Awesomedudei
Revolutionot.com
Path of Tibia's idea happened because the more stuff me and @oen432 added to Revolution (Inspired by Path of Exile), the more we realized that, This could actually work and be really fun.
You will start out as an Exile where you get to pick between a few skills upon your first login. and progress from there on by going different routes on the Passive Skill tree. All skills will be able to level up to a maximum default level of 20 (Not counting in Corrupting) hint hint, Where skill levels will change the amount of base damage the skill has or how many projectiles it will use etc. You'll be able to go into different paths on the skill tree as i mentioned, like if you want to play as a Tank you would most likely go into the 'Path of Warrior' Which has more Health Nodes and defensive nodes compared to other paths. Or maybe you want to become a Melee Mage? aka 'Battlemage'. You'll also be able to completely change how your build plays by different Keystone Passives.
In Path of Tibia you'll find Bosses with custom scripted AI to challenge players, you'll be able to loot 'Maps' which you can use to open a specific Dungeon. We're currently working on finishing a Marketplace rework, Party System Rework, Guild System rework, finishing website and more.
Both me and Oen hate p2w aspects in all games so we stand firm that there will NEVER be pay to win stuff in Path of Tibia. Everybody will have the same advantage
Our dungeon system will offer a Queue System, Party, Solo, Challenges, Achievements, Highscores, Scalable Monsters depending on Difficulty, Raids.
You will be able to spec and respec completely freely.
Theorycraft a build with unique items ingame or some idea you think would work,
And then share it with anyone by simply sharing a generated code.
See all stats you've gained from the specced passives etc.
Global drop system
You will be able to find unique items in the world which can change how your skills work, grant you a new skill and you could make builds around those items. We are also changing how items drop from monsters. Instead of the classic "A dragon has a table of a Dragon shield, Dragon hammer etc" There will be a global item drop system, Meaning If you kill a rat you could loot a magic plate armor but that MPA would be 20 times weaker than an MPA from a demon. Item stats will be based on Item level, Item level is based on the monsters maximum life but it has restrictions to how high the item level can roll. The upgrade systems affixes rolls will be based on item level, an example would be a an MPA from a rat would have a maximum item level of 5 and would be considered tier 10 and the affixes would roll between example 1-5 where as an MPA from a demon would have item level 100, the affixes could roll up to 50-100. (these numbers are just examples)
Unique Crafting System
You'll be able to craft alot of different stuff in Path of Tibia, and you can specify what you want to focus on with Mastery Level. If craftable item is upgradeable, its rarity and Item Level is then based on Mastery level. Mastery Level Increases chances for better rarity and higher Item Level.
Interactive Strongboxes
You will encounter different strongboxes in the world that has randomized Affixes such as shown on the picture above.
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