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[France] Argardh : Knights of Tibia 19 DECEMBER 18:00 CET

Sinth

Argardh.com
Joined
Jan 14, 2015
Messages
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Location
Cambodia
IP: Argardh.info
Port: 7171
Client: 8.6

First and last LAUNCH: DECEMBER 19 2016


Rates:

Experience: 8 x -> Declining in stages ("Max-level" around 150-200).
Skill: 5x
Magic: 3x

SKILL x10, Magic x 6 and Loot 300% From December 19 to Jan 2!


REGISTER

Download (Tibia Client 8.6, Otland ip-changer, Game-introduction.txt, How-To-play.txt and 3 maps)

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Argardh - Knights of Tibia


1, Small FAQ(Frequently Asked Questions)
2, Changes in short
3, Vision of Gameplay
4, Vocations
5, Major guilds
6, Castles and Region-control
7, Economy and Investments
8, Houses
9, Map
10, Lore
11, Server Migration
12, Items
13, Links




Question: What is Argardh?

Answer:

Argardh is a simple-graphic and low-requirement MMORPG and multiplayer PvP-game using Tibia 8.6 engine and plays out in the world of Argardh, a neighbouring realm to the world of Tibia.

Question: What distinguishes Argardh from other Tibia-based games and OT-servers?

Answer:

Argardh is not using a custom client like some other OT-servers, so basically it is more Tibia than
many "Custom" servers. It is however using a completely new map(along with a huge lore based on Tibias) and there are many tweaks and small changes that have been made in order to realize the vision of the creators.

Question: What are these "Small changes"?

Answer:

First off: It is hard to describe what has been the exact aim since not many are really certain of what Tibia 8.6 really is/was.. not many players really know(or care) what exact numbers Tibia 8.6 used for every detail, and to fix the game back to an "exact" copy of Tibia and then go from there has never been the plan even though it might be comfortable for the average Tibia player who rarely wants to re-learn anything it was decided that it was not worth the work because well, either way Argardh is a modification of Tibia so don't count on things to be the same. Even though, when it comes to monsters, items, damage-calculation, skills etc basically everything is the same. The changes made are few and sometimes small but the consequences will most likely be big. Exactly how these "Rules"/Gameplay-Settings(Better word, right?) will work out will be interesting to see as even we developers can only guess. Here's the changes, in very short:




No skullsystem


Max lvl (100)

Auto-aim enabled and botting allowed(To make it fair for all we will have bots downloadable from our websites). We know
that botting is not a problem in a world without skullsystem
and the changes made will promote our 'Vision of Gameplay'.

All players are reincarnated(spawned after death) inside 'The Worldforge' and can from there chose to teleport
to 7 different temples. Worldforge and most villages have Depot, and all of them have the same container.

4 New Vocations, and the existing 4 has all been slightly modified. Basically the 4 existing vocations got boosted
in their already strong area while the new vocations cover up the missing branches of possible character-builds.

There are no Great potions, neither for Health nor Mana.



Argardh is a completely new world, and it is vast. We want to build an entire fantasy-realm as huge as any other and have already gotten a long way. Our goal was always to create a Roleplaying game with an "Open world" map/world in which you can run around freely and do what you want - without fractions or being bound to specific quests. But we also did not want to build out the PvP aspect but instead increase its presence and change it. 5v5 and different PvP formats of tournaments and ladders will take place in Argardh Arena(Located in Siath) but main focus of PvP will be the larger picture of Guildwars and Battle for control of regions and Castles.


How our modifications are intended to change the Gameplay:

Having a max-level gives a boost to casual-players aswell as more power to "the people" instead of the elite powergamers. This will decentralize power as the advantage of having the highest lvl will be greatly reduced as most or all will be between 50-100 giving all players a good chance to play a role in Guild-PvP. Training your skills and having the right equipment is more valuable than previously, however(since the lvl is decreased in importance this is a given result).

Having no skullsystem basically makes it possible to allow Bots without discrimination. How you want to train, hunt or make your money(baking bread?) is up to you and Gamemasters will never bother you for Botting. Players will, however, ofcourse. Without a skullsystem players can easily kill off Unprotected Bots so it is of great importance to make sure you're botting in a Region where you or guildmates can protect the botting character. This is done by grouping/teamplaying with your guild and the guilds in the same region. The guilds being able to form the biggest alliances will most likely be the most succesful.



Sorcerer: Increased Maxmana /lvl by 10, so now has +40 mana/lvl.

Druid: Increased Regeneration and Combat Skill-advancement.

Paladin: Increased skill-advancement in melee-weapons, slightly decreased Shielding-talent

Knight:
+5 Hitpoints /lvl so the Knight now has +20 hitpoints for every new lvl. A well needed boost for the 'tank'.


The 4 new vocations: (All vocations changes are compared to its "original" vocation and not the Argardh-version.)


Citizen: The "No-vocation"-vocation. Increased carry-capacity(10x more/lvl) making it an ideal vocation/character for a
depot-char, trade-botting character or RPG-char.

Scout
(paladin): +20% Damage with Distance Weapons.

Mystic
(sorcerer): The Mix of a Sorcerer and a Druid. Increased mana/lvl(+35/lvl) aswell as regeneration.

Gladiator (knight): Instead of an increase in Hitpoints like the Knight the Gladiator enjoys a boost in Skill-talent. Just like the Promoted Paladin the Gladiator is a true master of all arms(including distance weapons).

All 8 vocations have 1 'Promotion' that in most but not all cases increases the already lifted talent.

Exact data and numbers of all vocations, items, monsters etc will always be treated as Open Source at our websites.

Also, all level and vocation requirements have been taken away on all weapons and consumables. This allows for a lot more customizable character-builds.



There are 4 'Main Guilds' that is Run by Gamemasters and is open to everyone, all with a different purpose in order to maintain a balanced and fun community, they are:


Knights of Tibia: Newbie-helpers, Anti-Playerkillers, Protectors of Siath. Area: Siath

Northern Alliance: Counter-force to KoT. Area: Northern Argardh

Elders of Argardh: For Roleplayers and Community-active players(We want all established players to have a character
in this guild). Fights to maintain balance within the Realm. Area: Fibula, Stonehome, Westgardhia.

Dark Brotherhood:
Unorganized Guild for Playerkillers and Roleplayers alike. Fights for Zathroth and works for the destruction of Argardh. Some quests will be exclusive for this guild - with the max-lvl of 100 we believe and want players to play multiple characters, roles and alignments. Area: Black Citadel, Hell


Part from this "Community-driven Guilds" are the normal guildsystem where players freely can create and join guilds, buy guildhalls etc. Most likely some "Main Guilds" will occasionally be used as platforms for 'Alliances' and Strategical Planning and Warfare as they all have their own favoured Region.



There are 7 'Regions'. These are sometimes made up of 1-9 guildhalls and several houses
or sometimes just 1 guildhall and a few houses. What 'Region' is most valuable/best to own is not certain as different guilds and players will be looking for different bonuses. Some Regions have varying hunting-grounds while some only have high-lvl monsters, some have more Mills and Wheat than others, some have a better geographic placement than others etc.

All Regions have a specific Capital Castle where a training statue is respawned every day(With limited hitpoints).

In every region there is a Drop-off site where resources(mostly food) are spawned every day. Which Region gets what is up to the Players to find out for themself.


Training can/will also be done by Bots/AFK, as every Regional Capital has a Training Statue. These training
spots is tactically easy to protect but Bots/AFKers being left unprotected will most likely be killed by enemies.


All 7 regions also have one or more Mills(to make bread, which gives a great profit if done 24/7 by a Bot).


We look at "Botting" as "Proof of Work".. basically all Bots can be considered to be NPCs that uphold and give life to the gameworld. Cave-boters, Trade-boters and AFK-trainers is all food for playerkillers, and in a larger scale it is of upmost importance in Guild- and Regional-Wars as many wars end when ones sides resources/money runs out.



What ruins most Tibia-servers is bad planning by the developers leading to inflation and a destroyed economy. We want to change that and believe we have found the magical cure - planned economics.


Besides the max-lvl(That makes sure your character don't lose strength/lvl compared to others if your're inactive) we will fight the Inflation of goldcoins by:

1, Decrease the Gold dropped by monsters from 200% down to 100% over the course of 3 years time.
This will make sure that gold earned the first year will not lose as much value when stored/saved compared to a normal Tibia-server. This gives a great boost to the early players aswell as casual players, and ofcourse mostly those who simply wants to take
a break from Tibia and do something else for a while without losing value of their in-game character, gold and items.

2, High prices on Potions and other Consumables. This is to make sure that a lot of Goldcoins are being destroyed so that
the existing Goldcoins keep/gain value instead of losing it when people farm more and more gold(The more coins in circulation -
the less value 1 will have).

3, Investments: You can buy different kind of 'Investments'. An "Investment" is a piece of paper that NPCs buy and sell. The value/price will go up and down, so make sure you buy when the Value is low and sell when its High. Investments are created so that Players can Save the Value of their Money so they see the value Increase along with the Inflation instead of decrease.



There are hundreds of houses and apartments and 50+ Guildhalls. Houses will in the future(!) pay no Rent, so expect House-prices to be hugely overgrown compared to normal Tibia-servers. This will make Houses one of the best investments.


Updated with a new Gameplay-Map over Siath-City
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Creation Myth: The Big 3


Chapter 1: Fardos and his sons.


In the beginning there was only Fardos, the god. The eternal and infinite conciousness, time and space. As evolving conciousness is the definition of creation it was inevitable that he at a certain point would split into 2. If you call this an act of free will by Fardos(That at time time was all there was) or an inevitable event in the evolution is really a question of semantics, the difference was the same: They were now 2.

The new creation has been given the name Uman, as it is the ancient word for light. Uman was created out of Fardos's best intentions, and was thus the definition of everything good and thus godly. Uman was at his birth already an equal to Fardos in terms of size, power and strength but was differed them was their abilities to create. Some would say this simply means Uman did not know about magic, as it is based on experience and not knowledge(Only Fardos had any experience/empirical knowledge of the world).

As they got to know eachother, and themself, some questions arose.. if Uman was the best of Fardos, what was the other side of the same coin? Fardos was indifferent to good and evil, as he had no experience of neither before he met Uman.

Fardos then wondered what he was before he created Uman, if not himself also already whole hearteadly good by any measure, out of that thought Umans twin brother Zathroth was spawned. He was a copy of Fardos's worst sides, and was born out of hatred and darkness.

Uman and Zathroth instantly collided and a fierce battle took place that was later named The Great Battle. It is believed that they were literally all the same person: Fardos, Uman and Zathroth and all events in early recorded history occured only in the mind of Fardos. Either way, Zathroth and Uman was eachothers opposites but they were equal in strength and power. Fardos did not take any part of the battle, he remained at distance yet constantly watching and observing the fight between Uman and Zathroth, good and evil. Not for a second did Fardos want nor could do anything else than observe and wonder about what he was witnessing.. as it was all something he had not yet experienced.

Their 3 bodies were all made of pure energy/elemental matter, and during the whole collision/fusion between Uman and Zathroth both of their bodies bled energy. It is widely believed that the 3 was equals in strength and power from the beginning, but that after the Great Battle both Uman and Zathroths power was greatly diminished.

The energy they bled split into the 4 elements: Earth, Water , Fire and Air. The materials exploded fiercely out and away from the gods into a seemingly endless space.

Fardos then stopped watching the battle and instead started inspecting these new forms of existence: the 4 elements. He took the Earth and created a huge landmass, the cracks and holes was filled with Water and the Air was smoothly laid ontop of the creation. Fardos could not control fire, so he had to put it under his entire creation. Some say it was the other way around: That in order to contain/control the fire he had to trap it with the other elements. No matter what perspective you chose to view it from the result was the same: The first world was created.

The Great Battle ended abruptly as Fardos stood up and announced:

"Behold!

As you thoughtlessly fought for eons and eons I created an entire world!

Zathroth, you are the definition of evil. Your existence shall forever be inside this realm so that your darkness is contained!

Uman, unfortunately, I cannot leave my creation in the hands of Zathroth alone. You must follow to this world and keep Zathroth from consuming it with his darkness!

You are both my creations, my sons, and we will meet again.. but for now: I ban you both to an existence in Tibia!"



Chapter 2: The World of Tibia

Chapter 2: The World of Tibia

This new realm, world, universe and creation Fardos had created is today known as Tibia. The origin of the word 'Tibia' is unknown but it is believed it is a later invention and/or a misinterpretation of the ancient word Tibs, which literally translates to World/Universe.

The Great Fall, as both Uman and Zathroth later called it, into the physical reality was a harsch wake-up call for both of them. They were now nothing but small physical entities on a gigantic sphere and the sight of the other was totally lost as they landed on opposite poles/sides of the sphere-shaped world.

They both wandered the world for eons without ever seeing the other. During these times other life-forms was created naturally by the evolving balance of the elements. The fire beneath the earth heated both earth and water which made the seas move, the ground shake aswell as the air blow from east to west and north to south. This cycle of the elements resulted in finer and finer flows of energy/elemental particles and eventually lead to elemental artificial intelligence.

The first life-forms were so small they were, and still are, invisible to the humanoid eye. In time, and probably with guidance of both Uman and Zathroth, they evolved into elemental beings that at first just started to halt the natural flows of their energy and later developed into being able to intelligently canalize their energy for common purposes.

The elementals were divided: Water and Earth was mostly under the control and influence of Uman while Zathroth had a great talent for fire. When Zathroth understood Fardos could not control Fire, he wondered if it was because it was the most powerful of elements. He therefor already before the creation of Tibia had an eye open to study the element of fire.

The air was untouchable and unreachable by both, and they both believed that Fardos lived in the heavens above them and therefor controlled the winds.

The Great Battle thus continued as the Elemental Wars, a war lasting for 8 eons and ending with a near extinction of elemental conciousness.

The elemental powers, or souls if you will, that had died in the Elemental Wars had all gone back to being dead and solid materia. The few who remained focused on surviving in a world that after 8 eons of great turmoil and collisions had suddenly started to slow down in vibration. The highest intelligence of the Earth and Water elementals forged themselves together creating Life, as we know it, and would with the heat and energy from non-elemental fire and the oxygen of the Air later turn into Biological Artificial Intelligence.





Chapter 3: Uman and Zathroth

Chapter 3: Uman and Zathroth

In the times of the Evolution of biological life both Uman and Zathroth spent most of their time manifesting
themself as different life-forms. They could always go back to their physical energy/counciousness form,
but they found out that the biological life was best manipulated from within. Whenever they tried to control or steer the direction of lifes evolution as Gods life reacted with a matching action to counter-balance what the gods just changed. It even seemed like all life-forms was connected and that they helped eachother out to maintain and always fine-tune their balance to eachother.

So like this the Great Battle continued, Uman would try to steer the direction of life towards more evolution, more life and more of what he saw as good and godly. Meanwhile, Zathroth took a more re-active approach and early started studying Umans actions aswell as magic and mysticism. Zathroth was not against creation nor life, but he did not have the same idea of what was good and godly. He saw himself and his struggle to spread death and fear as an important and necessary evil to act as Umans counterpart in the evoluftion of life.

As the humanoid root-races of humans, elves, dwarves, orcs, minotaurs, lizard-men and giants evolved to tribe-socities, city-states and later civilizations the gods started manifesting themself as visions for different leaders or illusions for masses of people.

During the time of evolved humanoids they rarely did enter a lifeform for the whole duration of this lifeforms life as it was all too time-consuming.

Instead they wandered around between religious, spiritual and general leaders guiding them to do either good or evil. Most of the time it was Uman who was first out to play out his plan or plot while Zathroth mostly counter-acted. It's said this is why Uman is sometimes refered to as the White King and Zathroth the Black King, as they are symbolically playing a game of chess on the battlefield of the world of Tibia and Uman always makes the first move.

https://otland.net/threads/argardh-lore-mythology-and-history-video-series.244030/

Hundreds of epic stories, background , world-information and mythology documents that are to be released during Fall 2016.



Once Argardh is more established(6+ month after December launch) we will allow people to "Migrate" to Argardh just like a Server-transfer. But the price will be expensive, as not all Items will be transfered and Max-lvl is still 100.


The Character/Account you want to "Trade in" /Change to a an Argardh-character will be Sold for market-price and the Money earned will go directly to Buying Argardh Goldcoins on the free-market for the same amount of $$ - making sure that the value of Argardh characters and goldcoin is increased instead of decreased by these "Migrations".



There will be many new items, some new already exist but most will be gradually released upon Events and Tournaments. All level and vocation requirements have been taken away on all weapons and consumables. This allows for a lot more customizable character-builds.



Main game-site. Will contain Wiki, downloads and basically everything related to the game.
www.Argardh.com

Server-site (Server/Connection-adress)
www.Argardh.info

Like and Share to support us
www.Facebook.com/Argardh

Subscribe, Like and Subscribe to support our Youtube-channel
https://www.youtube.com/channel/UCNmxHWGpO790r-4wn4AEeSA

OTLand Mapping Thread
https://otland.net/threads/argardh-mapping-the-worldforge-castles-and-landscapes.243679/

OTLand Beta Discussion Thread
https://otland.net/threads/argardh-...roduction-media-and-discussion-thread.243695/

OTLand 'Argardh Worldmap'-Thread. Several art-maps of the Realm of Argardh.
https://otland.net/threads/argardh-worldmap.241297/
 
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Status, updates, notes:

17.07
Accidently updated to a 4 month-old map yesterday so the few of you who logged in check back in 30 min or so.. the first Open-Beta still launches on 24th though! Servers will however most likely be online until then or at least until a few hours/a day before or something
 
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Screenshots from first minutes in-game:

Logging in for the first time at 'The Worldforge'
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Updated Map-Secion with a new map over Siath-City!
 
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THIS LOOKS SO WELL HANDLED I am amazed .. so much info for a beta and your goals are amazing the indepth thought i want to try this game and i want this server to succeed so bad
 
I usually have some feedback to bring when I see new servers (If you've seen my previous activites) but here, all I got to say is great work!. Your thought into this and your future plans is impressive. Good luck on your project, and I'll be sure to play it when it's available.

//
Faarf
 
WOW I love your ambition! this is what the ot, tibia community was waiting years for!
 
Thanks my fellow nerds! :) Now go out and get wasted, find a girl etc.. because fall will be all in-doors and, most likely i'd guess , girl-free! At least if you by girls mean sex. Sex is not a feature of Argardh. Not yet, anyway.. :p
 
Is this server open right now to players?
 
Mind if I ask why there is a few chests that give you a bunch of free items including 100cc? Seems to ruin the entire RPG aspect and leads to improper testing since we get so much freebies.
The map looks pretty cool tho.
 
Well, it is still pre-Beta! I'll reduce it to 100k next time.. but then you promise me to not just go and make 10 characters ok? :)
 
Why 8.6 if I may ask? Not that it bothers me, if the server is good I would play either way, but the new clients seem cooler. :d
 
Why 8.6 if I may ask? Not that it bothers me, if the server is good I would play either way, but the new clients seem cooler. :d

It is IMO the best client.. ofcourse :p Not the "perfect" mix of new and old in no way but simply the one I like the most. It has some features and stuff thats cool that 7.series are missing, graphics and such aswell ofcourse.. but still not completely destroyed(new ;) ).

Also -> 864 is an interesting number(You got the 64/86, seconds in a year, diameter of the sun, Jesus Christ in gematria/cryptography etc).. :) That is ofcourse more of a bonus than reason to why the game is 8.6 :p
 
Choose a start town, level one, no information on how to pick a vocation and start playing

confusing for new players, no idea how to start, theres alot of information boards but its just repeating what is said on the website. Atleast im level 1 with 100cc, boh, and k set though?

*I found a bunch of books explaining what im looking for, they were not easy to find though..*
"at level 8 you can choose a vocation" -- cool that's handy, but what would be great is a location on where u can get a vocation

*20 mins of trying to figure out how to pick a vocation..mission fail..off to somewhere else i guess*
 
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Wait 2 more days until first Beta is up? :p

Working on that right now :) I innitially wanted to have sorc-vocation for example pretty far away and hard to find, but when I realized I have to make a map with vocation-trainers and stuff like this for the Beta-testers(since the rates are x100 you need it after just a handful of rats ofcourse) I also realized since it's early beta I should put them all in the city temporarily at least. Druid and Sorc will after next update(perhaps today, if not then tomorrow) have their "Trainer" in Siath Sanctuary, while Knight and Paladin is in the "Warriors Guild"(They can already be found there) in the Southeastern District. This is right inside the second wall to the right(If you are entering the city from the south).

Pics will be up today at least but map might have to wait until tomorrow(worst connection ever, host is on VPS in Sweden though).


UPDATE:

Map Updated

10 new screenshots taken from the first minutes of gameplay at Post nr 3.
Updated Maps with 2 more maps: 1 over Siath Sanctuary and 1 over Siath-City.
 
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So, been touching up the early start, vocations and some places in the city.

Beta will Start 09:00 CET, Which is 9 in the morning in Germany/Sweden.

Edit:

Server is now online! Open Invitation to the guild 'Knights of Tibia', just Msg 'Sinth', write here or PM me here on OTLand.net!

It's Gametime!

REGISTER

Tips:

Start your journey by going to Siath(it is the Tp with a green flag next to it).

Do not jump down holes unless you have a rope. ( Why does this even have to be said? :p )


In the 'Knights of Tibia'-castle in the North-Eastern Siath-City there's a brass-set and longsword. Other than that all I can say is that there's a bunch of items lying around and first to find it gets it(All "low-lvl" items, nothing greater than a morning-star).

Sorcerer-trainer is found at the basement of the Library inside Siath Sanctuary.
Druid-trainer is in the tower of Siath Sanctuary.
Paladin and Knight-trainer is in the "Warriors-guild" in southeast Siath-city(check City-map).
Gladiator-trainer is close to Arena(outside). (Gladiators spells are not working atm, will be fixed tonight)
Scout-trainer is just south of Warriors Guild in southeast Siath-city.
Necromancer-trainer is in the Black Citadel.

There are several training statues, almost all Regions have 1 and Siath-city have several(Knights of Tibia-guildhall, Arena, Gladiator-Trainer, Gladiator-city). Fir Warriors this is a good place to spend your first 10-20 minutes while reading some of the information here.


Known bugs:

NPC-trade window closes, just say 'Trade' again. Anyone know of solution?
 
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