Maybe mages and paladins can have their blocking animation be using a magic barrier, sorta like how warriors use their weapons
Rarer items to grind for
Theres nothing extremely rare in current AO apart from sunken gear which is a snoozefest
Since the new monster type is confirmed to be anglerfishes, I hope we eventually get an anglerfish that swims on the oceanās surface and disguises itself as a ghost ship with itās light antenna, finally attacking when you get too close to sail away from it
Making the āin combatā state expire like 3x faster when youāre full hp could be good.
Or just make it disappear instantly when you kill the enemy ![]()
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How about hoards?
Then the effect will be instantly reapplied once you get hit/hit them again ![]()
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This is my number one item on my mental AO wishlist. I spared Elius, so Iām really hoping he returns and isnāt anticlimactically killed off-screen. If Carina somehow survived her injuries (maybe Julian found her shortly after knocking us out?), they could have a final duel Zuko and Azula style.
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This probably isnāt possible now but rearrange the islands a bit? Itās kind of weird how Wind-Row Island, an alpine island, is south of a desert island. Itās also weird how Goso Jungle is on the same latitude as Frostmill, and Whitsummit is south of both. Just make them a bit more geographically accurate, or at the very least make sense, because how in the world does Sameria Province, which is in the Nimbus Sea south of the Bronze Sea have any territorial control over Redwake, which is in the northern part of the map, when itās in another sea entirely and Ravenna is separating the two.
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Make the secrets on the islands have clues, like Redwakeās and Shell Islandās. Itās kind of weird how Munera Gardenās secret is some random hole in the wall youād only find if a stray blast hit it or there was a note in front of it (that was how I first discovered it). Imagine the residents of Frostmill talking about giants, and the remains of one rumored to be buried beneath the ice. It would be a bit helpful to have hints for some of the secrets.
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Also, add some npc dialogue that enhances the worldbuilding. Palo Town has quite a few gems, but some islands just feel useless with how no one ever says anything about them. A Redwake citizen could talk about the hobo who lives on Elm Island who used to come for supplies but stopped for unknown reasons. A Palo Town resident could at least mention Harvest Island, maybe the one who told us about a whirlpool that was in front of Palo Town, because Harvest Island has two eternal whirlpools and thereās just no explanation for them (also, Harvest Island is pretty barren for having āharvestā in its name). Dawn Island could be spoken about by Enizor or something, and said to have a strong magical affinity in the atmosphere above it, and thatās why itās always storming there (maybe the guy who studied the magic clouds on Cirrus Island could have written about it too?). Limestone Key is mentioned to be a popular vacation spot? The Tiberian citizens talk about the island south of them full of savage beast-men? Visitors of Sailorās Lodge talk about avoiding the Forest because thereās so many stories of people being taken from their tents and sacrificed?
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Give Ravenna a bit more details. And what I mean by that is give the Castello a courtyard, training ground, housing for noble families, etc.
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Make the sacrificial altar at the Forest of Cernunno the islandās secret. And maybe that island could be the only place we can catch alligators.
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Just make the world more dynamic overall. It feels like thereās a random smattering of islands within close proximity of one another in the northern part of the map that are completely independent and unrelated from each other. The only time it felt like the world was interacting was when we had to retrieve the Redwake guy from Frostmill. Also, thereās an entire island dedicated to an abandoned Ravennan outpost (Whispering Caverns) and not one Ravennan citizen has anything to say about it?
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Give the Grand Navy a larger presence. The Gravy is supposedly the ruling force of the War Seas, yet we know very little about it. What little details I have gathered on it from my own imagination, assumptions, and context clues are speculation at best (an example being that Commodore Kai is the leader of every Gravy member below him in only the Bronze Sea, and is the equivalent of the Gravyās representative for the Bronze Sea; same goes for Merlot). Why donāt any npcs talk about it when itās ruling over them? Does Palo Town have any contentions with hosting the place of public executions in the Bronze Sea (I think some npc talked about this but I canāt remember)? Have there ever been any attempts at an uprising from kingdoms it rules over? What exactly does the Gravy do besides function as a glorified police-force? Why havenāt any npcs talked about wanting to join the Gravy?
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Sandfall Isle is way too small. Itās also irrelevant. In my opinion, Jern Redside (Thermo-fist guy) should live there because it reminds him of home. Itād also be fitting for the heat theme.
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Going back to the locations of the islands, what in the world is Fort Talos doing so close to Ravenna? And why is it not south of it, where it can protect the main island from kingdoms to the south?
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Allow us to set our spawn point. Two additional places could be Redwake and Sailorās Lodge since they have inns (one could also be added to Palo Town).
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Thorinās Refuge is too isolated to be relevant.
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Give Shell Island a brawling event, with Captain Larcos as the second-to-last miniboss and Caria as the last. Caria talks about winning her fights with her Sailor Style, but we donāt ever get to see an npc talk about that, nor is there an intentionally designated area for that event. Also, have some npcs in the ancient cave on Shell Island trying to renovate it or explore it after we finish the quest that asks us to find it.
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The Bronze Legion either needs a place in Ravenna or a separate island dedicated to the training of its soldiers. We could see General Julian there before we meet him in the story.
Will add more when I think of more.

pov: you let AMoonlightSonata cook
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all the weird tempurature and biome stuff is because of the magic pollution from
when durza almost killed everyone, so that part at least has a lore reason
player notices inaccuracy with the world
oh shit oh fuck
uhhhhhh durza fucked up the world
the map (or at least the islands) is smaller to make the gameplay more active and not a running simulator. if you want proof, explain to me how silverhold, fort talos and palo town can hold thousands of people.
That is quite literally the explanation, though
yeah i just think its funny how every single thing can be explained with ādurza did a super big attack and literally every form of nature has been fucked to all hellā
Plot convenience.
the earths rotation is a fucking silly straw because durza got angry
Iām not all that familiar with the lore (never played WoM and played AA for quite literally five minutes before the game closed), so I appreciate the explanation. Still seems like a contrivance and a cheap explanation but it makes sense. Maybe thatās just my writer brain that sees it as an issue
. How much time has passed since Durza nearly killed evryone?
Literally hundreds of years but you have to remember curses are basically nukes x 10 and Durza had an unironic metric shitton of them + magics in general.