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A project that began several years ago between four friends has now reached a stage where it’s ready for the public. After many rounds of closed beta testing and countless hours of work with design, art, programming, mapping and balance - We are proud to announce Tibia Reborn: A server based on Tibia 7.4 - 7.7 with heavy customization, all while preserving the classic old-school Tibia game play.
Our goal was to provide an alternative direction to how Tibia could have evolved past its strong roots. Tibia Reborn is a low-rate server with new monsters and maps to explore, combined with features from high-rate servers such as a reduced death penalty and an increased frag count to offer the intense old-school PvP action we all remember - together with unique gear and level progression.
Looks super fun. Im all for low exp but I really think that it is important to show off a server first with a high exp version so the people can see the quality of the server. Have you thought of that?
I will join for sure, hopefully more people are willing to try out a new server and Invest time on a low rate server
Character progression is altered by giving the player 5 skill points on each level up. This replaces the traditional way of automatically gaining a set of health, mana, capacity, speed and magic power. With this system, you can (with some limitations) put your points into the following Stats:
The primary value from each stat depends on your vocation, while the secondary attribute (given each 10th point) is constant for all vocations. The secondary attribute is added for an additional break point, but also to balance out the stats more between vocations. For example, putting points into Energy as a knight gives the least value (3 mana / point), while the secondary stat gives them the highest percentage value of all vocations. 40 energy points will double an elite knight's mana regeneration, while promoted mages require 120 points to double their mana regeneration.
Primary stat values for each vocation:
This change alone (combined with attributes on items) would make your character a lot stronger than the vanilla system, so we've implemented two limitations: Firstly, the primary value given from each point ranges between 60-80% of the vanilla value. For example, if you spread your points equally every level, you'd gain 9 hp per level instead of 15 hp per level as a Knight. Secondly, you can maximum put 40% of your points into one stat, where the capacity is increased by 20 each 10th level.
Even with these limitations, you can really niche your character into a specific play style, especially by leveraging item attributes where your stat points are maxed out.
Looks super fun. Im all for low exp but I really think that it is important to show off a server first with a high exp version so the people can see the quality of the server. Have you thought of that?
I will join for sure, hopefully more people are willing to try out a new server and Invest time on a low rate server
Thanks! Yes, we've thought about that a lot. The focus from start of development was to release a low-ish rate server. Releasing a high-rate server, we'd have a lack of high level content - and too much low level content.
We've run multiple close beta tests together with people we played Tibia with growing up, to make this server as ready for launch as possible without spoiling the fun for the public.
We hope that the automatic task system, a 50% increased loot rate and stronger items will make this quite a bit faster paced than a vanilla 7.4 - 7.4 server.
Vocations have been revamped to feel more dynamic and distinct. Let’s explore the one that received the biggest overhaul — the Druid. A vocation that specializes in poison, summoning, and healing — but historically only truly excelled at the latter. Because of that, our changes focus on strengthening its poison and summoning abilities.
- Cure Poison has been removed so that poison can behave more like the fire and energy elements, without a direct counter spell. As a result, poison now deals the highest damage over time and keeps players PZ‑locked for the longest duration.
- Summons share 75% of their gained experience instead of 50%.
- Undead Legion summons Skeleton Archers and Skeleton Mages (Custom 120~ experience monsters) instead of normal Skeletons. Summons up to 6 creatures from corpses (if no other summons are present) (ML 38) [500 -> 1000 Mana].
- Animate Dead Rune summons a ghoul instead of a skeleton, but can only be used if the player has no other summoned creatures. Useful for training or low level hunting support, as this rune can be used by any vocation with magic level 6.
- Teleport Creatures: A new spell that teleport all your summons to your location (can be used to change floors!) (ML 30) [100 Mana].
- Venom Strike: A new strike spell that deals poison damage instantly and over time (ML 3)[40 Mana].
- Wild growth has a shorter duration but cannot be cut down.
- Poison Storm now instantly deals poison damage (35%~ of UE) and leaves poison DoT (eventually resulting in damage of 2~ UEs). The area effect is rippled with increased radius, rather than just instantly hitting the entire area [600 -> 1200 Mana].
- Rods/Wands now behave more like other weapon types. They deal full damage only if used with full attack and has a higher damage variance. All rods by default (without a range attribute) have one range, and are affected by Critical Hit, Double Hit and Life Steal. Overall, rods are weaker initially but stronger once enchanted with powerful attributes.
After community feedback and discussions, we've decided to increase the experience rate in the earlier levels by using the following stage:
4x: 1-20
3x: 21-50
2x: 51+
Now lets dive into item changes!
Over 25 new items have been added to the game and changes have been made to existing ones. Much mid/late game gear has increased armor (f.e g-legs 9 to 13 arm), and others have been individually rebalanced, such as longsword (17 to 21 atk) and dwarven shield (26 to 24 def), and many more - with a sole purpose to create a smoother progression.
Unique and selected attributes has also been given to all items!
An item can drop with up to 3 attributes. A text will appear above the killed creature, notifying the players that a 'rare' (1 attribute), 'epic' (2 attributes), or 'legendary' (3 attributes) item has been dropped.
A fire axe can drop with the following attributes: Fire DoT, Inferno Strike and additional weapon attack. If an item is dropped with an attribute, it rolls either low or high. F.e, Attack can roll +1 or +2. The rarer an item is to find, the higher chance it has to drop with attributes. Getting multiple attributes on lower level gear is extremely rare!
Items always drop with a set amount of enchantment slots (if dropped with an attribute), which can be enchanted with magic scrolls, found in creatures, treasure goblins and quests.
Will hop in to check this out. However, got some concerns re the pvp balance. As far as I understood, you can UH+ Vita as a paladin? What about uh+sd @ mage? That's the same, eh?
Will hop in to check this out. However, got some concerns re the pvp balance. As far as I understood, you can UH+ Vita as a paladin? What about uh+sd @ mage? That's the same, eh?
You can cast spells instantly after casting a UH/IH rune, but you cannot use other runes directly after (there's a use-delay of 1 sec caused by the UH). With mana fluids, it's the other way around - you can cast a spell (but not a rune) before using.
This is not a change that we've made, just how the exhaust system worked in 7.4 - 7.7.
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Talking about Paladins... Lets take a look at what changes we've made to this very popular vocation.
Paladins have always been a fun and powerful vocation in the early game, but they’ve traditionally lacked options, progression, and overall impact later on. To address these issues, we’ve made the following improvements:
- To create a better weapon progression, we've added new crossbows, bows and ammunition.
- To further set crossbows apart from bows, they now fire every third second instead of every other second, and bolts deal 30% more damage to compensate (we’ve applied a similar approach to knights with two‑handed weapons as well).
- To make power bolts stronger more usable, conjuring them gives 3 power bolts instead of 1 and they have a 10% increased attack (beyond the already 30% increased attack for bolts)
- To compensate for the inability to use torches or magic light wands, promoted paladins can use the spell ultimate light.
Just as newer tibia versions have done, we wanted to give paladins new offensive spells. Allthough, we didn't like the approach CipSoft took with Etheral Spear as it's just a simple hotkey target spell.
Our goal was to give Paladins spells that were unique, enjoyable and skill‑expressive. The result is two new spells:
Hunters Trap Spell (exori con, 30 mana, ml 9): Puts a trap in-front of the player lasting for 5 seconds. Any monster or player walking into the trap will be dealt damage, based on magic power and distance skill.
Paralyze Trap Spell (exori ani, 90 mana, ml 13): Puts a trap in-front of the player lasting for 5 seconds. Any monster or player walking into the trap will be dealt a weaker paralyze (if not immune).
- Paladins also have the option to use elemental arrows (Fire arrow, poison arrow and energy arrow), as these now scale their damage on both magic power and distance skill. Mages still deal more damage with elemental arrows, but paladins have good damage and higher accuracy thanks to their distance skill.
There are 4 servers hosted this weekend, all 7.4 inspired/rl map. I will put all my eggss into this basket (server) because I think this one is the most "new thinking". However, I have one important question, how do you deal with cheaters (aimbot AND cavebot). Because I have played manually in several servers now and I am always getting beat by cheaters, they are always double my lvl (even if I PG) and unkillable in pvp when they heal in 0.1 seconds (autoheal). Just tell me now, if you gonna give cheaters a "warning" or if you really want an honest server, and please also tell me how you deal with finding the cheaters. Thank you for doing, what looks like, an insanely well made server!
There are 4 servers hosted this weekend, all 7.4 inspired/rl map. I will put all my eggss into this basket (server) because I think this one is the most "new thinking". However, I have one important question, how do you deal with cheaters (aimbot AND cavebot). Because I have played manually in several servers now and I am always getting beat by cheaters, they are always double my lvl (even if I PG) and unkillable in pvp when they heal in 0.1 seconds (autoheal). Just tell me now, if you gonna give cheaters a "warning" or if you really want an honest server, and please also tell me how you deal with finding the cheaters. Thank you for doing, what looks like, an insanely well made server!
The only client that can be used to play our server is our client (verified through an encrypted handshake), and no legacy cheats work on our client. We have other anti-bot measurements in place too, and all type of cheating will result in a permanent banishment. Theres a cam recorder in the client that can record any time you're online, helping you get proof of any cheater you encounter.
We are fully aware that people can crack our custom client, but we can also update it directly through our automatic client updater.
Since our advertisement campaign on Otservlist took longer than expected to get approved (it only went live last night) and our server hasn’t yet received the attention we anticipated, we’ve decided to postpone the official launch until next Friday. We’ll also be sticking to our original plan of a static 2x experience rate.
In the meantime, we’ll open a public test server with high rates (with some areas closed off) this weekend, starting tomorrow at 10:00 CET and running throughout the weekend.
We appreciate your understanding and hope you’ll take the opportunity to explore our features during the test phase!
Testserver is LIVE and will be up the entire weekend.
Come and discover the world ahead of launch! We have built out existing spawns, put newer spawns in other spawns. There is MUCH to explore! Maybe the frozen islands aren’t as abandoned as they seem…
So far so good, all the custom additions pass a RL Tibia vibe check, the modifications match the expectations. Nothing seems to be out of place at the moment but there's yet much to discover!
So far so good, all the custom additions pass a RL Tibia vibe check, the modifications match the expectations. Nothing seems to be out of place at the moment but there's yet much to discover!
Thank you everyone who has participated and given feedback in the open beta test server - we hope to see you online when we launch the server this Friday 19:00 CET!