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Zaneria Online 7.72 PvP Enforced | Discussion (Season 1)

iNux

Intermediate OT User
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Hello everyone,

I would like to introduce Zaneria Online, a server inspired by Tibia version 7.72 and other servers, built on the engine by fusion32 with adjustments. Our goal is to preserve the atmosphere, mechanics, and gameplay of that era as much as possible while creating an active and rewarding experience for players interested in PvP Enforced.

Rates (Season 1) | Open to suggestions​

  • Stages
    • Level 1 - 20 30x
    • Level 21 - 40 10x
    • Level 41 - 65 5x
    • Level 66 - 85 3x
    • Level 86 - 999 2x
  • 5x Skill Rate
  • 3x Magic Rate
  • 1x Drop Rate
  • 2x Spawn Rate
  • Original Regeneration
  • Spells have to be purchased? (I'd like to hear your opinions regarding this)
The idea is simple: retain the spirit of classic Tibia while increasing the pace enough to encourage players to log in, battle, compete, and enjoy the world together.

Seasons​

Zaneria Online is inspired by previous servers such as Waropolis and operates in seasonal cycles. Between seasons, we continue working on improvements and future content, with updates shared through our website and Discord community.

Season 1 Changes​

The original 7.x armor formula uses a flat, linear reduction, where each point of armor reduces incoming damage by roughly the same amount, regardless of armor. This works well in early stages like Rookgaard, but it does not scale particularly well into higher levels.

Season 1 addresses this in two ways. First, by increasing the gap at higher armor equipment so that end-game armor feels like a meaningful upgrade. Second, by adjusting mid armor items to remove cases where equipment had identical or strictly worse stats,

The values below are intentionally conservative. Season 1 is intended as a calibration phase, and it is easier to increase values later if needed than to reduce them afterward.

Why does armor need rebalancing?

1777760125563.webp


The engine applies armor as flat damage reduction, calculated at approximately 75 percent of the total Armor Value per hit, with some randomness. This means that the same +7 Armor Value that mitigates 75 percent of a 15 damage Rotworm hit only reduces about 5 percent of a 180 damage Demon hit. As a result, high-level equipment becomes less impactful at the stage where players expect it to matter the most.

The Season 1 adjustment, increasing the top equipment range from 43 to 50 Armor Value, raises the overall mitigation curve and ensures that high-level players gain a more meaningful reduction against the damage they commonly face.

Helmets
  • Leather helmet: 1 → 2
  • Chain helmet: 2 → 3
  • Devil helmet: 7 → 8
  • Warrior helmet: 8 → 9
  • Crusader helmet: 8 → 9
  • Royal helmet: 9 → 10
  • Demon helmet: 10 → 12
Armors
  • Plate armor: 10 → 11, weight 120 oz → 110 oz
  • Dwarven armor: 10 → 11
  • Knight armor: 12 → 13
  • Crown armor: 13 → 14
  • Golden armor: 14 → 16
  • Dragon scale mail: 15 → 17
  • Demon armor: 16 → 18
  • Magic plate armor: 17 → 19
Legs
  • Knight legs: 8 → 9
  • Crown legs: 8 → 9, weight 65 oz → 55 oz
  • Golden legs: 9 → 11
  • Demon legs: 9 → 11, weight 70 oz → 60 oz
Boots
  • Steel boots: 3 → 4
  • Golden boots: 4 → 5

What is the impact?
1777759938809.webp


This comparison highlights how total Armor Value differs across four pieces of equipment before and after Season 1. The gap between early equipment and high-level equipment increases from 34 to 41 Armor Value points, providing a clearer and more rewarding progression for players who pursue later game upgrades.

The values above each category represent the average damage reduction per hit, calculated as approximately 75 percent of the total Armor Value. This offers a direct and practical view of how each equipment tier performs in combat.

The Result

1777759921895.webp


This scatter plot compares all body armors by weight on the x-axis and Armor Value on the y-axis. In the current state, certain inconsistencies appear where heavier equipment provides equal or even lower protection than lighter alternatives. For example, Dwarven Armor weighs more than Plate Armor while offering the same Armor Value, and Chain Armor is inferior to Brass Armor across all metrics.

In the Season 1 adjustments, this progression is made consistent. Heavier equipment now always provides higher Armor Value, creating a clear and logical relationship between weight and defensive strength.

Future Plans​

Zaneria Online is being developed with a long-term focus on a 1x rate world as the core experience. Our seasonal servers are an important step in that process, allowing us to test systems, gather feedback, introduce updates, and steadily improve the game before moving toward that final vision.

Each season helps us refine balance, stability, and content direction, ensuring that the foundation of the 1x world is as solid and well-designed as possible.

Planned development focus includes:
  • Ongoing improvements to core systems based on seasonal feedback
  • Gradual introduction of new updates and content over time
  • Continued refinement toward the long-term 1x experience
The seasonal worlds are not separate from this goal, but part of the journey toward it.

While the current seasonal world will be active, we continue to develop and prepare the future 1x experience in parallel, ensuring that changes are meaningful, tested, and aligned with the overall direction of Zaneria.

Feedback, suggestions, and constructive criticism are always welcome.
 
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wtf is this powerpoint presentation of armor?
if i understand it correctly this is dumber than a goat attacking a wall but what do i know...
there was so much hope for a 7.72 pvp-e but then i saw ur exp stage and then i realized u dont have a clue about anything

if u want some advice ignore this bs with armor, set a fixed low exp rate and make loot rate a lot higher to compensate the pvp-e
good luck kolega
 
what's the point of describing from early to top end-game while negating 5 points of damage? or lose 10 oz of weight? Dude, just eat the berries from the bush on your way to exp instead of lugging meat around in your bag xD
 
wtf is this powerpoint presentation of armor?
if i understand it correctly this is dumber than a goat attacking a wall but what do i know...
there was so much hope for a 7.72 pvp-e but then i saw ur exp stage and then i realized u dont have a clue about anything

if u want some advice ignore this bs with armor, set a fixed low exp rate and make loot rate a lot higher to compensate the pvp-e
good luck kolega
The armor adjustments are intentionally small because the goal is to improve item progression while still keeping the gameplay balanced and familiar. Season 1 is mainly a calibration phase, and it’s much easier to increase values later if needed than to reduce them afterward. Gradual buffs tend to feel better for players than future nerfs.

As for the rates, the intention is to let players progress fast enough to stay active in PvP-E while still keeping the gameplay rewarding. Like I mentioned in the main post, the seasonal servers are also part of a bigger long term plan toward the future.
what's the point of describing from early to top end-game while negating 5 points of damage? or lose 10 oz of weight? Dude, just eat the berries from the bush on your way to exp instead of lugging meat around in your bag xD
The changes are less about single armor points and more about creating progression between equipments. Small differences add up over time, especially in PvP and longer hunts.

The intention is simply to make upgrades feel more meaningful without going overboard.
 
After further consideration, I decided that a better approach would be to keep the spell requirements intact while making all spells free to obtain. Instead of purchasing spells, players now automatically obtain them.

We have also implemented a new PvP mode called Retro Hardcore, inspired by CipSoft’s old Hardcore PvP system. This mode combines the skull system with distributed experience rewards for player kills. The goal is to discourage excessive random killing while still encouraging wars and team fights between players and guilds. Because of this, we can also allow higher unjustified kill limits without turning the server into complete chaos.

Additionally, the loot rate has been increased to 2x, giving players a better chance of obtaining equipment and gold through hunting.

My question to the community is what rates would be optimal for unjustified kill limits? Daily, weekly, monthly?
 
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Hi very interesting server and i agree with formulas about armor etc. Thats why i quit tibiantis and project fibula because it felt like scaling stoped and only skills mattered. As I was a EK and reached lvl 50-80 it felt like better to just skill to 90/90 than actually investing in good eq like newer tibia versions or new age games.
But this also sounds interesting with some kind of protection items.
For instance I saw on some OT demon helmet give 3% fire protection and just this small changes/buff could make certain items more interesting (just some thoughts)

When can we expect a server test and whats your future goals in terms of progression of server or scaling.


Can we expect a test of server during summer?

And what citys / content is availavble?


And as for your seasonal hr would be great to get info about blessings/aol and what kind of experience you get when you kill someone, is it like cipsofts inferna/dolera? All exp lost from dead player is gained by players.
 
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he's right about the armor, original armor formula from old tibia is pure trash, additional points of armor are completely irrelevant in higher levels
 
Hi very interesting server and i agree with formulas about armor etc. Thats why i quit tibiantis and project fibula because it felt like scaling stoped and only skills mattered. As I was a EK and reached lvl 50-80 it felt like better to just skill to 90/90 than actually investing in good eq like newer tibia versions or new age games.
But this also sounds interesting with some kind of protection items.
For instance I saw on some OT demon helmet give 3% fire protection and just this small changes/buff could make certain items more interesting (just some thoughts)

When can we expect a server test and whats your future goals in terms of progression of server or scaling.


Can we expect a test of server during summer?

And what citys / content is availavble?


And as for your seasonal hr would be great to get info about blessings/aol and what kind of experience you get when you kill someone, is it like cipsofts inferna/dolera? All exp lost from dead player is gained by players.
Glad to hear someone understands the reasoning behind the armor changes. That exact feeling of progression flattening out in later levels is one of the things I want to improve over time, where equipment upgrades continue to feel meaningful instead of skills becoming the only thing that matters.

Protection stats on certain items is also something I’ve considered for the future since it can make equipment choices more interesting without heavily changing the core gameplay. Some examples would be Dragon Scale Male protecting a specific % from fire damage, as well as Demon equipment such as Demon Helmet, Demon Legs, Demon Armor.. it feels that they miss that even though it makes sense game wise.

A server test is planned before launch, most likely during summer if development continues as expected. Right now the focus is mainly on polishing core systems, balance, PvP-E flow, and overall progression scaling for both the seasonal worlds and the future 1x world.

The current map/content is mainly based around the classic 7.72 era with the original cities and systems as foundation, while some things are adjusted or expanded where it makes sense.

Regarding Retro Hardcore PvP, yes, the inspiration comes from the old CipSoft Hardcore worlds like Inferna/Dolera. The system is not intended to fully reward random killing, but rather encourage wars, fights over spawns, and team-based PvP. More detailed information about blessings, AOL, death penalties, and PvP experience sharing will be posted closer to testing.

To finish things off, here is a video of minimap movement from the current client we are working on. The project is still under active development, but I wanted to share a small preview of the custom changes we have added to the CipSoft Tibia Client. Keep in mind that we will not use OTClient as we believe CipSoft gives us all possibilities, and it's beautiful. All this work related to the client is thanks to @kor

So far, we have implemented
  • WASD Walking (Enable/Disable) via options
  • Ping (Enable/Disable) via options
  • Remember me
  • Cams
  • Movement of minimap (Works with moving the minimap, and changing floors by holding CTRL + mouse wheels, zoom out and in with mouse wheel)
Adobe Express - 4u5Qfhb (4).gif
 

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