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Treasura is trying to replicate the old tibia 8.0 days with extra features which make the game way more enjoyable. You will find few hidden custom quests that adhere to Tibia's lore.
GENERAL INFO
Premium Benefits:
Custom:
Open beta:
We plan to conduct open beta tests this Saturday, February 10th.
for more details JOIN DISCORD
The new price of mana fluid and the amount of mana provided:
MANA FLUID
mana: 50-150, price:55 gp -> 100 gp
Issue: One mana fluids gives from 50 to 150 mana points (averaging 100 mana), with a mana fluid price of 55 gp. With such a price for mana fluids in Tibia version 8.0, a "mort hur" costs 165gp worth of manas, providing free experience and easy profit. We want to prevent this by increasing the price of mana fluids and adjusting the amount of mana they provide, following the cost of "mort hur" for mana fluids in Tibia 7.4.
Tibia 7.4: In version 7.4, mana fluids yield from 25 to 75 mana points (averaging 50 mana), and their cost in the shop is 100gp. "Mort hur" consumes 250 mana points, so its cost for mana potions is 500gp.
LIFE FLUID
price 60gp and gives 60 health
LIFE RING
mana: 1600, price900 gp -> 1.640 gp
calculations in manafluids:
RING OF HEALING
mana: 1800, price2.000 gp -> 3.560 gp
calculations in manafluids:
SOFT BOOTS
mana: 28800, price10.000 gp -> 20.000 gp
calculations in manafluids:
MANA REGEN: (no changes from classic 8.0)
Knight/EK__2 mana/ 6 sec
Paladin_____2 mana/4 sec RP 2 mana/3 sec
Druid_______2 mana/3 sec ED 2 mana/2 sec
Sorcerer____2 mana/3 sec MS 2 mana/2 sec
new NPC runes price list:
'light magic missile'____price =40 -> 80,____count = 5,
'poison field'__________price =65 -> 130,___count = 3,
'antidote'_____________price =65 -> 130,___count = 1,
'fire field'_____________price =85 -> 170,___count =3,
'intense healing'_______price =95 -> 190,___count = 1,
'destroy field'_________price =45 -> 90,____count = 3,
'heavy magic missile'__price =125 -> 250,__count = 5,
'energy field'__________price =125 -> 250,__count =3,
'ultimate healing'______price =175 -> 350,__count = 1,
'convince creature'____price =80 -> 160,___count = 1,
'great fireball'_________price =180 -> 360,___count = 2,
'fireball'______________price =95 -> 190,___count = 3,
'chameleon'__________price =210 -> 420,__count = 1,
'fire bomb'___________price =235 -> 470,__count = 2,
'poison wall'__________price =210 -> 420,__count = 4,
'explosion'___________price =250 -> 500,__count = 3,
'fire wall'_____________price =245 -> 490,__count = 4,
'sudden death'_______price =325 -> 650,___count = 1,
'energy wall'_________price =340 -> 680,___count = 4,
'envenom'___________price =130 -> 260,___count = 3,
'desintegrate'________price =80 -> 160,____count = 3,
'poison bomb'________price =170 -> 340,__count = 2,
'soulfire'_____________price =210 -> 420,__count = 2,
'energy bomb'________price =325 -> 650,__count = 2,
'magic wall'__________price =350 -> 700,__count = 3,
'animate dead'_______price =375 -> 750,__count = 1,
'paralyze'____________price =700 -> 1400, count = 1,
Paladin changes:
spears:
spear:____________price:10 -> 20, chance to break = 3% (leaves the same)
royal spear:_______price:15 -> 70, chance to break = 4% (leaves the same)
hunting spear:_____price:_________,chance to break = 4% (leaves the same)
enchanted spear:__price: 350 mana (The cost in mana fluids in classic 8.0 was around 192gp. After our mana fluids change, the cost is 700gp!), chance to break = 4% (leaves the same)
We want the price of the royal spear to be similar to the price of bolts. This way, it would be profitable for paladins to hunt both on bolts and royal spears.
The royal spear was relatively cheap in Tibia 8.0 compared to bolts, hence the drastic change in price.
example:
100 -> 250
ammo:
arrow______price: 2
bolt________price:3 -> 4
power bolt__price:7 -> 18
small stones
small stones chance to break =3% -> 7%
Now we've tested the stones, and after about 60 minutes of hunting apes as 50 paladin, we obtained 122 stones. On average, let's say we loot 2 stones per minute. So, in 1 hour, you can loot around 120 stones.
During 10 hours of hunting apes, you can loot approximately 1200 stones:
GENERAL INFO
- Real Map 8.0
- All Rates x1
- No Training Monks
- No Tasks
- Blessings 10k each
- Blessings protect against the loss of experience, and an Amulet of Loss (AOL) must be worn.
- Promotion 20k
- Frags:RS: 3 per 24h, 5 per 7 days, 10 per 30 daysBan: 6 per 24h, 10 per 7 days, 20 per 30 daysFrag disappear: 1 per 24hBan duration: 7 days
- Housing auction system on the website
- Fluids and Runes without stacking
Differences from classic 8.0:
- Removed Experience Bonus from premium stamina
- Share Experience without profession bonuses
- Monster dead bodies are pushed immediately upon death
- Slower stamina regeneration
- Weakened tombs on Ankh, to prevent excessive power gaming by mages on Great Fireball (GFB)
- Thunder Hammer instead of bear during the Annihilator quest
Premium Benefits:
- Purchase of premium spells
- Sailing with ships/carpets
- Ability to purchase a house
- Ability to purchase promotions
- Additional premium outfits
- Possibility of having addons
- Ability to sleep in beds
- No premium stamina XP bonus
- Premium in the form of an item
- Prohibited: botting, multi-clienting, macros, playing on multi clients simultaneously = permanent ban for all of these offenses.
- If a permanent ban is issued, it means the team thoroughly analyzed the situation, and there is no possibility of an unban.
- The rest of the rules are listed on the website in the Rules section; it's worth reading.The team currently consists of 3 admins and 2 community managers who will be overseeing. We have several methods and systems for checking bots.
Custom:
- Some quests are already completed but will be added only at the official launch to avoid spoilers during testing.
- Completed quests / Tibian myths
- Added custom quests respecting Tibian lore
- Rookgaard and Main are being developed
Open beta:
We plan to conduct open beta tests this Saturday, February 10th.
for more details JOIN DISCORD
REBALANCED STUFF
In our pursuit of establishing a long-term server, we've implemented various adjustments to ensure longevity. Consequently, several aspects have been adjusted to slow down progression, reminiscent of the challenges encountered in the early days of Tibia gaming. We want the game to largely rely on players making runes and selling them, much like it was in Tibia 7.4.
In our pursuit of establishing a long-term server, we've implemented various adjustments to ensure longevity. Consequently, several aspects have been adjusted to slow down progression, reminiscent of the challenges encountered in the early days of Tibia gaming. We want the game to largely rely on players making runes and selling them, much like it was in Tibia 7.4.
The new price of mana fluid and the amount of mana provided:
MANA FLUID
mana: 50-150, price:
Issue: One mana fluids gives from 50 to 150 mana points (averaging 100 mana), with a mana fluid price of 55 gp. With such a price for mana fluids in Tibia version 8.0, a "mort hur" costs 165gp worth of manas, providing free experience and easy profit. We want to prevent this by increasing the price of mana fluids and adjusting the amount of mana they provide, following the cost of "mort hur" for mana fluids in Tibia 7.4.
Tibia 7.4: In version 7.4, mana fluids yield from 25 to 75 mana points (averaging 50 mana), and their cost in the shop is 100gp. "Mort hur" consumes 250 mana points, so its cost for mana potions is 500gp.
LIFE FLUID
price 60gp and gives 60 health
LIFE RING
mana: 1600, price
calculations in manafluids:
- classic 8.0: 16x55(mana fluid price)_= 880
- our: 16x100(mana fluid price)_______= 1.600
RING OF HEALING
mana: 1800, price
calculations in manafluids:
- classic 8.0: 18x55(mana fluid price)_= 990 gp
- our: 18x100(mana fluid price)_______= 1.800 gp
SOFT BOOTS
mana: 28800, price
calculations in manafluids:
- classic 8.0: 288x55(mana fluid price)_= 15.840 gp
- our: 288x100(mana fluid price)_______= 28.800 gp
MANA REGEN: (no changes from classic 8.0)
Knight/EK__2 mana/ 6 sec
Paladin_____2 mana/4 sec RP 2 mana/3 sec
Druid_______2 mana/3 sec ED 2 mana/2 sec
Sorcerer____2 mana/3 sec MS 2 mana/2 sec
new NPC runes price list:
'light magic missile'____price =
'poison field'__________price =
'antidote'_____________price =
'fire field'_____________price =
'intense healing'_______price =
'destroy field'_________price =
'heavy magic missile'__price =
'energy field'__________price =
'ultimate healing'______price =
'convince creature'____price =
'great fireball'_________price =
'fireball'______________price =
'chameleon'__________price =
'fire bomb'___________price =
'poison wall'__________price =
'explosion'___________price =
'fire wall'_____________price =
'sudden death'_______price =
'energy wall'_________price =
'envenom'___________price =
'desintegrate'________price =
'poison bomb'________price =
'soulfire'_____________price =
'energy bomb'________price =
'magic wall'__________price =
'animate dead'_______price =
'paralyze'____________price =
Paladin changes:
spears:
spear:____________price:
royal spear:_______price:
hunting spear:_____price:_________,chance to break = 4% (leaves the same)
enchanted spear:__price: 350 mana (The cost in mana fluids in classic 8.0 was around 192gp. After our mana fluids change, the cost is 700gp!), chance to break = 4% (leaves the same)
We want the price of the royal spear to be similar to the price of bolts. This way, it would be profitable for paladins to hunt both on bolts and royal spears.
The royal spear was relatively cheap in Tibia 8.0 compared to bolts, hence the drastic change in price.
example:
- 30 royal spear for 3000 gold gives around 750 hits
- 750 bolts will cost 3750 gold
ammo:
arrow______price: 2
bolt________price:
power bolt__price:
small stones
small stones chance to break =
Now we've tested the stones, and after about 60 minutes of hunting apes as 50 paladin, we obtained 122 stones. On average, let's say we loot 2 stones per minute. So, in 1 hour, you can loot around 120 stones.
During 10 hours of hunting apes, you can loot approximately 1200 stones:
- With a 33% break chance, that's 3600 hits, allowing for 2 hours of skill training.
- With a 20% break chance, that's 6000 hits, allowing for 3 hours and 20 minutes of skill training.
- With a 10% break chance, that's 12000 hits, allowing for 6 hours and 20 minutes of skill training.
- With a 7% break chance, that's 17136 hits, allowing for 9 hours and 12 minutes of skill training.
- With a 3% break chance, that's 24000 hits, allowing for 22 hours and 8 minutes of skill training (as it was in the real Tibia 8.0).
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