• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Rivalia Online: Rivalry and Competition at Its Core

Antropoliz

Active Member
Joined
May 16, 2024
Messages
52
Reaction score
29

Rivalia Online: Rivalry and Competition at Its Core​

Hello, fellow adventurers!

Welcome to Rivalia Online, a server designed for players who seek both challenge and innovation. Rivalia is focused on rivalry and competition, with PvP highly encouraged while maintaining a balanced and engaging PvE experience. That’s why we’re here to introduce you to a project that aims to redefine the game by blending the best of Tibia 7.4 mechanics with modern gameplay elements, creating a unique and competitive experience.

Our vision is simple yet ambitious: What if CipSoft had converted the modern Tibia (10.98+) into a 7.4-style game, maintaining the core mechanics of the past while adapting the graphics, gameplay depth, and quality-of-life improvements of today? Rivalia is the answer to that question.

We would like to invite you to join us on our community discord: Rivalia Online Discord

A Balanced Approach to Hunting: Solo and Team Play​

We understand the challenges players face when trying to find hunting teams. Rivalia addresses this by creating content for both solo adventurers and team players. Whether you prefer the camaraderie of group hunts or the quiet thrill of solo exploration, you’ll find a place here. Our goal is to ensure that both playstyles are equally rewarding and accessible.


A New and Improved Dungeon System​

Dungeons in Rivalia are more than just monster-killing zones—they’re immersive, interactive, and challenging experiences. Here’s what’s new:

  • Statue Activation: Players must first locate a dungeon statue in the game world. Standing near the statue will teleport you to the dungeon entrance, emphasizing exploration and discovery.
  • Monster Overview: The redesigned dungeon interface displays the monsters you’ll encounter, helping players prepare for the challenges ahead.
  • Puzzles and Riddles: Forget the old “kill everything in sight” dungeon formula. Rivalia’s dungeons are filled with puzzles and riddles that must be solved to advance. Failing to solve them can result in death or being kicked out of the dungeon entirely.
  • Dynamic Gameplay: Each dungeon combines combat, strategy, and problem-solving, making every run a unique experience.
This system ensures that dungeons remain engaging and rewarding for all players, regardless of their playstyle.

Introducing Dungeons.gif

Crafting and Gathering Professions​

Rivalia introduces a robust profession system to add depth to the gameplay. Players can master crafting professions such as:
  • Blacksmith: Craft ore bars and equipment.
  • Alchemy: Brew unique potions for your adventure, this is one of our most complete professions.
  • Weaponsmith: Forge powerful weapons.
  • Craftsmanship: Create boats for sailing and furniture for your home.
Supporting these are gathering professions, including:
  • Mining
  • Fishing
  • Skinning
  • Woodcutting
These professions are designed to interact seamlessly, encouraging trade and cooperation among players.

woodcutting.gif

Monster Elites: A New Challenge​

We’ve added three tiers of elite monsters, each offering unique challenges and rewards:

  • Titans: More health and higher experience.
  • Reapers: Stronger attacks and better loot.
  • Warlords: A combination of higher health, stronger attacks, more experience, and better loot.
Elite monsters are marked with icons to help players identify their difficulty and plan their approach.

monster elite.gif

Random-Fixed Item Attributes and Upgrades​

Our item attribute system ensures that every piece of equipment is unique. Items drop with random-fixed attributes, meaning the stats are chosen from a carefully curated pool. You might loot a weapon with completely different stats than someone else’s, even if it’s the same item.

We’ve also introduced an upgrade system to enhance these attributes, creating a money sink to stabilize the server’s economy. There are five rarity tiers:

  1. Common → Rare
  2. Rare → Epic
  3. Epic → Legendary
  4. Legendary → Brutal
  5. Brutal (special attributes for select items—still under discussion!)
Upgrade stones will be purchasable with in-game currency only, reinforcing our commitment to a non-pay-to-win environment.


Boat Navigation System​

Exploring the seas is a cornerstone of Rivalia. Players must craft their own ships to access:

  • Pirate Hideouts: Defeat enemies to unlock chests with rewards.
  • Dungeon Islands: Discover custom dungeons filled with action-packed challenges.
  • Underwater Respawns: Unique areas for hunting and questing.
The ocean is vast, and its secrets are waiting to be uncovered.

pirate hideout.gif

Sneak Peek: Upcoming Paladin Spell​

We’re excited to share a glimpse of a new Paladin spell that will be introduced in a future update:

Spell Name: Stealth
Description
: The Paladin enters a ghostly state, becoming completely invisible for 1-2 seconds. During this time:
  • Neither players nor monsters can see or target the Paladin.
  • The effect ends immediately if the Paladin is hit by a direct attack or caught in an area-of-effect spell.
This spell is designed for strategic use, allowing Paladins to:
  • Evade dangerous situations.
  • Reposition themselves during combat.
Whether you’re escaping a deadly encounter or setting up for a counterattack, Stealth will add a new layer of tactical depth to the Paladin’s toolkit.

pally ghost.gif

Our Commitments​

  • Non-P2W and affordable: Fairness is a priority.
  • Low rates: Challenging but rewarding.
  • Constant updates: Rivalia will grow alongside its community.
  • Content: Starting with the real Tibia map, up to Farmine, with custom areas expanding from there.

Let’s Discuss!​

We’d love to hear your thoughts:

  1. What do you think about combining Tibia 7.4 mechanics with modern Tibia’s monster gameplay?
  2. Should we continue with CipSoft’s map content beyond Farmine or focus on creating custom areas?
  3. What are your thoughts on the boat navigation system? Any ideas or expectations?
  4. What features are you most excited about, and what would you like to see in Rivalia?
Our website is under construction, and we’ll announce the first test server soon. Stay tuned!

We’re excited to embark on this journey with you. Let’s make Rivalia a server that stands out not just for its features but for the community that builds it together.

Once again, join us on discord at: Rivalia Online Discord

Rivalia Online is being currently built by:

Note: Some sprites for the game were used as placeholders meanwhile our graphic artists are working on better and improved assets for our project. The game will be evolving with time, but the gameplay and core mechanics will stay the same. We do apologize for this in advance.
 
Last edited:

Let’s Discuss!​

We’d love to hear your thoughts:

  1. What do you think about combining Tibia 7.4 mechanics with modern Tibia’s monster gameplay?
  2. Should we continue with CipSoft’s map content beyond Farmine or focus on creating custom areas?
  3. What are your thoughts on the boat navigation system? Any ideas or expectations?
  4. What features are you most excited about, and what would you like to see in Rivalia?

1. How do you define 7.4 mechanics? Because when I think or speak about 7.4 to players, most of them talk about the targeting or the exhaust system, maybe a few would mention the damage formulas. I haven't played modern Tibia's gameplay but from videos I've seen, it's gotten progressively worse (mass UE farming, pulling nonstop).

2. I think Cipsoft's core cities are great up until Ankrahmun/Svargrond. I personally dislike anything beyond it (starting with Yalahar). I think the actual location of them, the spawns around them, and their function in the world should be completely custom. It would also be tragic for every creature that exists in CipSoft's Tibia is also in the same location on the map.

3. I think it's nice but there are no specifics here that I can really judge much about it. Tibia's system is just a teleport service with a text UI. If it's intention is exploration rather than transportation, there has to be a reason to explore and there has to be a cost to do it. If it's too easy to explore, people will figure everything out and never interact with it again. If it's randomized, it could be interesting but would come down to the balancing of its use.

4. The dungeon system looks very good. If it's executed well, it might be the best iteration of that type of system I've ever seen.
 
1. How do you define 7.4 mechanics? Because when I think or speak about 7.4 to players, most of them talk about the targeting or the exhaust system, maybe a few would mention the damage formulas. I haven't played modern Tibia's gameplay but from videos I've seen, it's gotten progressively worse (mass UE farming, pulling nonstop).

2. I think Cipsoft's core cities are great up until Ankrahmun/Svargrond. I personally dislike anything beyond it (starting with Yalahar). I think the actual location of them, the spawns around them, and their function in the world should be completely custom. It would also be tragic for every creature that exists in CipSoft's Tibia is also in the same location on the map.

3. I think it's nice but there are no specifics here that I can really judge much about it. Tibia's system is just a teleport service with a text UI. If it's intention is exploration rather than transportation, there has to be a reason to explore and there has to be a cost to do it. If it's too easy to explore, people will figure everything out and never interact with it again. If it's randomized, it could be interesting but would come down to the balancing of its use.

4. The dungeon system looks very good. If it's executed well, it might be the best iteration of that type of system I've ever seen.
1. When I'm speaking about 7.4 mechanics, I actually refer to exactly the same point you gave:

Targeting will work exactly as back in the days, some other games have some kind of "feature" which is kind of like an "Aim assistance"? Which was intended for a 10.98 hotkey server, some of them forget to downgrade this feature as well and we didnt forget about this one, this would be an example, you can check in other games if possible but this was our approach:

SD.gifCooldown/Exhaust system: In which aggressive and non aggresive spells and runes share the same cooldown/exhaust, I can give you an example of how it will work in Rivalia, same as any other 7.4, and correct me if I'm wrong, I can always be mistaken, but this was our approach:

- Aggressive -> Aggressive (Example: SD -> EXPLOSION) in which case you had to wait 1-2 seconds to be able to cast the next rune.

A + A.gif

- Non-Aggressive -> Non-Aggressive (Example: Mana potion -> UH) in which case you only have a small exhaust period between them but hardly noticeable.

N + N.gif

-Aggressive -> Non-Aggressive: shared the same exhaust which is about 1-2 seconds to be able to UH yourself (Example: SD -> UH)

A + N.gif

- Non-Aggressive -> Aggressive: Had a small exhaust period just like in non-aggressive's case

N + A.gif

We apprecciate your feedback and of course will be reviewing any further changes later on when or after a test server (beta), we would like the players to experience it themselves, also we do intend to with time, customizing the experience based on the server's evolution. In the case of the formulas, they would be "close" to the 7.4, but not exactly the same. We would also like the players feedback on this and work on it on a test server.
Post automatically merged:

1. How do you define 7.4 mechanics? Because when I think or speak about 7.4 to players, most of them talk about the targeting or the exhaust system, maybe a few would mention the damage formulas. I haven't played modern Tibia's gameplay but from videos I've seen, it's gotten progressively worse (mass UE farming, pulling nonstop).

2. I think Cipsoft's core cities are great up until Ankrahmun/Svargrond. I personally dislike anything beyond it (starting with Yalahar). I think the actual location of them, the spawns around them, and their function in the world should be completely custom. It would also be tragic for every creature that exists in CipSoft's Tibia is also in the same location on the map.

3. I think it's nice but there are no specifics here that I can really judge much about it. Tibia's system is just a teleport service with a text UI. If it's intention is exploration rather than transportation, there has to be a reason to explore and there has to be a cost to do it. If it's too easy to explore, people will figure everything out and never interact with it again. If it's randomized, it could be interesting but would come down to the balancing of its use.

4. The dungeon system looks very good. If it's executed well, it might be the best iteration of that type of system I've ever seen.

2. Actually thanks to you, we just talked about it, content was up to Farmine, might be limiting the content up to Svargrond, we also dislike cities like Yalahar, that you can literally take a few stairs and start hunting, I, as a player, had better experiences in other games that had the respawns more "spread" all over the city, in random parts. Actually we are already working on a new content which will bring factions into the game, including a questline with game tasks and access/door progression needed quests. I can share a small sneak-peak:

The Confederation of Luminis: A society of luminous beings known as Luminari, who live in symbiosis with Rivalia's magical energy. They use light and energy to heal, defend, and create. Their cities glow with their own light and are situated enchanted rivers and radiant meadows.

image.webp


Post automatically merged:

1. How do you define 7.4 mechanics? Because when I think or speak about 7.4 to players, most of them talk about the targeting or the exhaust system, maybe a few would mention the damage formulas. I haven't played modern Tibia's gameplay but from videos I've seen, it's gotten progressively worse (mass UE farming, pulling nonstop).

2. I think Cipsoft's core cities are great up until Ankrahmun/Svargrond. I personally dislike anything beyond it (starting with Yalahar). I think the actual location of them, the spawns around them, and their function in the world should be completely custom. It would also be tragic for every creature that exists in CipSoft's Tibia is also in the same location on the map.

3. I think it's nice but there are no specifics here that I can really judge much about it. Tibia's system is just a teleport service with a text UI. If it's intention is exploration rather than transportation, there has to be a reason to explore and there has to be a cost to do it. If it's too easy to explore, people will figure everything out and never interact with it again. If it's randomized, it could be interesting but would come down to the balancing of its use.

4. The dungeon system looks very good. If it's executed well, it might be the best iteration of that type of system I've ever seen.

This response will be for 3 and 4.

We actually dont know anything about Tibia having a Boat Navigation system, I was really brief in the description about the navigation system but, it has its purpose, some of the purposes of the navigation system is:

1. Dungeon Finding: Dungeons are scattered all across the world, they are not easy accesible, these are islands which your goal navigating will be to find these dungeons, once you find a dungeon, if you explore the island, you will find a "teleporter" which will only be accesible to come back and forth if you find it and activate it (Wont be able to travel if Pz Locked as well as regular boats in game). So at first, you wont know where the dungeons are, you will have to explore the vast ocean to find them.

2. Pirate's Hideouts: The pirate hideouts were made thinking of Zelda bokoblin camps, where the player defeated the monsters and a chest popped on whenever all the monsters in the campament are defeated. These camps/hideouts can also be considered respawns and there will be plenty all across the sea.

3. Underwater Respawns: These underwater respawns are hidden, and can only be accesible through a vortex or a whirlpool anywhere around the ocean, you will have to find these respawns yourself, exploring the ocean.

4. Raid Bosses: We actually just finished working on two new raid bosses that will only appear on water, The Kraken and Leviathan, both have special "spells" or mechanics considered to make it difficult for the players to be able to kill them easily. These monsters will also have huge rewards and you will be "able" to farm them since these raids will be quite often repeatedly.

5. Cargo Monsters: There will be cargo boats all across the ocean, which you will be able to "hunt" and look for, these boats will be rather hard to find, but if you find one, make sure to slay it and you might be greatly rewarded.

There is plenty to do in the sea, and there's plenty of ideas, but we would also like the players to give us their feedback and also ask them, what they expect and what kind of content would they like? Honestly we are very excited about this, and theres plenty of room to work on.
 
Last edited:
This response will be for 3 and 4.

We actually dont know anything about Tibia having a Boat Navigation system, I was really brief in the description about the navigation system but, it has its purpose, some of the purposes of the navigation system is:

1. Dungeon Finding: Dungeons are scattered all across the world, they are not easy accesible, these are islands which your goal navigating will be to find these dungeons, once you find a dungeon, if you explore the island, you will find a "teleporter" which will only be accesible to come back and forth if you find it and activate it (Wont be able to travel if Pz Locked as well as regular boats in game). So at first, you wont know where the dungeons are, you will have to explore the vast ocean to find them.

2. Pirate's Hideouts: The pirate hideouts were made thinking of Zelda bokoblin camps, where the player defeated the monsters and a chest popped on whenever all the monsters in the campament are defeated. These camps/hideouts can also be considered respawns and there will be plenty all across the sea.

3. Underwater Respawns: These underwater respawns are hidden, and can only be accesible through a vortex or a whirlpool anywhere around the ocean, you will have to find these respawns yourself, exploring the ocean.

4. Raid Bosses: We actually just finished working on two new raid bosses that will only appear on water, The Kraken and Leviathan, both have special "spells" or mechanics considered to make it difficult for the players to be able to kill them easily. These monsters will also have huge rewards and you will be "able" to farm them since these raids will be quite often repeatedly.

5. Cargo Monsters: There will be cargo boats all across the ocean, which you will be able to "hunt" and look for, these boats will be rather hard to find, but if you find one, make sure to slay it and you might be greatly rewarded.

Tibia doesn't have a boat navigation system, what I meant is that Cipsoft uses boats as teleport system between waypoints, using a text interface. If the boat system you guys are developing is not about moving people to cities or areas and more about exploring, then I think it's very good. If I have to manually sail from Edron to Venore, then I don't really see what it adds and would rather keep another form of transportation.

It seems like you guys will have both, which is fine but that was the area of confusion.

All of these features for the boat navigation system look and sound great. Remember that it still has to be balanced compared to the mainland, or else people will do one or the other. I'd say they should be rewarding in their own unique ways, like one for money and one for experience, or maybe one tuned to be more high risk, high reward compared to an one tuned to be average, consistent gains.

Quests and factions are cool if done right, but often aren't. Even Cipsoft somewhat had terrible implementation of them with Brotherhood of Bones and Knightmare Knights. I think stuff like the Postman Quest is what the aim should be, but maybe more fleshed out with it's benefits (Cipsoft barely made postboxes in spawns.).
 
Tibia doesn't have a boat navigation system, what I meant is that Cipsoft uses boats as teleport system between waypoints, using a text interface. If the boat system you guys are developing is not about moving people to cities or areas and more about exploring, then I think it's very good. If I have to manually sail from Edron to Venore, then I don't really see what it adds and would rather keep another form of transportation.

It seems like you guys will have both, which is fine but that was the area of confusion.

All of these features for the boat navigation system look and sound great. Remember that it still has to be balanced compared to the mainland, or else people will do one or the other. I'd say they should be rewarding in their own unique ways, like one for money and one for experience, or maybe one tuned to be more high risk, high reward compared to an one tuned to be average, consistent gains.

Quests and factions are cool if done right, but often aren't. Even Cipsoft somewhat had terrible implementation of them with Brotherhood of Bones and Knightmare Knights. I think stuff like the Postman Quest is what the aim should be, but maybe more fleshed out with it's benefits (Cipsoft barely made postboxes in spawns.).

Yeah, there will be both boat normal travel system and the new waypoint system which will only work for the player to travel amonst dungeons.

We talked about this on the discord but for any other reading the post in OTLAND, I will be posting the same waypoint system idea here.

Dungeon - Waypoint System

Dungeons are scattered all across the map, in order for the player to get to these dungeons, the player should first craft their own boat learning the Blueprint and gathering the "ingredients or materials" needed to craft the boat. For this the player could either gather the material through woodcutting profession or buy them from another player who dedicated the time to gather the materials.

The player (Content is around level 50ish forward) now has a boat and is able to navigate through the ocean and can explore and find new islands. The purpose of navigating will be to find pirate hideouts, defeat the monsters and collect their chests, which will have keys needed for the dungeons. You can also find keys all around the game in monsters similar to the ones the dungeon has within.

In each island there will be a waypoint or an NPC (Still thinking on this), which you will have to find. After talking to the npc or discovering the waypoint, you will be able to travel to each waypoint you got discovered.

Note: Waypoints will not work from city A to city B, this system is just thought for the dungeons.

Any thoughts? Ideas? Feedback?
Would love to hear your ideas.


Untitled.webp
 

Introducing New Spells and Spell Adjustments to Rivalia

Hey everyone,

We’re excited to introduce a new set of spells for each vocation in Rivalia, along with one key spell adjustments designed to enhance both PvE and PvP balance. These additions aim to provide more strategic options while addressing some long-standing gameplay concerns.

Here’s what’s coming your way:

🛡️ Elite Knight – "Exeta" (Distant Challenge) 🛡️

Distant Challenge is a unique spell crafted for versatility in both PvE and PvP situations. While it’s a powerful tool, it comes with a risk to maintain balance.

In PvE:
Distant Challenge allows you to taunt a monster from up to 4 SQM away, pulling its attention even if it’s focused on someone else. This can be a game-changer in tough fights. However, to prevent abuse, casting the spell costs 15% of your maximum health—no exceptions. If you’re at 15% HP and cast it, you’ll die.

The spell also deals a small amount of damage to the taunted creature. With a 4-second cooldown, you’ll need to time it carefully, especially when your health is running low.

In PvP:
Instead of taunting, Distant Challenge deals damage based on your target’s current health. The higher their HP, the less damage it does—but if they’re barely holding on, this spell hits hard, making it perfect for finishing off opponents.

Keep in mind: the health penalty applies in PvP as well, so use it wisely.

exeta 1.gif


☠️ Master Sorcerer – "Exevo Mort Hur" (Death Wave) ☠️

While Rivalia sticks to 7.4 spells and mechanics, we’ve taken inspiration from the 10.98 elemental system to diversify the sorcerer’s toolkit.

Death Wave adds a new death-element attack to your arsenal. Unlike Exevo Vis Hur, which remains the standard energy wave, Death Wave provides an alternative for different combat situations. Depending on the monsters you’re facing, you’ll need to choose the right spell to maximize your damage output.

This gives sorcerers more flexibility in elemental damage, adding depth to their spell rotation.

sorcerer spell.gif


🎯 Royal Paladin – "Utana Gran Vid" (Stealth) 🎯

Stealth allows the Paladin to enter a ghostly state, becoming completely invisible for 1–2 seconds. During this time, neither players nor monsters can see or target the Paladin.

However, there’s a catch:

  • If hit by a direct attack or caught in an area-of-effect (AoE) spell, the stealth effect immediately ends, and the Paladin reappears.
Stealth is perfect for evading danger or repositioning in combat. Whether you’re dodging an ambush or setting up the perfect shot, timing is everything.

pally ghost.gif


🌿 Elder Druid – "Utura Sio" (Purity of Life) 🌿

Purity of Life is a powerful healing-over-time (HoT) spell designed for consistent support during critical moments.

When cast, it blesses a chosen target with healing over 10 seconds, delivering a pulse of healing every 2 seconds—for a total of 5 healing waves. This spell can be cast on yourself or an ally, providing steady recovery even in the heat of battle.

While Purity of Life is active, the druid can still cast other healing spells like Heal Friend, allowing for layered, flexible support. It’s an essential tool for maintaining pressure in tough fights while keeping your team alive.

druid spell.gif


🧨 Ultimate Explosion (UE) Adjustment 🧨

To address past issues with Ultimate Explosion (UE) being exploited in PvP—where rogue mage teams could dominate battles by spamming UE with overwhelming effectiveness—we’ve introduced a new damage reduction mechanic.

Now, for each player caught within UE’s area of effect, the spell’s damage will be reduced by 10% per player, up to a maximum reduction of 60%. This means the more players hit, the less damage each will take, creating a more balanced PvP environment.

Important: This change only applies to PvP. UE will retain its full damage potential when used against monsters, ensuring PvE gameplay remains unaffected.

mas vis 2.gif


That’s all for now! We’re eager to see how these new spells and adjustments shape your strategies in Rivalia. As always, your feedback is invaluable—let us know what you think.
 
📢 Rivalia Online Website is Live!

Hey everyone! We're excited to announce that our official website is now live: Rivalia Online Website 🎉

You can now create your account in preparation for the upcoming test server. The game client isn’t available for download yet, but we’ll let you know as soon as it is.

🔹 Test Server Starts Tomorrow!
We’ll update you with the exact time soon—hope to see you all there! Your participation is crucial in shaping the game.

🛠️ How You Can Help:
✅ Test everything thoroughly and report any bugs or exploits.
✅ Record your gameplay—raw footage helps us improve the game, and we’ll reward you for it!
✅ Spread the word—the more players we have, the better the experience for everyone.

Thanks for being part of this journey! Let’s make Rivalia Online amazing together. 🚀🔥

If you're still not part of our discord join through: Rivalia Online Discord
 
How will you handle rune making / scarcity of mana ? Will hp/mana regen be fast like new tibia or super slow like 7.4? This is one of the most important aspects of 7.4 apart of the mechanics - the fact that the resources you need to hunt are actually either super expensive or super time consuming due to the slow regen.
 
How will you handle rune making / scarcity of mana ? Will hp/mana regen be fast like new tibia or super slow like 7.4? This is one of the most important aspects of 7.4 apart of the mechanics - the fact that the resources you need to hunt are actually either super expensive or super time consuming due to the slow regen.

We will stick as close as possible to 7.4 mechanics, formulas and regeneration, considering player feedback we might get the closest if theres any issue, this is why its a test server and not an official launch.

Also, keep in mind that the map will be more extensive than only 7.4 map, but the content will be available up to Svargrond and so, theres more respawns, this equals to the game being a bit “faster” even if you maintain the old formulas.

Also, there are alchemy potions which you can craft and will be used for mana and health regeneration and other purposes.
 
Hello everyone!

We want to take a moment to thank those who joined us for the alpha test. We really appreciate you taking the time to provide feedback on the game’s systems, bugs, crashes, and errors. After discussing with everyone involved in the project, we’ve decided to move forward with what we believe is the right roadmap—one that defines where the game should go, who we are, and the kind of experience we want to create for players.

As we mentioned in our post on OTLand, our goal is to deliver a 7.4 experience with its core mechanics intact, featuring real Tibia graphics—just as if CipSoft were to release a modernized version of 7.4 today. Of course, we’re also adding custom features such as item attributes, boat navigation, crafting, and more. To be clear, this is the direction we want to take. While many players ask for a “true” 7.4 experience, we’ve seen time and time again that when they start playing servers that fully replicate the old-school gameplay, they often lose interest within a week. After playing so many OTs that introduce quality-of-life changes and modernized mechanics, players have become accustomed to a different pace.

With that in mind, we will be introducing several new features for some vocations while still staying true to the core mechanics and exhaust system of 7.4. Additionally, we’ll be introducing crafting professions gradually. Instead of launching all four crafting and four gathering professions at once, we’ll start with Alchemy, as it’s our most complete and well-tested profession. As we refine each system and carefully consider every aspect, future updates will introduce the remaining professions over time.

We’ll be posting more details in the coming days—we have a lot of ideas and can’t wait to share them with you!
 
Revamping Low-Level Mage Gameplay in 7.4!

We're making an exciting change to how low-level mages (Sorcerers and Druids) start their journey. Instead of being forced to rely on melee weapons, mages will now begin with a wand as their starter weapon. These wands will function as single-target magic projectiles, making them viable across different stages of the game—early, mid, and even late-game.

To complement this, we're introducing Sparking Magic Runes, a low-tier rune designed as a magical alternative to burst arrows. Both Sorcerers and Druids will be able to use these runes starting from level 8, with no magic level requirement. This means that right from the start, mages can cast these runes to aid their progression, ensuring a smoother leveling experience.

How does the damage formula work?

  • The base damage starts between 5-10 and scales with magic level as the player progresses.
  • These runes are designed primarily for low-level mages, providing a reliable offensive option without breaking the balance.
To prevent accidental PvP attacks, the wands will remain single-target. However, we’re also introducing staffs, which will deal 3x3 area-of-effect damage centered on the target.

New Spells:

📜 Sparking Magic Rune"exevo runa spargo" (Creates 10 runes, costs 20 mana)
🔥 Explosive Magic Rune"exevo runa fulgor" (Creates 10 runes, costs 120 mana)

This system is designed to preserve the essence of mage gameplay—traditionally focused on spellcasting and burst damage—while modernizing it by replacing the reliance on burst arrows with magic-based runes.

We’d love to hear your thoughts! Do you think this will make low-level mage gameplay more engaging for both Druids and Sorcerers? Our goal is to make mages more appealing and early-game progression smoother—without relying on outdated mechanics.

Let us know what you think! 🔥✨

Single target wand:

sparking magic rune.gif

3x3 Staff:

sparking magic rune 3x3.gif
 
This is currently the most promising server on the horizon, the client is aesthetic, the systems in the game are interesting and the balance seems to be well thought out. I can't wait for the launch and for those undecided I can only say: there will be no better chance for a playable OTS for a long time
 
Back
Top