic Metal and the Blacksmith's Stone directly from the game.
The event is active on CH3, CH4 on Mount Sohan
How the event unfolds:
Amber Veins appear across the whole map; the ores gathered from them can be exchanged for amber boxes
The exchange takes place at the NPC Daeokbae in the Second Village.
The Teleporter remains the primary way to travel between maps; he will charge
you a set amount of Yang for his services, depending on your character's level.
However, we wanted to streamline this a bit, so we added the option to DROP IN GAME two kinds of scrolls:
The classic teleportation scroll,
which takes you to a specific
saved spot on a given map
and a scroll that transports
you directly
simply to m1.
Every player — without exception and without having to pay to unlock slots
— receives 4 full inventory pages from us.
We believe that on projects like this, adequate storage space is a necessity, not a privilege.
We don't want to force you to keep running back to town "with junk" instead of actually playing.
It's a simple, fair, and practical solution meant to improve your comfort
from the very first
minutes, rather than forcing you to spend money right at the start just to unlock space.
Same story here as with the inventory. We believe that having to pay real
money
for a bigger shop is just wrong. So everyone gets the same roomy shop 😊
You can list your shop for:
The 7-day option is available with a purchased VIP.
The shop panel contains all
the information you need.
In the corner of the shop you can check the player's status
(online/offline) and send them a message.
You can also review your full sales history as
well as your own purchase history
Search:
We went for simplicity and player convenience.
Just type in the item's name:
Ranking rewards — where we stand
You often ask us about rewards for the TOP 3 or
rewards
assigned to specific classes.
We understand the question, but honestly — we don't support that policy.
Rewarding only a handful of people means that:
- everyone else feels "lesser" right from the start,
- rewards appear that cannot be obtained any other way,
- competition turns into frustration instead of motivation.
This is especially visible with the maximum level
— players who can't put in as much time as others feel written off from the
get-go.
The result? Less desire to play and a feeling that "it can't be
gotten anyway".
We decided to follow the path of the old global servers.
👉 EVERY player who reaches the maximum level will receive a special Hwang Armor.
There is no TOP 3.
There are no rewards "only for the chosen few".
There is a goal that everyone can reach — at their own pace.
- you collect the armor from Uriel,
- the only requirement is reaching the maximum level (which of course won't be easy),
- it is not the best armor in the game and does not replace endgame equipment,
- it is useful and practical, e.g. for drop runs,
- it requires level 50 to equip,
- it can be moved through the warehouse (e.g. to a drop character).
Because we believe that:
- rewards should motivate, not frustrate,
- every player's effort matters,
- the game shouldn't favor those who simply had more time.
Here, competition stays meaningful to the very end — for everyone.
Thank you for your time and for reading this with us!
We realize we've handed you
a truly hefty dose of
content.
That's why we deliberately don't describe every
minor change, inventory icon, or merchant detail — that's not what this
presentation is about.
We focused on the key design principles, the most important mechanics, and the
changes
that genuinely affect gameplay. We wanted to lay out
our
vision of the server
and the direction of its further development in a clear, transparent way.
There's certainly a mountain of work behind us and plenty more ahead, but once upon a time
a certain private server, Tiveria,
put a line on its website saying "while building this project we drank Harnasia" - and I personally, while building
this project,
went a good 15 years back in time. It was pure joy!
We hope this vision wins you over — and that we'll see you on the server very soon.
Start now and grab 10 days of VIP for FREE!
Use the codes free3dni and WKDZIK in game!
Register