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Emberfall Online - Discussion Thread

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After years of development, time has finally come to step out from the shadows of the "unknown project".
I am happy to share more about Emberfall Online.
Let me shed some light on this upcoming server. Emberfall is a custom server built on OTC V8, protocol 10.98, featuring the latest sprites along with a touch of unique, custom assets. It is not a classic RPG server, but it is not an evo server as well. You will be able to explore huge, custom game world with its own lore, but the gameplay style is not as slow-paced, as you might expect from typical RPG server, and in addition it emphasizes aoe combat over single-target mechanics. There is no evo teleport room, instead, we’ve implemented a waypoint feature, which suits the open-world setup better. It shouldn't be also as time-draining as some RPG servers. The storyline is there for those who want to immerse themselves, but for those who prefer a quicker approach, "hi mission yes" will work just as well.

The concept behind Emberfall was to create a game I’d personally want to play, crafted with attention to detail. The gameplay closely resembles the original Tibia, but rather than blindly copying features from every Tibia update, we've refined the experience — removing unnecessary complexities, that many players barely care about, and adding a dash of customization. The result is a game that feels familiar, reminiscent of the one we all once enjoyed, yet it offers plenty of fresh experience.​




Key Features:​

  • Expansive custom map – Developed over many years, featuring highly detailed, original locations. The world is open, meaning that you can reach almost any place on foot. However, to get to an island, cross mountains, rivers, or lakes, you may sometimes need help from an NPC or use a teleport via a waypoint, if you’ve already unlocked one. While exploring the world, you’re unlikely to encounter randomly roaming powerful monsters, allowing you to explore a significantly larger portion of the land, even in the early stages of the game with a low or medium level. The entire world is divided into two continents, which make up 90% of the world, with islands being the minority. A unified landmass, rather than being split into many small islands, greatly enhances the game world's atmosphere and immersion.
    The areas around cities, which are often neglected and lack detail, are one of the bigger issues we tend to encounter with custom maps. This time, even the wastelands have been given a worthy level of detail, making exploration enjoyable rather than a tedious, forced task.
    Out of all the features the server has, the game world has been the biggest priority from day one, which is why the most time and energy have been invested in creating a unique, fully custom world, where almost all locations will be one-of-a-kind and found nowhere else.​
  • Storyline – You can get into the lore as much or as little as you like.​
  • Classic vocations – Sorcerer, druid, knight, and paladin.​
  • Reworked promotions – Promotions are available for players with at least level 200 that undergo the trials within the ancient temples to earn the title of master, elder, elite, or royal. These titles should bring both pride and power!​
  • New elemental powers – Promotions unlock more than just faster regeneration; each vocation gains a unique element, new spells, and abilities. Elder druids will harness air damage, while master sorcerers will command spectral damage. These powerful spells come at a higher cost though.​
  • Mostly classic spells – New spells and abilities are available for low-level players, as well as for the promoted players, mentioned above. The majority of the well known spells remain unchanged.​
  • Faster attack speed – Weapons feature varying attack speeds, from 1.4s for early-game weapons to as low as 1.0s (or even faster) for very rare, endgame items.​
  • Training options – Available training options are excercise weapons, training dummies or offline training.​
  • Item rarity – Items range from rare, epic, legendary, to ancient – each tier offering progressively stronger benefits. Among the attributes that will pertain to the equipment are: enhanced attack, defense, skills, increased elemental attack and protection, range and accuracy of ranged weapons, attack speed, life and mana leech, additional health and mana, hypnotize ability, which immobilizes opponents for a moment, luck affecting loot drop and more...​
  • Item sets – To further improve equipment power, merging items into sets is going to unlock enhanced abilities.​
  • Simplified imbuements – Imbuements apply to the player rather than individual items, so that you don't have to worry about changing gear depending on imbuement type, and carry multiple identical items, each with different imbuement type. Simplified imbuements are focused on three key abilities: critical hit, life leech, and mana leech. The rest of the original imbuement types are replaced with another equipment upgrades like rarity, sets, weaponcraft or shieldcraft.​
  • Weaponcraft – A way to upgrade your weapons by inserting a gem in it. Each vocation have a few unique abilities exclusive to it, along with a set of abilities that can be used by any vocation. Each ability will have 2 to 3 aspects that can be improved individually (like chance to trigger, number of targets, range, or damage). You can upgrade these aspects further, but there’s a limit to how many times an ability can be upgraded. This means you’ll need to prioritize which aspect is most important to you.​
  • Shieldcraft – Shields offer more than defense. You can upgrade them with chosen elemental protections to gain an edge in combat, this way shields are going to have increased meaning. The great thing is, you're not restricted to just one element. Deciding between higher damage of a two-handed weapon and improved protecions of a shield is going to need a bit more effort. In a combination with high rarity tier and multiple protections, you can craft powerful tool for your combat.​
  • Monster levels – Every hostile creature has a level (1-10). Level 5 represents the base strength, with monsters below being weaker and those above being stronger, offering better loot and unique rewards. Monsters with level 10 may drop unique items required in various game activities, auch as item upgrades, so it is worth the effort.​
  • Boss mechanics – Boss fights feature a lot of different mechanics, not too complicated or difficult to master, they aren’t puzzle solving experience, however they may require tactical adjustments, so that each boss fight is going to be slightly different and feel fresh and engaging.​
  • World boosts – Complete global quests to unlock world-wide boosts like increased experience, skills, loot or events like potion boosts.​
  • Quick loot feature – Looting is fast and seamless. Step on the corpse of your enemy to automatically transfer desired items into your selected containers. Special effect over the body will indicate whether the monster has already been looted or not.​
  • Larger bags and backpacks – Carry more items, containers are approximately two times larger than standard.​
  • Travel options – There are three ways to travel: you can explore the world on foot, but sometimes you might need assistance. You can ask a ship captain or a horse/pegasus carrier to take you to another city or important location. You can also use portals once you discover them, which are scattered across the world for more precise destination choices – though this option comes at a higher cost.​
  • Game store – It was never the intention to create a server that would be a money-making machine; from the very beginning, it has always been about hobby gaming and the fun of content creation. The game store will be designed in such a way that Free Account players can still enjoy the majority of the game without needing to spend money if they don’t want to. Details are yet to come, but with our current plans, you can rest assured the game is not designed to be pay-to-win.​
  • World type – PVP, but with protection until level 200, so when the promotion possibility unlocks.​
  • Blessings – free until level 200.​

  • Additional features:
    • Preys​
    • Bestiary​
    • Crafting​
    • Tasks​
    • Talents​
    • Daily chests​
    • Haunted chests​
    • Boosted creatures​
    • And more...​
  • Rates:
    • Experience:
      • Experience stages are reversed compared to the typical approach, which is intentional – players won’t rush through early game content too quickly, and leveling a highly experienced character won’t turn into an endless, boring grind.​
      • starting with 4x​
      • up to 15x for levels above 1000​
    • Skills: 5x​
    • Magic: 4x​
    • Loot: 1x/custom​

In the upcoming posts, I will describe in more details some of the features mentioned above, as well as those that will be added in the future. For now, lets move on to visual presentation.




Spells:​

There are around 20 new spells for the moment, some of them are still unbalanced in terms of power, but despite that you can see a little presentation of what to expect. Below there are 4 new spells, one for each vocation, that promoted characters will be able to use.

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‏‏‎ ‎Elder Druid​

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‏‏‎ ‎Master Sorcerer​

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‏‏‎ ‎Elite Knight​

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‏‏‎ ‎Royal Paladin​




Game Client:​

At the current development stage, this is how the client looks like.
Click on the image to enlarge it and see real sharpness.

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Game World:​


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Launch date:​

Now, I don’t want to make empty promises, but the aim is to have everything ready by fall 2025. Server will be hosted in Europe.



As the game is still in development phase, I invite you to discussion and leaving your thoughts, asking questions, I will appreciate it.
Basically every aspect of the game, so this includes obviously what you've just seen above, will continue to be developed so there may and there will be changes, new features will come and old might be reworked.

For Now I invite you to join us on our Discord server to be informed about everything about what's new.

Best Regards!
 
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It looks very good, I really like customized servers, I will follow your project and follow the news.

p.s.: I really like your mapping style, it gives me a good feeling of RPG.
 
Interesting project to hold eye on, but.. sadly theres a one major issue with custom projects : "overwhelming ideas".
I hope you won't fall into a hole of endless ideas and you can plan "basic version" to launch it soon.
Looks promising! 😍
 
Interesting project to hold eye on, but.. sadly theres a one major issue with custom projects : "overwhelming ideas".
I hope you won't fall into a hole of endless ideas and you can plan "basic version" to launch it soon.
Looks promising! 😍

I agree, too many features or overly complex designs can become overwhelming. The goal is to keep things fairly simple and rooted in classic gameplay so that anyone familiar with OT feels at home. Custom features should feel intuitive, they are picked carefully, I’ve noticed that many servers add every possible "system" without much thought. I don't want to follow that path, I don't want to reinvent the wheel either or introduce unnecessary clutter with complex windows and buttons.

There will also be an in-game guide, which would allow to quickly get familiar with features anytime during gameplay, without a need to read through any external site like wiki or something.

Btw. if you had specific aspects in mind when mentioning "overwhelming," it would be nice to "hear" your thoughts. In the end, player feedback will be the final guide in shaping the server.

Discord link is not working? @Unknown Soldier

Damn, thank you for reporting! The old one has already expired...

New discord link -> Emberfall Online
 
How long does a normal player need for level 200?

Never done such test, so it is difficult to say precisely, but with some good team hunts I'd say 2-3 days of casual playing, just a couple of hours a day. Solo would take longer, can only guess it may double that time.
 
Today, I’d like to share more details about weapon upgrades, specifically weaponcraft.

Upgrading shields is fairly straightforward, as described earlier in this thread. The goal was to keep it simple and avoid unnecessary complexity. Similarly, weapon upgrades were designed to be simple yet engaging and rewarding. Together, shieldcraft and weaponcraft provide boosts to defense and offense, respectively, and are easy to learn.

Weaponcraft allows you to upgrade only your weapon. Each vocation will have a few unique abilities exclusive to it, along with a set of abilities that can be used by any vocation, in total there will be over 10 abilities to choose from (I'm not giving an exact number as the amount may increase). Each ability will have 2 to 3 aspects that can be improved (available aspects are: chance to trigger, number of targets, range, or damage). Enchanting a weapon with a corresponding gem assigns the ability to that weapon, making it ready to use. Initially, the bonus values will be basic - so in other words - low.

You can upgrade these aspects further, but there’s a limit to how many times an ability can be upgraded. This means you’ll need to prioritize which aspect is most important to you. This system allows you to craft a weapon that best fits your gameplay style. But items required to upgrade will be very rare.

If you get bored with a certain ability over time, you’ll be able to remove the gem from your weapon and replace it with a different one.

Here are samples of 4 abilities. The weapons are all maxed out (10/10) for the purpose of the presentation. The values are experimental, will most likely change.


  • Conduit - chain attack for wands and rods that will deal the same damage type as the wand/rod damage to nearby creatures (depending on target amount and range values).
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  • Rupture - powerful attack that will crack the ground between enemies that received the hit. The cracked ground will additionally slow down your enemies. The strength depends on target amount and range values.
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  • Starfall - summons fireballs falling from the skies, dealing significant damage to the targets, additionally stunning them for a short moment, making them unable to move and attack. Amount of fireballs depends on target value, and the damage percent will define the strength of the damage.
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  • Multishot - fires multiple arrows/bolts at multiple targets at the same time, again the power of that ability will depend on target amount and range values.
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Best Regards!
 
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The bestiary is another feature you will find on Emberfall. Hunting creatures progressively expands the amount of information available about a monster, such as its stats or loot, and grants additional permanent combat bonuses upon completion. Huge thanks to @Fifth for making this possible.

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Players will also collect charm points which are required to wear charm items, so the items that you put in your arrow slot to further boost combat performance.

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Lastly, inventory received a quality of life feature that displays charges and time attributes of items, as well as amount of ammo in quiver.

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I'd like to invite you to Emberfall Discord server which is going to be updated more frequently now so that you can follow all the new content and features, and at some point get notification about first test phase.

Best Regards!
 
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can we get NA host on east coast so all regions can play with 100-120 ping?? it works a lot better for all regions to be able to connect, on EU host, BR and west coast NA have 185 ping which is just so high. but on east coast NA, EU has 120- even some lower with virginia host, br also 120 ping, and west coast usa 80-90 ping
 
can we get NA host on east coast so all regions can play with 100-120 ping?? it works a lot better for all regions to be able to connect, on EU host, BR and west coast NA have 185 ping which is just so high. but on east coast NA, EU has 120- even some lower with virginia host, br also 120 ping, and west coast usa 80-90 ping
There is such a chance, but the decision will be made after the EU server launch.
 
Will there be any interesting activities for guilds?
For now nothing has been done in that regard, cannot guarantee that it will be ready at the very beginning, but certainly at some point events for guilds, and not just guilds, will be added.
 
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Hello again!

Recent work has focused primarily on content, but I'll leave that for players to discover. Today, I'll give you some information about looting and items rarity on Emberfall.

The server offers a quicklooting feature that makes collecting loot faster and more organized. There are two ways to use it:
  • Clicking on a corpse will automatically loot all nearby corpses, including those beneath the player.
  • Stepping on a corpse will trigger quicklooting for all corpses on that tile.
Both methods work simultaneously, allowing you to choose the one that best suits your playstyle.

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Managing loot preferences is simple. You can add items to your quickloot list in two ways:
  • Manually entering the item’s name.
  • Right-clicking an item and selecting "Add/remove from Quickloot" from the pop-up menu.
Each item on the list must be assigned to a designated container, ensuring your loot is sorted exactly how you want it.

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Players can also loot unique items with different rarity tiers. There are four levels of rarity: Rare, Epic, Legendary, and Ancient. When you loot an item with a rarity tier, a special animation will appear along with the rarity tier's name, ensuring you won't miss it.

Higher-tier items come with more bonuses, and bonus values increase with rarity. However, to prevent balance issues, there is a rarity cap for each item. Without this, low-tier items with high rarity could outclass powerful but non-rare gear. For example, a leather helmet can only reach rare tier, while a royal helmet might go up to Legendary. Most powerful items, like the spiritthorn helmet, have no restrictions and can attain ancient rarity with top-tier attributes.

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Rarity-tiered items aren’t exclusive to loot drops, they can be acquired in other ways as well. Additionally, players can customize how rare items appear inside their backpacks, choosing from three different styles or the classic item slot without any rarity indicators.

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That’s it for this small update!

I just wanted to check in and let you know that work on the project is still moving forward. There’s more in the pipeline, so stay tuned for future updates!
 
I love that you put much effort in every details. Hope that you will finalize your project and will be able to play :)
 
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