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		<title><![CDATA[NordInvasion Forum - Feature Requests]]></title>
		<link>https://forum.nordinvasion.com/</link>
		<description><![CDATA[NordInvasion Forum - https://forum.nordinvasion.com]]></description>
		<pubDate>Sun, 19 Jul 2026 15:56:56 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Reworked quests to increase availability of Legendary Dust]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=82657</link>
			<pubDate>Fri, 12 Jun 2026 07:05:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=9027">Siegbert</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=82657</guid>
			<description><![CDATA[Hello everyone<br />
<br />
As someone who only recently (recently being around 6 months now) returned to the mod after a very long break I find it very hard to get a foot into the current game economy with <span style="color: #ff4136;" class="mycode_color">Legendary Essence</span> being the go-to curreny for lategame Items. Just to put my situation into perspective, i have characters with 4 Digits IDs yet I missed the entirety of upgradeable legendarys in the past and until i returned I had 1 single legendary drop.<br />
With that being said, I have pretty much no currency to engage in trading unless I loot something which I absolutely cannot use for any of my characters or I actually double-loot something so I can distill one while still being able to use the other (very unlikely). This of Course is purely luck based and as someone who can only play a couple of hours per day per week this is even more unlikely than it already is for someone who can play a lot more than me. The only other alternative to getting <span style="color: #ff4136;" class="mycode_color">Legendary Essence</span> is Crafting it through <span style="color: #ff851b;" class="mycode_color">Legendary Dust</span>, which is a fair way in my opinion, however the time it takes to loot 9 dusts is already insane. There might be People who get 3 dusts per run or Event, however I believe that this is the vast minority of people. Personally, I average around 1 Dust per week. With that rate it takes over 2 months to get 1(!!!) Essence which in turn means that it requires around 1 year of constant playing to have 6 Essence, which is the pure Essence value of high tier items. However even then you would not be able to actually trade one of those because those items are usually best in slot and very rare which pushes their actual value beyond the pure Essence value. Examples of this can be seen in recent trading history.<br />
Buying dust for gold would obviously speed up the process, however dust prices are exploding right now which makes it less attractive and quite literaly less affordable.<br />
<br />
While a lot of the problems I mentioned above might sound like me-problems, I would still like to suggest the following in hopes that it might stabilse the economy around the Essence/Dust meta as I believe there are other players with similar problems as mine. My believe is since Dust and Essence are practically currency there must be a reliable (not luck based) way to earn it.<br />
<br />
<br />
My suggestion:<br />
<br />
Rework the Quest-System to push the availability of <span style="color: #ff851b;" class="mycode_color">Legendary Dust</span>.<br />
<br />
This might create problems of its own but I would suggest that certain long-term quests like the "In it for the laung haul" series or the "Defender" quests could reward Legendary Dust instead of gold and crafting materials. One could of course also create entirely new ones for that specific purpose. Those quests take a long time to complete and are very grindy, however with a proper reward, the grind might not feel so bad and in fact rewarding. In my opinion, it would certainly feel more rewarding than the luck-based grind of randomly looting dust every now and then. Maybe it would even be possible to make those quests account-wide and not character based so that any kill with any character would contribute to completing those quests. That would of course speed up the completing time so the reward needs to be adjusted accordingly. I personally do not have any statistics or estimates about how long it takes on average to complete those quests so as a beginning I just throw the following numbers in:<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Normal</span><br />
In It for the Long Haul - 2 Dust<br />
Defender of Swadia - 3 Dust<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hard</span><br />
In It for the Long Haul II - 3 Dust<br />
Defender of Calradia - 4 Dust<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ragnarok</span><br />
In It for the Long Haul III - 4 Dust<br />
Defender of Midgard - 5 Dust<br />
<br />
<br />
<br />
As an example, if you were to play a lot of Normal in a month and you would manage to finish both quests within said month you would cut the time to earn an Essence in half (assuming the 1 Dust per week drop). Only going from there, it would still take 6 months to get the 6 Essence, which I used as a example above, but I believe it would feel more rewarding and might add to the long term motivation of many players.<br />
<br />
<br />
Please let me know what you think about this. I don't know if such an idea was discussed in the past, I just looked briefly over the Forum and could not find anything similar. If the topic is well received, I will add further (balancing) ideas to the main post.<br />
I am also willing to provide my ideas of new quests or altered quest rewards for other existing quests, however before I put the time and effort into this, I first want to know if it is actually worth it <img src="https://forum.nordinvasion.com/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> .<br />
<br />
<br />
Idea for new Quests which would reward Dust:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Normal</span><br />
The (epic?) Meetgrinder<br />
<br />
Nord Berserker 50x<br />
Nord Light Infantry 50x<br />
Mercenary Sea Raider 50x<br />
Hungry Zhug 50x<br />
Crazed Blademaster 50x<br />
Nord Shock Trooper 50x<br />
Nord Raider 50x<br />
Hired Javelineers 50x<br />
Nord Repeaterman 50x<br />
Mercenary Sergeant 50x<br />
Mercenary Zweihander 50x<br />
Nord Chosen Huscarl 50x<br />
Fatsod 50x<br />
<br />
(total 650 kills - No deviation in kill-count for each mob because normal is easy to solo even for the average player in my opinion.)<br />
Reward: 1 Dust<br />
Repeatable every 5 days.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hard</span><br />
The (legendary?) Meetgrinder II<br />
<br />
Nord Veteran Huscarl 100x<br />
Nord Heavy Skirmisher 100x<br />
Mercenary Repeaterman 100x<br />
Ward of Ragnar 50x<br />
Entranced Berserker 50x<br />
Mercenary Ballistaman 100x<br />
Wolfclan Conscript 50x<br />
<br />
(total 550 kills - More kills required for certain mobs because they spawn either 100% or spawn in multiple waves like Ballistaman or Repeaterman)<br />
Reward: 2 Dust<br />
Repeatable every 10 days.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ragnarok</span><br />
The (mythical?) Meetgrinder III<br />
<br />
Whaler of Ekki 50x<br />
Nord Shieldmaiden 50x<br />
Follower of Vanagandr 25x<br />
Follower of Skoll 25x<br />
Follower of Hati 25x<br />
Valkyrie 50x<br />
Jotne 50x<br />
Fire Jotne 50x<br />
Wolf Clan Warrior 50x<br />
<br />
(total 375 kills - Less kills for Followers due to decreased individual spawn chance. Less kills in total because it's near impossible to solo this for the average player.)<br />
Reward: 3 Dust <br />
Repeatable every 15 days.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cavalry</span><br />
The Meetgrinder IV<br />
<br />
Mountain Bandit 25x<br />
Sea Raider 25x<br />
Nord Heavy Militia 25x<br />
Nord Pikeman 25x<br />
Mercenary Scout 25x<br />
Nord Apprentice 50x<br />
Nord Mounted Infantry 50x<br />
Mounted Assasin 25x<br />
Mercenary Head Hunter 25x<br />
Nord Noble 25x<br />
Revered Wanderer 25x<br />
Nord Mounted Huscarl 25x<br />
Nord Knight 25x<br />
Nord Champion 25x<br />
Warborn Huscarl 50x<br />
<br />
Reward: 2 Dust<br />
Repeatable every 10 days.<br />
<br />
(total 450 kills - More kills for multi-wave spawns. less kills in general because cav runs spawn less mobs and take a lot longer than "normal" runs. Anyone knows if horse-kills would count towards the kills as well? Would of course influence the requirements, but I don't know how it works.)]]></description>
			<content:encoded><![CDATA[Hello everyone<br />
<br />
As someone who only recently (recently being around 6 months now) returned to the mod after a very long break I find it very hard to get a foot into the current game economy with <span style="color: #ff4136;" class="mycode_color">Legendary Essence</span> being the go-to curreny for lategame Items. Just to put my situation into perspective, i have characters with 4 Digits IDs yet I missed the entirety of upgradeable legendarys in the past and until i returned I had 1 single legendary drop.<br />
With that being said, I have pretty much no currency to engage in trading unless I loot something which I absolutely cannot use for any of my characters or I actually double-loot something so I can distill one while still being able to use the other (very unlikely). This of Course is purely luck based and as someone who can only play a couple of hours per day per week this is even more unlikely than it already is for someone who can play a lot more than me. The only other alternative to getting <span style="color: #ff4136;" class="mycode_color">Legendary Essence</span> is Crafting it through <span style="color: #ff851b;" class="mycode_color">Legendary Dust</span>, which is a fair way in my opinion, however the time it takes to loot 9 dusts is already insane. There might be People who get 3 dusts per run or Event, however I believe that this is the vast minority of people. Personally, I average around 1 Dust per week. With that rate it takes over 2 months to get 1(!!!) Essence which in turn means that it requires around 1 year of constant playing to have 6 Essence, which is the pure Essence value of high tier items. However even then you would not be able to actually trade one of those because those items are usually best in slot and very rare which pushes their actual value beyond the pure Essence value. Examples of this can be seen in recent trading history.<br />
Buying dust for gold would obviously speed up the process, however dust prices are exploding right now which makes it less attractive and quite literaly less affordable.<br />
<br />
While a lot of the problems I mentioned above might sound like me-problems, I would still like to suggest the following in hopes that it might stabilse the economy around the Essence/Dust meta as I believe there are other players with similar problems as mine. My believe is since Dust and Essence are practically currency there must be a reliable (not luck based) way to earn it.<br />
<br />
<br />
My suggestion:<br />
<br />
Rework the Quest-System to push the availability of <span style="color: #ff851b;" class="mycode_color">Legendary Dust</span>.<br />
<br />
This might create problems of its own but I would suggest that certain long-term quests like the "In it for the laung haul" series or the "Defender" quests could reward Legendary Dust instead of gold and crafting materials. One could of course also create entirely new ones for that specific purpose. Those quests take a long time to complete and are very grindy, however with a proper reward, the grind might not feel so bad and in fact rewarding. In my opinion, it would certainly feel more rewarding than the luck-based grind of randomly looting dust every now and then. Maybe it would even be possible to make those quests account-wide and not character based so that any kill with any character would contribute to completing those quests. That would of course speed up the completing time so the reward needs to be adjusted accordingly. I personally do not have any statistics or estimates about how long it takes on average to complete those quests so as a beginning I just throw the following numbers in:<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Normal</span><br />
In It for the Long Haul - 2 Dust<br />
Defender of Swadia - 3 Dust<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hard</span><br />
In It for the Long Haul II - 3 Dust<br />
Defender of Calradia - 4 Dust<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ragnarok</span><br />
In It for the Long Haul III - 4 Dust<br />
Defender of Midgard - 5 Dust<br />
<br />
<br />
<br />
As an example, if you were to play a lot of Normal in a month and you would manage to finish both quests within said month you would cut the time to earn an Essence in half (assuming the 1 Dust per week drop). Only going from there, it would still take 6 months to get the 6 Essence, which I used as a example above, but I believe it would feel more rewarding and might add to the long term motivation of many players.<br />
<br />
<br />
Please let me know what you think about this. I don't know if such an idea was discussed in the past, I just looked briefly over the Forum and could not find anything similar. If the topic is well received, I will add further (balancing) ideas to the main post.<br />
I am also willing to provide my ideas of new quests or altered quest rewards for other existing quests, however before I put the time and effort into this, I first want to know if it is actually worth it <img src="https://forum.nordinvasion.com/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> .<br />
<br />
<br />
Idea for new Quests which would reward Dust:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Normal</span><br />
The (epic?) Meetgrinder<br />
<br />
Nord Berserker 50x<br />
Nord Light Infantry 50x<br />
Mercenary Sea Raider 50x<br />
Hungry Zhug 50x<br />
Crazed Blademaster 50x<br />
Nord Shock Trooper 50x<br />
Nord Raider 50x<br />
Hired Javelineers 50x<br />
Nord Repeaterman 50x<br />
Mercenary Sergeant 50x<br />
Mercenary Zweihander 50x<br />
Nord Chosen Huscarl 50x<br />
Fatsod 50x<br />
<br />
(total 650 kills - No deviation in kill-count for each mob because normal is easy to solo even for the average player in my opinion.)<br />
Reward: 1 Dust<br />
Repeatable every 5 days.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hard</span><br />
The (legendary?) Meetgrinder II<br />
<br />
Nord Veteran Huscarl 100x<br />
Nord Heavy Skirmisher 100x<br />
Mercenary Repeaterman 100x<br />
Ward of Ragnar 50x<br />
Entranced Berserker 50x<br />
Mercenary Ballistaman 100x<br />
Wolfclan Conscript 50x<br />
<br />
(total 550 kills - More kills required for certain mobs because they spawn either 100% or spawn in multiple waves like Ballistaman or Repeaterman)<br />
Reward: 2 Dust<br />
Repeatable every 10 days.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ragnarok</span><br />
The (mythical?) Meetgrinder III<br />
<br />
Whaler of Ekki 50x<br />
Nord Shieldmaiden 50x<br />
Follower of Vanagandr 25x<br />
Follower of Skoll 25x<br />
Follower of Hati 25x<br />
Valkyrie 50x<br />
Jotne 50x<br />
Fire Jotne 50x<br />
Wolf Clan Warrior 50x<br />
<br />
(total 375 kills - Less kills for Followers due to decreased individual spawn chance. Less kills in total because it's near impossible to solo this for the average player.)<br />
Reward: 3 Dust <br />
Repeatable every 15 days.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cavalry</span><br />
The Meetgrinder IV<br />
<br />
Mountain Bandit 25x<br />
Sea Raider 25x<br />
Nord Heavy Militia 25x<br />
Nord Pikeman 25x<br />
Mercenary Scout 25x<br />
Nord Apprentice 50x<br />
Nord Mounted Infantry 50x<br />
Mounted Assasin 25x<br />
Mercenary Head Hunter 25x<br />
Nord Noble 25x<br />
Revered Wanderer 25x<br />
Nord Mounted Huscarl 25x<br />
Nord Knight 25x<br />
Nord Champion 25x<br />
Warborn Huscarl 50x<br />
<br />
Reward: 2 Dust<br />
Repeatable every 10 days.<br />
<br />
(total 450 kills - More kills for multi-wave spawns. less kills in general because cav runs spawn less mobs and take a lot longer than "normal" runs. Anyone knows if horse-kills would count towards the kills as well? Would of course influence the requirements, but I don't know how it works.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rise From The Ashes]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=82622</link>
			<pubDate>Thu, 04 Jun 2026 15:41:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=10248">Hamsterino</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=82622</guid>
			<description><![CDATA[Yo.<br />
I'll try to be as brief as possible. We probably all know about those two infamous quests, Rise From The Ashes and Rise From The Ashes II. Depending on how much you're tryharding, they require you to actively (!) play the game for quite some time, usually many months, especially the second one. The reward for this endeavour is 5x Phoenix Feathers and 5x Phoenix Feathers + 5.000.000 Gold respectively.<br />
Now to the reason I actually posted this: those rewards are laughable at best, but mostly pretty sad. That wasn't the case before the update that introduced essences, as receiving 5x Phoenix Feathers as well as 5.000.000 Gold meant you could craft a Blessed Sacrifice and another upgrade kit of your choice, which in turn meant you upgrade at least one, maybe two pieces of equipment, <span style="font-weight: bold;" class="mycode_b">regardless of whether you looted anything! </span> This was great, because while getting 5 Phoenix Feathers still wasn't exactly a reward that made it worthwhile to complete this quest, at least it was useful and nice to have. Also, Gold was useful when trading and 5.000.000 Gold was actually worth quite a bit.<br />
Nowadays though, 5 Phoenix Feathers mean basically nothing, just like 5.000.000 Gold, which becomes very apparent when you try to buy anything of value with Gold or when you take a look at the Auction Hall, where Legendary Dust is sold for 800.000 Gold each. People will laugh at you when you try to buy a legendary item or even one single Legendary Essence with those 5.000.000 Gold. To give you a current example, there's 50.000.000 Gold being offered for Gothic Greaves, which might sound like an insane offer, but it's not good enough to instantly be accepted, and Gothic Greaves aren't exactly Volcanic Daggers.<br />
With the update came Legendary Essence, which kind of became the new currency of NordInvasion, since the limiting factor when it comes to upgrading legendary items is now Legendary Essence. Before, completing Rise From The Ashes made that easier, because you were mostly limited by marketplace materials (which is just Gold in the end), but now there's basically no use for Gold anymore, since you need less upgrade kits and the marketplace materials even drop quite frequently from bosses. Therefore, 5.000.000 Gold means nothing, since there's really nothing you can spend it on. This applies to the 5 Phoenix Feathers too, because they're just a less versatile reward than 5.000.000 Gold, since you can't turn them into Orichalcum or Relic Fragments, so they're even more useless.<br />
What I propose is to give the rewards for the two quests its original meaning back by changing it to something like 5 Legendary Essence for Rise From The Ashes and 10 Legendary Essence for Rise From The Ashes II (which is probably still really low, even in comparison to what 5 Phoenix Feathers meant pre-update), so you can at least use the rewards again, both for upgrading and trading.<br />
Thanks for reading it all once again!]]></description>
			<content:encoded><![CDATA[Yo.<br />
I'll try to be as brief as possible. We probably all know about those two infamous quests, Rise From The Ashes and Rise From The Ashes II. Depending on how much you're tryharding, they require you to actively (!) play the game for quite some time, usually many months, especially the second one. The reward for this endeavour is 5x Phoenix Feathers and 5x Phoenix Feathers + 5.000.000 Gold respectively.<br />
Now to the reason I actually posted this: those rewards are laughable at best, but mostly pretty sad. That wasn't the case before the update that introduced essences, as receiving 5x Phoenix Feathers as well as 5.000.000 Gold meant you could craft a Blessed Sacrifice and another upgrade kit of your choice, which in turn meant you upgrade at least one, maybe two pieces of equipment, <span style="font-weight: bold;" class="mycode_b">regardless of whether you looted anything! </span> This was great, because while getting 5 Phoenix Feathers still wasn't exactly a reward that made it worthwhile to complete this quest, at least it was useful and nice to have. Also, Gold was useful when trading and 5.000.000 Gold was actually worth quite a bit.<br />
Nowadays though, 5 Phoenix Feathers mean basically nothing, just like 5.000.000 Gold, which becomes very apparent when you try to buy anything of value with Gold or when you take a look at the Auction Hall, where Legendary Dust is sold for 800.000 Gold each. People will laugh at you when you try to buy a legendary item or even one single Legendary Essence with those 5.000.000 Gold. To give you a current example, there's 50.000.000 Gold being offered for Gothic Greaves, which might sound like an insane offer, but it's not good enough to instantly be accepted, and Gothic Greaves aren't exactly Volcanic Daggers.<br />
With the update came Legendary Essence, which kind of became the new currency of NordInvasion, since the limiting factor when it comes to upgrading legendary items is now Legendary Essence. Before, completing Rise From The Ashes made that easier, because you were mostly limited by marketplace materials (which is just Gold in the end), but now there's basically no use for Gold anymore, since you need less upgrade kits and the marketplace materials even drop quite frequently from bosses. Therefore, 5.000.000 Gold means nothing, since there's really nothing you can spend it on. This applies to the 5 Phoenix Feathers too, because they're just a less versatile reward than 5.000.000 Gold, since you can't turn them into Orichalcum or Relic Fragments, so they're even more useless.<br />
What I propose is to give the rewards for the two quests its original meaning back by changing it to something like 5 Legendary Essence for Rise From The Ashes and 10 Legendary Essence for Rise From The Ashes II (which is probably still really low, even in comparison to what 5 Phoenix Feathers meant pre-update), so you can at least use the rewards again, both for upgrading and trading.<br />
Thanks for reading it all once again!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Shield Weight Rebalance]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=82277</link>
			<pubDate>Sat, 18 Apr 2026 07:15:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=5716">GreenShadow</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=82277</guid>
			<description><![CDATA[Not a lot of players know this, but in warband theres a secret stun mechanism. in short, if the opponent is hitting your block with a heavier weapon than youre using to defend yourself, then theres a high chance of getting stunnend. (pretty much 100% chance to stun if opponent is holding attack) now if youre stunned, it doesnt show any animation, but youre basically unable to defend or attack for a while, roughly 1-2 seconds. during this time, eventhouh youre holding your shield down, ure vulnerable to any attack,  doesnt matter if ranged or melee. since shield of kings only has 0.5 weight which is lighter than pretty much most of the 2h swords the nords are using, youre almost guaranteed to get stunned by most 2handers. <br />
<br />
<br />
<br />
theres also a video that explains it:<br />
<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/RhA0WqKO_-M" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
why the shield of kigns only has 0.5 weight (my theory)<br />
theres also a "shield on back" debuff,  basically if youre carrying mutliple heavy shields, it makes you really slow. so i think the devs bypassed this by making sok really light so u can have multiple equipped.<br />
<br />
what i am suggesting is adjusting the weight of sok to 3-4. this is roughly the sweet spot to resist most of the stuns.<br />
now since the shield will be heavier i also suggest giving a bit more hit points like 200, since you shouldnt carry more than one anymore.<br />
ovbiously the other shields should also get a rebalance.<br />
<br />
i have been playing rg for more than 10 years and i know exactly that this is the reason why you randomly get killed during waves that have 2handed weapon. so id really love to see this being changed.]]></description>
			<content:encoded><![CDATA[Not a lot of players know this, but in warband theres a secret stun mechanism. in short, if the opponent is hitting your block with a heavier weapon than youre using to defend yourself, then theres a high chance of getting stunnend. (pretty much 100% chance to stun if opponent is holding attack) now if youre stunned, it doesnt show any animation, but youre basically unable to defend or attack for a while, roughly 1-2 seconds. during this time, eventhouh youre holding your shield down, ure vulnerable to any attack,  doesnt matter if ranged or melee. since shield of kings only has 0.5 weight which is lighter than pretty much most of the 2h swords the nords are using, youre almost guaranteed to get stunned by most 2handers. <br />
<br />
<br />
<br />
theres also a video that explains it:<br />
<br />
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/RhA0WqKO_-M" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
why the shield of kigns only has 0.5 weight (my theory)<br />
theres also a "shield on back" debuff,  basically if youre carrying mutliple heavy shields, it makes you really slow. so i think the devs bypassed this by making sok really light so u can have multiple equipped.<br />
<br />
what i am suggesting is adjusting the weight of sok to 3-4. this is roughly the sweet spot to resist most of the stuns.<br />
now since the shield will be heavier i also suggest giving a bit more hit points like 200, since you shouldnt carry more than one anymore.<br />
ovbiously the other shields should also get a rebalance.<br />
<br />
i have been playing rg for more than 10 years and i know exactly that this is the reason why you randomly get killed during waves that have 2handed weapon. so id really love to see this being changed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[More Player Slots per Server]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=82202</link>
			<pubDate>Sat, 11 Apr 2026 12:11:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=5716">GreenShadow</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=82202</guid>
			<description><![CDATA[now that ni is active again, i wanted to ask if we could get more player slots per server?<br />
<br />
the servers can easily handle 20 slots as seen from events.]]></description>
			<content:encoded><![CDATA[now that ni is active again, i wanted to ask if we could get more player slots per server?<br />
<br />
the servers can easily handle 20 slots as seen from events.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Some random Ideas]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=82177</link>
			<pubDate>Thu, 09 Apr 2026 09:09:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=6000">Katarak</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=82177</guid>
			<description><![CDATA[<span style="color: #c10300;" class="mycode_color">These suggestions are just ideas and are not fully balanced yet.</span><br />
<br />
<span style="color: #005dc2;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Legendary Support Items (lootable):</span></span><br />
I would love to see more variety in support items. For example:<br />
<span style="color: #008e02;" class="mycode_color">Healer Items</span><br />
<ul class="mycode_list"><li>Freeze Tome: Freezes all enemies for 5 seconds.<br />
</li>
<li>Safe Tome: Guarantees no Wraith spawns.<br />
</li>
<li>Immunity Tome: All players become unkillable for 5 seconds.<br />
</li>
<li>Endless Healing Box: Works like the Field Medic Box (limit 8), but without a limit.<br />
</li>
<li>Attack Potion: Increases attack damage.<br />
</li>
<li>Speed Potion: Increases attack speed.<br />
</li>
</ul>
<br />
<span style="color: #008e02;" class="mycode_color">Engineer Items</span><br />
<ul class="mycode_list"><li>Stink Barrel: Deals damage over time.<br />
</li>
<li>Very Explosive Barrel: Larger explosion radius and higher damage.<br />
</li>
<li>Spiked Barricades: Deal minor damage to NPCs that run into them.<br />
</li>
<li>The Tower: A larger platform with shooting holes.<br />
</li>
<li>Repair Hammer: Similar to the beer that heals players on hit, but repairs barricades instead.<br />
</li>
<li>Mithril Wall: Extremely high HP or even unbreakable; limited to 1 per game.<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Loot: </span></span><br />
How about adding large amounts of assist XP or gold as possible drops (for example, 10 million assist XP or 2 million gold)? It could also be used as levels for all modes (normal 500k xp, hard 2mil, 10mil).<br />
Another idea would be a lottery ticket system: Players can buy a ticket for 50,000 gold (maybe -5k to reduce gold amounts in game) to enter a hidden prize pool. When a boss is defeated, one random participating player wins the entire pot. After that, players can invest again for the next round.<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Quests:</span></span><br />
I’m not a fan of the current grinding system, especially the part where unique units only have a 50/50 chance to spawn. I would prefer quests based on wave kills instead of specific enemy types.<br />
<span style="color: #008e02;" class="mycode_color">More Quest Variety</span><ul class="mycode_list"><li>Special Quests: Example: “Kill NPC bosses in a specific order (Odin → Loki → Thor).” If you kill them in the wrong order, the quest resets.<br />
</li>
</ul>
<span style="color: #008e02;" class="mycode_color">Kill Quests</span><ul class="mycode_list"><li>Kill any Nord: 10,000 / 100,000 / 1,000,000<br />
</li>
</ul>
<span style="color: #008e02;" class="mycode_color">Time Quests</span><br />
<ul class="mycode_list"><li>Win a normal run under 7 minutes<br />
</li>
<li>Win a Hard run under 15 minutes<br />
</li>
<li>Could also exist as weekly, monthly, and one time record quests:<br />
</li>
</ul>
<ol type="1" class="mycode_list"><li>Weekly: Normal under 10 minutes<br />
</li>
<li>Monthly: Normal under 8 minutes<br />
</li>
<li>One time: Normal under 6 minutes<br />
</li>
</ol>
<br />
<span style="color: #008e02;" class="mycode_color">Class Specific Quests</span><br />
<ul class="mycode_list"><li>Two Hander: Get kills with two handed weapons<br />
</li>
<li>RG: Block attacks with the shield<br />
</li>
<li>etc.<br />
</li>
</ul>
<br />
<span style="color: #008e02;" class="mycode_color">Support Item Quests</span><br />
<ul class="mycode_list"><li>Heal other players (100 weekly / 1000 monthly)<br />
</li>
<li>Build barricades (100 / 1000)<br />
</li>
<li>Kill enemies with barrels (100 / 1000)<br />
</li>
<li>Revive players (100 / 1000)<br />
</li>
</ul>
<br />
<span style="color: #008e02;" class="mycode_color">Donation Quests</span><br />
A new button that lets you donate money to a random active player (active within the last 48 hours).<br />
One time donation quests:<br />
<ul class="mycode_list"><li>1 million → Title: Kind Player<br />
</li>
<li>10 million → Title: Community Supporter<br />
</li>
<li>100 million → Title: Community Hero<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Nation System:</span></span><br />
Idea: A Nation Depot.<br />
<ul class="mycode_list"><li>Every enemy killed by any player gives 1 depot coin.<br />
</li>
<li>Example: 300 kills per run × 300 runs per day = 90,000 coins.<br />
</li>
<li>The depot only sells materials.<br />
</li>
<li>Rare mats (like Lumps) could cost 90,000 coins to avoid breaking the economy.<br />
</li>
<li>To prevent abuse: Players who were inactive for 24 hours receive no coins.<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">More Character Freedom:</span></span><br />
After reaching level 52 and unlocking a hero class, players can invest legendary essence into their character to gain up to 5 bonus points.<br />
<ul class="mycode_list"><li>1 point = +1 attribute (e.g., Strength)<br />
</li>
<li>or +10 skill levels (e.g., Throwing)<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Legendary Crafting:</span></span><br />
A system to craft legendary items.<br />
Requirements:<ul class="mycode_list"><li>Same or higher amount of legendary essence as the item’s tier destill:<br />
</li>
</ul>
<br />
<ol type="1" class="mycode_list"><li>Orange low tier = 1 essence<br />
</li>
<li>Red mid tier = 6 essences<br />
</li>
</ol>
<ul class="mycode_list"><li>Plus normal crafting materials like Phoenix Feathers, Lumps, etc.<br />
</li>
</ul>
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">God Killer Crafting:</span></span><br />
Ultra endgame items that require massive amounts of resources.<br />
Example costs:<br />
<ul class="mycode_list"><li>100 legendary essences<br />
</li>
<li>10,000 basic mats each<br />
</li>
<li>100 rare mats each<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Challenge Mode: </span></span><br />
On the Rag server, there is a 10% chance that bots spawn with double HP and double damage.<br />
<br />
<br />
If you liked any of these ideas, feel free to let me know — or share a better way to implement them.]]></description>
			<content:encoded><![CDATA[<span style="color: #c10300;" class="mycode_color">These suggestions are just ideas and are not fully balanced yet.</span><br />
<br />
<span style="color: #005dc2;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Legendary Support Items (lootable):</span></span><br />
I would love to see more variety in support items. For example:<br />
<span style="color: #008e02;" class="mycode_color">Healer Items</span><br />
<ul class="mycode_list"><li>Freeze Tome: Freezes all enemies for 5 seconds.<br />
</li>
<li>Safe Tome: Guarantees no Wraith spawns.<br />
</li>
<li>Immunity Tome: All players become unkillable for 5 seconds.<br />
</li>
<li>Endless Healing Box: Works like the Field Medic Box (limit 8), but without a limit.<br />
</li>
<li>Attack Potion: Increases attack damage.<br />
</li>
<li>Speed Potion: Increases attack speed.<br />
</li>
</ul>
<br />
<span style="color: #008e02;" class="mycode_color">Engineer Items</span><br />
<ul class="mycode_list"><li>Stink Barrel: Deals damage over time.<br />
</li>
<li>Very Explosive Barrel: Larger explosion radius and higher damage.<br />
</li>
<li>Spiked Barricades: Deal minor damage to NPCs that run into them.<br />
</li>
<li>The Tower: A larger platform with shooting holes.<br />
</li>
<li>Repair Hammer: Similar to the beer that heals players on hit, but repairs barricades instead.<br />
</li>
<li>Mithril Wall: Extremely high HP or even unbreakable; limited to 1 per game.<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Loot: </span></span><br />
How about adding large amounts of assist XP or gold as possible drops (for example, 10 million assist XP or 2 million gold)? It could also be used as levels for all modes (normal 500k xp, hard 2mil, 10mil).<br />
Another idea would be a lottery ticket system: Players can buy a ticket for 50,000 gold (maybe -5k to reduce gold amounts in game) to enter a hidden prize pool. When a boss is defeated, one random participating player wins the entire pot. After that, players can invest again for the next round.<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Quests:</span></span><br />
I’m not a fan of the current grinding system, especially the part where unique units only have a 50/50 chance to spawn. I would prefer quests based on wave kills instead of specific enemy types.<br />
<span style="color: #008e02;" class="mycode_color">More Quest Variety</span><ul class="mycode_list"><li>Special Quests: Example: “Kill NPC bosses in a specific order (Odin → Loki → Thor).” If you kill them in the wrong order, the quest resets.<br />
</li>
</ul>
<span style="color: #008e02;" class="mycode_color">Kill Quests</span><ul class="mycode_list"><li>Kill any Nord: 10,000 / 100,000 / 1,000,000<br />
</li>
</ul>
<span style="color: #008e02;" class="mycode_color">Time Quests</span><br />
<ul class="mycode_list"><li>Win a normal run under 7 minutes<br />
</li>
<li>Win a Hard run under 15 minutes<br />
</li>
<li>Could also exist as weekly, monthly, and one time record quests:<br />
</li>
</ul>
<ol type="1" class="mycode_list"><li>Weekly: Normal under 10 minutes<br />
</li>
<li>Monthly: Normal under 8 minutes<br />
</li>
<li>One time: Normal under 6 minutes<br />
</li>
</ol>
<br />
<span style="color: #008e02;" class="mycode_color">Class Specific Quests</span><br />
<ul class="mycode_list"><li>Two Hander: Get kills with two handed weapons<br />
</li>
<li>RG: Block attacks with the shield<br />
</li>
<li>etc.<br />
</li>
</ul>
<br />
<span style="color: #008e02;" class="mycode_color">Support Item Quests</span><br />
<ul class="mycode_list"><li>Heal other players (100 weekly / 1000 monthly)<br />
</li>
<li>Build barricades (100 / 1000)<br />
</li>
<li>Kill enemies with barrels (100 / 1000)<br />
</li>
<li>Revive players (100 / 1000)<br />
</li>
</ul>
<br />
<span style="color: #008e02;" class="mycode_color">Donation Quests</span><br />
A new button that lets you donate money to a random active player (active within the last 48 hours).<br />
One time donation quests:<br />
<ul class="mycode_list"><li>1 million → Title: Kind Player<br />
</li>
<li>10 million → Title: Community Supporter<br />
</li>
<li>100 million → Title: Community Hero<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Nation System:</span></span><br />
Idea: A Nation Depot.<br />
<ul class="mycode_list"><li>Every enemy killed by any player gives 1 depot coin.<br />
</li>
<li>Example: 300 kills per run × 300 runs per day = 90,000 coins.<br />
</li>
<li>The depot only sells materials.<br />
</li>
<li>Rare mats (like Lumps) could cost 90,000 coins to avoid breaking the economy.<br />
</li>
<li>To prevent abuse: Players who were inactive for 24 hours receive no coins.<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">More Character Freedom:</span></span><br />
After reaching level 52 and unlocking a hero class, players can invest legendary essence into their character to gain up to 5 bonus points.<br />
<ul class="mycode_list"><li>1 point = +1 attribute (e.g., Strength)<br />
</li>
<li>or +10 skill levels (e.g., Throwing)<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Legendary Crafting:</span></span><br />
A system to craft legendary items.<br />
Requirements:<ul class="mycode_list"><li>Same or higher amount of legendary essence as the item’s tier destill:<br />
</li>
</ul>
<br />
<ol type="1" class="mycode_list"><li>Orange low tier = 1 essence<br />
</li>
<li>Red mid tier = 6 essences<br />
</li>
</ol>
<ul class="mycode_list"><li>Plus normal crafting materials like Phoenix Feathers, Lumps, etc.<br />
</li>
</ul>
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">God Killer Crafting:</span></span><br />
Ultra endgame items that require massive amounts of resources.<br />
Example costs:<br />
<ul class="mycode_list"><li>100 legendary essences<br />
</li>
<li>10,000 basic mats each<br />
</li>
<li>100 rare mats each<br />
</li>
</ul>
<br />
<br />
<span style="color: #00369b;" class="mycode_color"><span style="font-size: large;" class="mycode_size">Challenge Mode: </span></span><br />
On the Rag server, there is a 10% chance that bots spawn with double HP and double damage.<br />
<br />
<br />
If you liked any of these ideas, feel free to let me know — or share a better way to implement them.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Rebalance Certain Crafting Recipes]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81986</link>
			<pubDate>Fri, 20 Mar 2026 00:12:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=4773">Chaos Laicosin</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81986</guid>
			<description><![CDATA[I dunno how anyone else feels about this, but there seem to be some items which only serve the purpose of being a legendary upgrade material. I'm speaking specifically of the non-classed infantry and pikemen housecrafted armours, and (though more arguable) the non-classed, non-tracker archer housecrafted armours. <br />
<br />
For the infantry and pikemen armours, I feel that there is just no purpose in crafting those armours when you can get an item with superior stats for the exact same crafting cost. In my opinion, this does a disservice to the items themselves as it makes their only real purpose to be upgrade material for when you loot a not-best-in-slot legendary armour. On the archer armours, I feel like the +2 or +4 increase to defense does not justify the increased weight or crafting cost of those items over the tracker set. I do concede that point could be up for debate.<br />
<br />
Further to this, there are some weapons that have such a ludicrously high crafting cost relative to their stats that it would be outright foolish to waste resources on them. Things like fire blade, reinforced sks, headtaker, and steel hoplite shield to name a few can no longer serve a purpose in this mod because they are just far too expensive to justify crafting even just for the fun of it.<br />
<br />
That's my slightly rambling thoughts anyway.]]></description>
			<content:encoded><![CDATA[I dunno how anyone else feels about this, but there seem to be some items which only serve the purpose of being a legendary upgrade material. I'm speaking specifically of the non-classed infantry and pikemen housecrafted armours, and (though more arguable) the non-classed, non-tracker archer housecrafted armours. <br />
<br />
For the infantry and pikemen armours, I feel that there is just no purpose in crafting those armours when you can get an item with superior stats for the exact same crafting cost. In my opinion, this does a disservice to the items themselves as it makes their only real purpose to be upgrade material for when you loot a not-best-in-slot legendary armour. On the archer armours, I feel like the +2 or +4 increase to defense does not justify the increased weight or crafting cost of those items over the tracker set. I do concede that point could be up for debate.<br />
<br />
Further to this, there are some weapons that have such a ludicrously high crafting cost relative to their stats that it would be outright foolish to waste resources on them. Things like fire blade, reinforced sks, headtaker, and steel hoplite shield to name a few can no longer serve a purpose in this mod because they are just far too expensive to justify crafting even just for the fun of it.<br />
<br />
That's my slightly rambling thoughts anyway.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Feature Request] Ragnarok Plus]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81955</link>
			<pubDate>Mon, 16 Mar 2026 01:13:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=6046">King Harlaus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81955</guid>
			<description><![CDATA[Hello,<br />
I know that many topics have already been opened about the <span style="font-weight: bold;" class="mycode_b">More difficulty</span>, and I am aware that this subject has been discussed multiple times. However, I believe the following approach could be one of the most practical solutions.<br />
The reason is that <span style="font-weight: bold;" class="mycode_b">enemy HP and other combat parameters can be adjusted without requiring a full Nord Invasion update</span>, which makes balancing this difficulty mode much easier to implement compared to more complex system changes.<br />
With that in mind, I would like to suggest a clearer structure for what <span style="font-weight: bold;" class="mycode_b">Ragnarok+ difficulty</span> could look like.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Proposed Difficulty Changes</span><ul class="mycode_list"><li>Increased <span style="font-weight: bold;" class="mycode_b">enemy HP</span><br />
</li>
<li>Increased <span style="font-weight: bold;" class="mycode_b">enemy attack damage</span><br />
</li>
<li>Increased <span style="font-weight: bold;" class="mycode_b">enemy spawn count</span><br />
</li>
<li>Maximum <span style="font-weight: bold;" class="mycode_b">player limit increased by +4</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Tome and Barrel usage reduced by 50%</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Wave countdown timers reduced by 50%</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">After wave 9, no respawn except through Tome</span><br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Rewards for Playing Ragnarok+</span><br />
To compensate for the increased difficulty, the mode could offer slightly improved rewards:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">+1.5% increased loot drop rate</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">+3% increased rare material drop chance</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Small increase in the amount of normal materials dropped</span><br />
</li>
</ul>
These changes would make Ragnarok+ feel like a <span style="font-weight: bold;" class="mycode_b">true high-risk, high-reward mode</span>, encouraging skilled and coordinated teams to attempt it while keeping the challenge meaningful.<br />
<hr class="mycode_hr" />
I hope you will consider and support this suggestion. <img src="https://forum.nordinvasion.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" /> <img src="https://forum.nordinvasion.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" />  <img src="https://forum.nordinvasion.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" /> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Edit:</span><br />
<br />
 Some of these features might require a game update or deeper changes to Nord Invasion, and I may not be fully aware of the technical limitations. My intention is simply to suggest a possible direction for balancing Ragnarok+ difficulty.<br />
<br />
Best regards,<br />
King Harlaus,<br />
King of Swadia]]></description>
			<content:encoded><![CDATA[Hello,<br />
I know that many topics have already been opened about the <span style="font-weight: bold;" class="mycode_b">More difficulty</span>, and I am aware that this subject has been discussed multiple times. However, I believe the following approach could be one of the most practical solutions.<br />
The reason is that <span style="font-weight: bold;" class="mycode_b">enemy HP and other combat parameters can be adjusted without requiring a full Nord Invasion update</span>, which makes balancing this difficulty mode much easier to implement compared to more complex system changes.<br />
With that in mind, I would like to suggest a clearer structure for what <span style="font-weight: bold;" class="mycode_b">Ragnarok+ difficulty</span> could look like.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Proposed Difficulty Changes</span><ul class="mycode_list"><li>Increased <span style="font-weight: bold;" class="mycode_b">enemy HP</span><br />
</li>
<li>Increased <span style="font-weight: bold;" class="mycode_b">enemy attack damage</span><br />
</li>
<li>Increased <span style="font-weight: bold;" class="mycode_b">enemy spawn count</span><br />
</li>
<li>Maximum <span style="font-weight: bold;" class="mycode_b">player limit increased by +4</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Tome and Barrel usage reduced by 50%</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Wave countdown timers reduced by 50%</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">After wave 9, no respawn except through Tome</span><br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Rewards for Playing Ragnarok+</span><br />
To compensate for the increased difficulty, the mode could offer slightly improved rewards:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">+1.5% increased loot drop rate</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">+3% increased rare material drop chance</span><br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Small increase in the amount of normal materials dropped</span><br />
</li>
</ul>
These changes would make Ragnarok+ feel like a <span style="font-weight: bold;" class="mycode_b">true high-risk, high-reward mode</span>, encouraging skilled and coordinated teams to attempt it while keeping the challenge meaningful.<br />
<hr class="mycode_hr" />
I hope you will consider and support this suggestion. <img src="https://forum.nordinvasion.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" /> <img src="https://forum.nordinvasion.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" />  <img src="https://forum.nordinvasion.com/images/smilies/angel.png" alt="Angel" title="Angel" class="smilie smilie_10" /> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Edit:</span><br />
<br />
 Some of these features might require a game update or deeper changes to Nord Invasion, and I may not be fully aware of the technical limitations. My intention is simply to suggest a possible direction for balancing Ragnarok+ difficulty.<br />
<br />
Best regards,<br />
King Harlaus,<br />
King of Swadia]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Permanent Ironman Mode]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81596</link>
			<pubDate>Thu, 22 May 2025 03:11:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=4773">Chaos Laicosin</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81596</guid>
			<description><![CDATA[Background: <br />
Ironman was a short lived (2ish months?) challenge. A small community of players made new characters and agreed to not access the auction hall, nor make trades with anyone outside the Ironman challenge. The goal was to recapture the challenge and nostalgia of being a brand new player to Nord Invasion. The challenge of having very little gold and resources was real, and it really required a community effort to complete crafting projects. Its was quite popular for its short run and attracted a number of old players back to the game.<br />
<br />
Proposal:<br />
Make a permanent Ironman Mode. I may be mistaken, but I think this could be handled fully on the website side of things. <br />
-Each player could have a single "Ironman" character that was locked out of accessing the auction hall <br />
-Each player's "Ironman" character would be forced into the "Ironman" house that they could not leave (otherwise the character would be deleted or reset to zero or something) <br />
-All players in the house could be treated as captains for the purpose of individual house crafting, though they could also form self-managed sub-houses on the forum or discord or somewhere for purposes of resource pooling<br />
-There would be regular resets to the "Ironman" characters and house. Quarterly (or semi-annually, or whatever people want) all experience and quests on "Ironman" characters would be reset to zero and all items and resources deleted from the characters and house.<br />
<br />
Unless I'm missing something, that should effectively make it a separate mode and economy with the exception of all characters still being able to access the same servers. So hypothetically ironman characters could be carried through rag by regular, rich in legendaries players. But they still wouldn't be able to trade for anything outside the ironman house, and they couldn't buy resources from the auction hall. And I feel like having regular resets would not only provide that new player excitement, but it would also really help keep the economy flowing. No point in sitting on an item that you can't use, either dissolve it or trade it because its getting deleted in 3 months.<br />
<br />
Thoughts?]]></description>
			<content:encoded><![CDATA[Background: <br />
Ironman was a short lived (2ish months?) challenge. A small community of players made new characters and agreed to not access the auction hall, nor make trades with anyone outside the Ironman challenge. The goal was to recapture the challenge and nostalgia of being a brand new player to Nord Invasion. The challenge of having very little gold and resources was real, and it really required a community effort to complete crafting projects. Its was quite popular for its short run and attracted a number of old players back to the game.<br />
<br />
Proposal:<br />
Make a permanent Ironman Mode. I may be mistaken, but I think this could be handled fully on the website side of things. <br />
-Each player could have a single "Ironman" character that was locked out of accessing the auction hall <br />
-Each player's "Ironman" character would be forced into the "Ironman" house that they could not leave (otherwise the character would be deleted or reset to zero or something) <br />
-All players in the house could be treated as captains for the purpose of individual house crafting, though they could also form self-managed sub-houses on the forum or discord or somewhere for purposes of resource pooling<br />
-There would be regular resets to the "Ironman" characters and house. Quarterly (or semi-annually, or whatever people want) all experience and quests on "Ironman" characters would be reset to zero and all items and resources deleted from the characters and house.<br />
<br />
Unless I'm missing something, that should effectively make it a separate mode and economy with the exception of all characters still being able to access the same servers. So hypothetically ironman characters could be carried through rag by regular, rich in legendaries players. But they still wouldn't be able to trade for anything outside the ironman house, and they couldn't buy resources from the auction hall. And I feel like having regular resets would not only provide that new player excitement, but it would also really help keep the economy flowing. No point in sitting on an item that you can't use, either dissolve it or trade it because its getting deleted in 3 months.<br />
<br />
Thoughts?]]></content:encoded>
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		<item>
			<title><![CDATA[Rollback before the Legendary essence/dust]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81555</link>
			<pubDate>Tue, 06 May 2025 23:24:49 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=5813">Leques</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81555</guid>
			<description><![CDATA[I would like to request an rollback on the legendary essence/dust since its only impacting nordinvasion in a negative way imo, and i feel more people feel this way its ruining more then anything else and also quite unnescary, especially the market is getting impacted ina negative way, like cheap crap being worth shitton just because it has for some reason many legendary essence like steel stinger for example, imo the legendary dust should just be converted to 2 phoenix feathers and the legendary dust could be converted to small lump of lead for example.<br />
<br />
If people agree with me, i would kindly ask you to comment in this thread<br />
<br />
thanks in advance :3]]></description>
			<content:encoded><![CDATA[I would like to request an rollback on the legendary essence/dust since its only impacting nordinvasion in a negative way imo, and i feel more people feel this way its ruining more then anything else and also quite unnescary, especially the market is getting impacted ina negative way, like cheap crap being worth shitton just because it has for some reason many legendary essence like steel stinger for example, imo the legendary dust should just be converted to 2 phoenix feathers and the legendary dust could be converted to small lump of lead for example.<br />
<br />
If people agree with me, i would kindly ask you to comment in this thread<br />
<br />
thanks in advance :3]]></content:encoded>
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		<item>
			<title><![CDATA[A barrel that slows down or paralyze]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81541</link>
			<pubDate>Sat, 03 May 2025 08:58:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=2899">Marius</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81541</guid>
			<description><![CDATA[Right now we have barrel that does damage. At this moment we use it on special occasions only. I would suggest to have a barrel that could do one of the thing: <br />
-Slow down the enemy <br />
-Make them either to not be able to hit or do little damage<br />
<br />
That would be useful in case of barricades getting destroyed. Normal barrels usually are not placed for either to be saved for boss or for the risk that they could blow away the bots that brings loot. And that leads to wipe in case of nords getting through, since then there is no time to place it.<br />
<br />
I believe, these barrels could be placed straight away behind the cades and be used as a back up for barricades getting down. Of course, the effect would be temporary. Optionally, boss could have immunity for the effect just in case it won't be used as regular barrels.]]></description>
			<content:encoded><![CDATA[Right now we have barrel that does damage. At this moment we use it on special occasions only. I would suggest to have a barrel that could do one of the thing: <br />
-Slow down the enemy <br />
-Make them either to not be able to hit or do little damage<br />
<br />
That would be useful in case of barricades getting destroyed. Normal barrels usually are not placed for either to be saved for boss or for the risk that they could blow away the bots that brings loot. And that leads to wipe in case of nords getting through, since then there is no time to place it.<br />
<br />
I believe, these barrels could be placed straight away behind the cades and be used as a back up for barricades getting down. Of course, the effect would be temporary. Optionally, boss could have immunity for the effect just in case it won't be used as regular barrels.]]></content:encoded>
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		<item>
			<title><![CDATA[Map Voting v2]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81291</link>
			<pubDate>Tue, 11 Mar 2025 08:12:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=7651">Corrndog</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81291</guid>
			<description><![CDATA[I know that there was a discussion on this topic, and in the end, some form of map change was to be introduced.<br />
<br />
<a href="https://forum.nordinvasion.com/showthread.php?tid=66957&amp;page=4&amp;highlight=map+vote" target="_blank" rel="noopener" class="mycode_url">https://forum.nordinvasion.com/showthrea...t=map+vote</a><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>"This will be discussed and tweaked in the near future, but some form should be released soon.<br />
<br />
Thank you for your suggestion."<br />
<br />
Winter, 11-05-2018, 19:00</blockquote>
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/KUgFmMdUUoM" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
I was away for a few years, and I'm aware of that, but can we please have some form of map changing?<br />
<br />
I understand the argument about boredom—playing the same map over and over—but hey, we're here for fun. If the majority of the server wants to change the map, let it happen. Obviously, you can regulate it, like not allowing the same map twice in a row or setting other rules.<br />
<br />
Apart from that, I know you guys (devs) have lives outside the game. If that's the case, can you give the admins the green light to change maps if the vast majority wants it? It’s a band-aid solution, but it’s better than playing Mountain Pass.]]></description>
			<content:encoded><![CDATA[I know that there was a discussion on this topic, and in the end, some form of map change was to be introduced.<br />
<br />
<a href="https://forum.nordinvasion.com/showthread.php?tid=66957&amp;page=4&amp;highlight=map+vote" target="_blank" rel="noopener" class="mycode_url">https://forum.nordinvasion.com/showthrea...t=map+vote</a><br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>"This will be discussed and tweaked in the near future, but some form should be released soon.<br />
<br />
Thank you for your suggestion."<br />
<br />
Winter, 11-05-2018, 19:00</blockquote>
<br />
<iframe width="560" height="315" src="//www.youtube-nocookie.com/embed/KUgFmMdUUoM" frameborder="0" allowfullscreen="true"></iframe><br />
<br />
I was away for a few years, and I'm aware of that, but can we please have some form of map changing?<br />
<br />
I understand the argument about boredom—playing the same map over and over—but hey, we're here for fun. If the majority of the server wants to change the map, let it happen. Obviously, you can regulate it, like not allowing the same map twice in a row or setting other rules.<br />
<br />
Apart from that, I know you guys (devs) have lives outside the game. If that's the case, can you give the admins the green light to change maps if the vast majority wants it? It’s a band-aid solution, but it’s better than playing Mountain Pass.]]></content:encoded>
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			<title><![CDATA[[Feature Request] Weapon Evolution]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81244</link>
			<pubDate>Fri, 07 Mar 2025 17:09:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=6046">King Harlaus</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81244</guid>
			<description><![CDATA[Hello everyone, its me your King hehe<br />
<br />
Currently, we can upgrade certain weapons (e.g., Malice → Cursed Malice, Rebellion → Raging Rebellion), but what if we could <span style="font-weight: bold;" class="mycode_b">continue upgrading even further</span>? Instead of stopping at one upgrade, we could have <span style="font-weight: bold;" class="mycode_b">multiple upgrade tiers</span> to make weapons even more powerful while maintaining balance.<br />
<span style="font-weight: bold;" class="mycode_b">How Would It Work?</span><ul class="mycode_list"><li>Each upgraded weapon could have <span style="font-weight: bold;" class="mycode_b">additional levels</span>, such as:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Cursed Malice → Cursed Malice II → Cursed Malice III</span> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Raging Rebellion → Raging Rebellion II → Raging Rebellion III</span> <br />
</li>
</ul>
</li>
<li>Each upgrade would require <span style="font-weight: bold;" class="mycode_b">additional rare materials, gold, and faction points</span>. (yes faction point)<br />
</li>
<li>The stat increases would be <span style="font-weight: bold;" class="mycode_b">small but meaningful</span>, keeping balance in check.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Faction Points Limitation:</span><ul class="mycode_list"><li>Certain weapons would require a <span style="font-weight: bold;" class="mycode_b">minimum amount of faction points to be used</span>, not just upgraded. For example:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Cursed Malice II</span> → Requires <span style="font-weight: bold;" class="mycode_b">15,000 Faction Points</span> to equip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Cursed Malice III</span> → Requires <span style="font-weight: bold;" class="mycode_b">25,000 Faction Points</span> to equip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Raging Rebellion II</span> → Requires <span style="font-weight: bold;" class="mycode_b">20,000 Faction Points</span> to equip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Raging Rebellion III</span> → Requires <span style="font-weight: bold;" class="mycode_b">30,000 Faction Points</span> to equip<br />
</li>
</ul>
</li>
<li>This ensures that <span style="font-weight: bold;" class="mycode_b">only dedicated faction members</span> can wield the highest-tier weapons, maintaining game balance and progression.<br />
</li>
</ul>
Would you be interested in seeing this implemented? Let’s discuss how we can balance the upgrade system with faction points!]]></description>
			<content:encoded><![CDATA[Hello everyone, its me your King hehe<br />
<br />
Currently, we can upgrade certain weapons (e.g., Malice → Cursed Malice, Rebellion → Raging Rebellion), but what if we could <span style="font-weight: bold;" class="mycode_b">continue upgrading even further</span>? Instead of stopping at one upgrade, we could have <span style="font-weight: bold;" class="mycode_b">multiple upgrade tiers</span> to make weapons even more powerful while maintaining balance.<br />
<span style="font-weight: bold;" class="mycode_b">How Would It Work?</span><ul class="mycode_list"><li>Each upgraded weapon could have <span style="font-weight: bold;" class="mycode_b">additional levels</span>, such as:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Cursed Malice → Cursed Malice II → Cursed Malice III</span> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Raging Rebellion → Raging Rebellion II → Raging Rebellion III</span> <br />
</li>
</ul>
</li>
<li>Each upgrade would require <span style="font-weight: bold;" class="mycode_b">additional rare materials, gold, and faction points</span>. (yes faction point)<br />
</li>
<li>The stat increases would be <span style="font-weight: bold;" class="mycode_b">small but meaningful</span>, keeping balance in check.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Faction Points Limitation:</span><ul class="mycode_list"><li>Certain weapons would require a <span style="font-weight: bold;" class="mycode_b">minimum amount of faction points to be used</span>, not just upgraded. For example:<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Cursed Malice II</span> → Requires <span style="font-weight: bold;" class="mycode_b">15,000 Faction Points</span> to equip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Cursed Malice III</span> → Requires <span style="font-weight: bold;" class="mycode_b">25,000 Faction Points</span> to equip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Raging Rebellion II</span> → Requires <span style="font-weight: bold;" class="mycode_b">20,000 Faction Points</span> to equip<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Raging Rebellion III</span> → Requires <span style="font-weight: bold;" class="mycode_b">30,000 Faction Points</span> to equip<br />
</li>
</ul>
</li>
<li>This ensures that <span style="font-weight: bold;" class="mycode_b">only dedicated faction members</span> can wield the highest-tier weapons, maintaining game balance and progression.<br />
</li>
</ul>
Would you be interested in seeing this implemented? Let’s discuss how we can balance the upgrade system with faction points!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Improve RG 1h]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81233</link>
			<pubDate>Thu, 06 Mar 2025 11:40:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=2957">BlackSniper</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81233</guid>
			<description><![CDATA[While checking the stats from each infantry hero I noticed that the 1h stat of the Royal Guard (+10) is the same as the Zweihander (+10) which is something I never expected (and neither did others when I mentioned it in a public run). The Royal Guard is basically a 1h + shield hero so I would've expected it to have better 1h stats than a Zweihander who is meant for 2h slashing. I think the Royal Guard should be between the Zweihander (+10) and the Legionnaire (+50)? Maybe something like +30?<br />
<br />
<img src="https://i.ibb.co/xtGbbzC0/image.png" loading="lazy"  alt="[Image: image.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[While checking the stats from each infantry hero I noticed that the 1h stat of the Royal Guard (+10) is the same as the Zweihander (+10) which is something I never expected (and neither did others when I mentioned it in a public run). The Royal Guard is basically a 1h + shield hero so I would've expected it to have better 1h stats than a Zweihander who is meant for 2h slashing. I think the Royal Guard should be between the Zweihander (+10) and the Legionnaire (+50)? Maybe something like +30?<br />
<br />
<img src="https://i.ibb.co/xtGbbzC0/image.png" loading="lazy"  alt="[Image: image.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Buff tr4 Inf]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81150</link>
			<pubDate>Tue, 25 Feb 2025 21:10:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=4061">DR.</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81150</guid>
			<description><![CDATA[Debated about making this thread, but while it's on mind I guess I should just say it<br />
<br />
Relatively simple request that doesn't even affect me at this point. I made 6 or 7 heroes this year over all the classes I was able to get my hands on the best gear almost possible for tr4. I probably have a bit of a unique perspective given I did it all so fast vs over the years people normally do it<br />
<br />
Inf is balanced around having the best armour and over the years has seen many buffs at a hero level that may of not all come down the line fairly? More so then that honestly is Orange legendaries being penetrator, hurricane, Db all work great with low armour. Its not like there is any orange armour huh I know that was a thing maybe planned at one point but we'll there isn't <br />
<br />
Torch I found was the best for inf but.. ye low armour makes it extremely risky to use <br />
<br />
In theory inf should be the quickest or at least the same time to level with the XP multiplier but that simply wasn't the case for me not even needed to put any xp into ranged for the other classes. Getting kills was that easy being on top of the score board as tr4 as sniper or pike or xbow on rag but I had no chance to do that as inf not even close<br />
<br />
I'm not even sure what it needs but in my time playing think it wouldn't hurt to give tr3 and tr4 extra HP like the heroes have?<br />
<br />
Not even going to suggest anything else honestly]]></description>
			<content:encoded><![CDATA[Debated about making this thread, but while it's on mind I guess I should just say it<br />
<br />
Relatively simple request that doesn't even affect me at this point. I made 6 or 7 heroes this year over all the classes I was able to get my hands on the best gear almost possible for tr4. I probably have a bit of a unique perspective given I did it all so fast vs over the years people normally do it<br />
<br />
Inf is balanced around having the best armour and over the years has seen many buffs at a hero level that may of not all come down the line fairly? More so then that honestly is Orange legendaries being penetrator, hurricane, Db all work great with low armour. Its not like there is any orange armour huh I know that was a thing maybe planned at one point but we'll there isn't <br />
<br />
Torch I found was the best for inf but.. ye low armour makes it extremely risky to use <br />
<br />
In theory inf should be the quickest or at least the same time to level with the XP multiplier but that simply wasn't the case for me not even needed to put any xp into ranged for the other classes. Getting kills was that easy being on top of the score board as tr4 as sniper or pike or xbow on rag but I had no chance to do that as inf not even close<br />
<br />
I'm not even sure what it needs but in my time playing think it wouldn't hurt to give tr3 and tr4 extra HP like the heroes have?<br />
<br />
Not even going to suggest anything else honestly]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Boots for ranger]]></title>
			<link>https://forum.nordinvasion.com/showthread.php?tid=81042</link>
			<pubDate>Sun, 16 Feb 2025 13:16:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.nordinvasion.com/member.php?action=profile&uid=4080">poxix</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.nordinvasion.com/showthread.php?tid=81042</guid>
			<description><![CDATA[Can rangers have legendary boots please? it seems to be the only spec to have a house crafted boots as a best in slot with the Swadian boots at 33 armor]]></description>
			<content:encoded><![CDATA[Can rangers have legendary boots please? it seems to be the only spec to have a house crafted boots as a best in slot with the Swadian boots at 33 armor]]></content:encoded>
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