In version 2.34, we are introducing a new feature to the game called Community Challenges. This is a system that allows you to offer challenges to other players and to win kamas by betting on their success or failure. This feature is a "tool". The players are the ones who determine what type of challenges they would like to offer to the community.

Currently, we can already offer challenges via the Achievement system, but there is a finite number of them (even if we add more during major updates) and we impose a number of design rules to ensure that these challenges are not overly difficult for the majority of players. These restrictions prevent us from offering certain original challenges that would only target a minority of players. By allowing players to create their own, we are letting you offer much more specific content that may only target a minority of players (without frustrating those who don't want to take part).


Here is the list of objectives we have set for ourselves:

  • Allow players to offer varied objectives that could potentially be aimed at a very specific audience.
  • Continuously renew the game experience by offering a wide variety of challenge settings.
  • Allow players to select the audience for their challenges (friends, guild, alliance, the whole community, etc.).
  • Introduce an "indirect PVP mechanism" that allows players to bet against one another.
  • Increase the value and potential difficulty of content considered  mundane by some players.

How it works

The way in which the community challenges work can be summed up in the following way:

  • The players can set challenges and submit them to other players.
  • Rewards are provided by the players to avoid any problems with cheating and agreements.
  • Those who accept challenges can win kamas if they complete them successfully.
  • Those who create challenges can win kamas if the players who try them can't complete them in time.

Making a Community Challenge: content and successful completion criteria

To create a challenge, all you have to do is open the challenge system interface and begin by selecting the content: a monster or a Boss from amongst all those available in game. Archmonsters, wanted posters and quest monsters cannot be used for challenges because their availability in game is not guaranteed so it may not allow for an acceptable gaming experience.

Once you have chosen the monster, you can select the criteria for successful completion of the challenge that will increase its difficulty level. It is possible to choose up to 5 additional criteria (this value could change) from the following list:

  • Challenge 1: it is possible to choose the majority of existing challenges for most monsters. Challenges that are incompatible with certain monsters will be filtered out if needed. Accepting a community challenge with a combat challenge requirement will not necessarily cause that challenge to become available as a bonus in a battle. You simply have to end the battle by respecting the rules of the imposed challenged regardless of the active combat challenges in the battle (much like completing challenge Achievements).
  • Idols: it is possible to set up to 6 different idols (incompatibilities with some monsters are taken into account).
  • Idols Score: you can only set a minimum score to reach if no specific idol is required (this is currently a technical restriction, we would like to find a solution to allow the use of these two criteria in the same challenge).
  • Maximum level: allows for the creation of specific challenges for characters with less experience.
  • Maximum number of turns
  • Maximum/minimum number of characters: the difficulty of some battles may vary depending on the size of the teams. For example, this setting will allow you create Community Challenges with Bosses that must be confronted by a team of 8 or define battles to be fought single-handed!
  • Required/forbidden classes: this criteria can insist on the presence or absence of certain classes. It is possible to select between 0 and 3 classes. Not all compositions are equally effective against all content (especially when it's a smaller team). This criteria is used to offer challenges for specific classes and, in doing so, set the difficulty of a challenge very precisely.
  • Minimum size of a group of monsters: this criteria is useful for challenges with monsters that can be fought outside of dungeons. You can select a minimum number of monsters that the participants will have to fight.

Contrary to what we had initially imagined, a challenge may be offered without having first been completed by its creator. The players will not, therefore, have any guarantee that the challenge can be completed (the technical validity is checked, but not the theoretical difficulty of the challenge). They will have to decide for themselves whether or not they will be able to complete it. We have made this decision for several reasons:

  • To make the creation and publication of challenges significantly easier.
  • To allow players to create challenges (and therefore content for others) without necessarily having to be very experienced players, capable of overcoming difficult challenges themselves.
  • To increase the potential winnings for those who create the challenges (they take the largest share of the risk by investing the prize fund) by allowing them to create technically viable challenges that, so far, have not been successfully completed.

Risks versus rewards

When creating a challenge, its creator will be able to set the potential costs and rewards:

  • Participation cost: this is the amount in kamas that the players who accept the challenge will have to pay to take part (this value can be zero, creating a challenge that can be accepted for no cost).
  • Total amount of the prize: this is the amount in kamas that the characters who successfully complete the challenge will be able to share. This sum is paid by the challenge's creator (it can be zero).
  • Maximum number of times the challenge can be successfully completed: this setting is used, for example, to create a challenge with a very large pot but only the first X players to successfully complete it will be able to share the winnings. This setting is optional.
  • Challenge duration: once a challenge has expired, it is removed from the list of challenges available to players and those who have accepted but not completed it are considered to have failed.

When a challenge expires, the following transactions are carried out:

  • Those who successfully completed it share the prize.
  • Those who failed do not get anything.
  • The winners are refunded their participation costs.
  • Participation costs are not refunded to the losers and are paid to the character that created the challenge.

If the maximum number of successes set for the challenge has been reached, it can no longer be accepted and those who have not yet completed it have two options:

  • Challenge not successfully completed in the given time: participation costs are not refunded (and are paid to the character who created the challenge).
  • Successfully complete the challenge within the given time: participation fees refunded.

The prize is shared as follows:

  • If there is no maximum number of successful completions for the challenge, the prize is simply split in equal parts between those who successfully completed it.
  • When the number of winners exceeds the number of successful completions remaining, the remaining winners share any remaining rewards between them.
  • Example: the challenge is limited to 2 successful completions. 1 character successfully completes the challenge, there is 1 possible successful completion remaining. A group of 4 then successfully completes the challenge. They divide the final share between them (by 4).

This means that players who create the challenges can make money with this system if they manage to offer very attractive challenges that are difficult enough that some of the players who accept them do not manage to complete them in time.

Those who accept the challenges can also make money if they can successfully complete enough of the challenges in which they decide to take part.

Accessibility, visibility and sharing restrictions

The creator of a challenge may decide to which audience they would like to address with their challenge:

  • No restriction (default): the challenge will be accessible to all of the server's characters.
  • Guild: only members of the creator's guild can take part in the challenge.
  • Alliance: only members of the creator's alliance can take part in the challenge.

If the challenge's creator changes guild or alliance once the challenge has been created, it is not modified and has the same access restrictions (guild or alliance). 

The challenge's creator may also choose from two visibility modes:

  • Public: the challenge is visible from the challenges interface. This is the default option to give a challenge maximum visibility.
  • Private: the challenge is only accessible from the challenges interface via a unique URL and ID generated during the creation of the challenge.

When a challenge is created, a unique URL and ID are created and can be used to distribute the challenge (via guild forums, for example).
Via the unique URL, you can see statistics for the challenge (all the settings chosen by the person who created it) in a browser.
The unique ID cannot be used in a browser, but has the advantage of being much shorter and can easily be given out in game via discussion channels, for example.

Good and bad challenges

In the challenges interface, you can easily see all available challenges, those you have created and those you have accepted.

There could be a very large number of challenges created by the community and you will have several tools available to find those that correspond with what you're looking for:

  • A list of challenges with columns that can be filtered by:
    • Current success rate
    • Time remaining
    • Participation costs
    • Prize
  • A search system allowing you to enter different types of information (monster, Boss, class names, etc.).
  • A filter to only show challenges compatible with your current character.



Can the system be used to organise events?

The system can be used to organise events at server level and it is possible to create community challenges with no prize fund or participation costs. The possibility of managing the distribution and visibility of community challenges makes it easier, in our opinion, to use this system to create events.

Is it possible to make inter-server community challenges?

We have looked into this possibility, but such a system would allow kamas to transfer between game servers too easily (via the prize). This is something we're not currently looking to make overly easy due to problems with the illegal purchase and sale of kamas.

Why does the challenge creator have to provide the prize?

This is a very open system in which the person creating the challenge can target a very specific audience. It is possible to create small community challenges limited only to your own characters, for example. It is therefore necessary not to generate rewards that could be all-too easily exploited. We preferred to offer a system in which the players will have as much freedom as possible to create their own challenges, but which will also require them to provide their own rewards.

Is it possible to accept a challenge only after having trained to complete it successfully?

It is possible to identify those challenges that interest you, to train to successfully complete them and then to accept them and complete them for real without running the risk of not being able to succeed. However, this approach takes much longer and is much more laborious (in the best case scenario, you'd still have to succeed at the challenge twice).

You must keep in mind that, during the same time frame, it may be possible to complete twice as many challenges.

You will also have the option of taking virtually no risk and only accepting challenges you have already tried and succeeded at in the past, but this is not necessarily the most profitable approach.

Why are community challenges limited to monsters?

Monsters are some of our richest and most universal content, so we have naturally chosen to give them priority.

We have looked into the possibility of creating community challenges based on forgemaging, but as the players could craft the requested item and only accept the challenge after having crafted it, there would be no chance of failure for these challenges.

We have looked into the possibility of creating community challenges based on PVP combat (offering a map, its composition and specifying possible restrictions for the opposing team, etc.), but the workload was too great for this update. Our efforts concerning PVP are concentrated on the inter-server Kolosseum, but once this is available and the community challenges system is working as it should be, we might reconsider this option.

Are there Achievements for the community challenges?

There will not be Achievements for this system because it is possible to create trivial challenges (very simple to complete) without any specific restrictions. The system can purposefully be manipulated too easily for any pertinent Achievements to be created.

Can you create and carry out an unlimited number of challenges at the same time?

A single account can create up to X* challenges and may accept Y* active challenges. Completed challenges are, of course, not counted.

To create a challenge, you will have to pay the modest sum of 1000 kamas.

The total number of active challenges on a server will be limited to Z* for performance reasons. If this limit has been reached, it will no longer be possible to create other community challenges.

*: The values of X, Y, and Z are currently being decided and will be determined during our tests on the Beta Server.

How can I be notified of the success or end of a challenge?

The notification system will alert the creator and those who have accepted the challenge when the challenge has been successfully completed. These notifications can be deactivated.

Is it possible to validate Community Challenges by defeating the required monster in the Arena?

It is not possible to validate Community Challenges by defeating the required monster in the Arena because we feel that Arena fights are often much easier than the fights one must face in the appropriate Dungeons.