• 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!
  • 2026 staff recruitment is open! Check it out and consider applying!

Eternal Odyssey: Redemption — Development Thread | Built from Legacy, Designed to Last

zyzz7omg

Premium User
Premium User
Joined
Jun 21, 2016
Messages
121
Solutions
1
Reaction score
59
Hello OTLand!

Today I want to introduce Eternal Odyssey: Redemption.

For almost two years, Eternal Odyssey has been online, growing through real players, real feedback, real mistakes, real successes, and thousands of hours of gameplay.

Redemption is not a reset.
It is not a copy-paste relaunch.
It is the next step.
A new world is being built from everything Legacy taught us, redesigned with purpose from day one.

I am here to show what we believe in:
  • We believe an OT server should have identity.
  • We believe vocations should have clear roles and purpose.
  • We believe progression should be built around meaningful decisions and trade-offs.
  • We believe every system should exist for a reason and connect naturally with the rest of the game.
  • We believe long-term design matters more than short-term hype.
Redemption is my attempt to build the Eternal Odyssey I always believed could exist: deeper, cleaner, better structured, more balanced, and designed to last.

This is the first teaser for Eternal Odyssey: Redemption:


Follow the development:

Instagram: Instagram (https://www.instagram.com/eternalodyssey.ot/)
TikTok: TikTok - Make Your Day (https://www.tiktok.com/@eternal.odyssey)
YouTube: Eternal Odyssey (https://www.youtube.com/@eternalodysseyrpg)
Discord: Join the 𓆩♱ Eternal Odyssey ♱𓆪 Discord Server! (https://discord.gg/Udv7k2z9d)
Twitch Dev Streams: Twitch - Zyzz_Seth - https://www.twitch.tv/zyzz_seth

Welcome to Redemption.
 
Without a doubt, to this day it has been the best server I’ve ever played on. Even after so many problems, the staff never gave up on their game, which is incredible. I’m very happy that this next stage is getting closer, and I’m very excited for it.
 
I didn't had time to play as much as I want last time, but this time i'll try because this project really took my attenton , keep it up! :)
 
Appreciate the support, guys! ❤️

Redemption is being built directly on everything we learned from Eternal Odyssey: fixing the balance, economy, and progression limits from the ground up. Instead of just opening "another new world," we're completely overhauling Eternal Odyssey with long-term systems and actual vocation identity.

Great to see old and new faces following the project already.
Post automatically merged:

Redemption Reveal #1 Passive Skill Trees
The Discord poll is in, and Passive Skill Trees won with 51% of the votes. The system is already fully coded and running in-game.

What are Passive Skill Trees?

A new progression layer to customize your character beyond the usual level and skill grinding. The goal: unique builds, clear specialization, and real trade-offs to prevent mindless power creep.

Structure & Branch Commitment

  • The Rows: Nodes unlock at levels 1, 80, 150, and 300.
  • Specialization: Row 2 forces a choice between two paths. You can only invest deeply into one branch.
  • Mastery Perk: The final node gives a powerful, build-defining passive for fully committing to a branch.

The Philosophy: Real Trade-offs

If a build has no weakness, it’s not a build it’s just broken. Major power requires sacrifice:
  • Massive damage vs. weaker defenses.
  • Stronger healing/summons vs. lower personal DPS.
  • High attack speed vs. lower critical damage.
1778839944161.webp
Sneak peek of the Paladin tree structure—build paths change dynamically based on your choice.

Current Status

The UI, client/server logic, points, and reset systems are fully functional. Exact numbers and perks are still being balanced, but the core foundation is locked in.

Check out a quick gameplay showoff of the system in action:


More Redemption mechanics coming soon!
 

Attachments

Last edited:
It's time for the next Redemption system reveal, what should we show next?
  • Eternal + Seasonal Worlds
  • Item Customization
  • Crafting/Gathering
  • Dungeons & Spire
Join and vote here:
Eternal Odyssey Discord
 
Hello OTLand!

Today I want to introduce Eternal Odyssey: Redemption.

For almost two years, Eternal Odyssey has been online, growing through real players, real feedback, real mistakes, real successes, and thousands of hours of gameplay.

Redemption is not a reset.
It is not a copy-paste relaunch.
It is the next step.
A new world is being built from everything Legacy taught us, redesigned with purpose from day one.

I am here to show what we believe in:
  • We believe an OT server should have identity.
  • We believe vocations should have clear roles and purpose.
  • We believe progression should be built around meaningful decisions and trade-offs.
  • We believe every system should exist for a reason and connect naturally with the rest of the game.
  • We believe long-term design matters more than short-term hype.
Redemption is my attempt to build the Eternal Odyssey I always believed could exist: deeper, cleaner, better structured, more balanced, and designed to last.

This is the first teaser for Eternal Odyssey: Redemption:


Follow the development:

Instagram: Instagram (https://www.instagram.com/eternalodyssey.ot/)
TikTok: TikTok - Make Your Day (https://www.tiktok.com/@eternal.odyssey)
YouTube: Eternal Odyssey (https://www.youtube.com/@eternalodysseyrpg)
Discord: Join the 𓆩♱ Eternal Odyssey ♱𓆪 Discord Server! (https://discord.gg/Udv7k2z9d)
Twitch Dev Streams: Twitch - Zyzz_Seth - https://www.twitch.tv/zyzz_seth

Welcome to Redemption.

Please, this Teaser doesn't tease your server, it's way too disruptive that you are paying more attention to errors in the video than what you are trying to convey.
  • First second, music blasted in your ear, this is a no-go
  • Very hard cuts throughout, and overall music choice is very poor, this is not an action movie
  • Random transitions, random effects
  • Random Logo at the end with all its effects that doesn't fit the overall theme

It is better to keep the peace in a teaser/trailer, have it build up instead of being thrown at you, you are not the Avengers.
For second teaser might be wise to take a slower mood setter and edit appropriately. All 10 hours of footage tells it's own story already, you just have to watch and cut through it and make finer cuts until you have 30 seconds of good footage, only then you start making transitions, effects, all the cosmetics, a trailer should already look good without any cosmetics, the same way a map should look good without details.
 
Please, this Teaser doesn't tease your server, it's way too disruptive that you are paying more attention to errors in the video than what you are trying to convey.
  • First second, music blasted in your ear, this is a no-go
  • Very hard cuts throughout, and overall music choice is very poor, this is not an action movie
  • Random transitions, random effects
  • Random Logo at the end with all its effects that doesn't fit the overall theme

It is better to keep the peace in a teaser/trailer, have it build up instead of being thrown at you, you are not the Avengers.
For second teaser might be wise to take a slower mood setter and edit appropriately. All 10 hours of footage tells it's own story already, you just have to watch and cut through it and make finer cuts until you have 30 seconds of good footage, only then you start making transitions, effects, all the cosmetics, a trailer should already look good without any cosmetics, the same way a map should look good without details.
Hey, thanks for the honest feedback!

And yeah, fair enough... I made this teaser myself while testing and playing around with the editing software, so I fully admit I am not a professional video editor. I’m still learning, and I can definitely see what you mean about the pacing, music, hard cuts, and effects being too aggressive. I actually appreciate this kind of feedback because it points me in the right direction. The next teaser/trailer will be approached much more seriously: proper opening, slower build-up, better pacing, cleaner cuts, and a clearer focus on what Redemption is actually trying to show.

Because Redemption is not just “another update” or a random collection of systems. It is basically a full re-iteration of Eternal Odyssey and old-school Tibia ideas: keeping what worked, improving what didn’t, adding QoL, and building meaningful progression loops for early, mid, and late game.

So yes, next time I’ll focus much more on mood, story, and clarity first... Unless you secretly edit trailers for a living, in which case I may have to steal a few more tips from you. 😄

i hope scaling got fixed it got quickly boring when you hit 2k with exori con/exori hur at lvls 80-100
Hey profesorek!

You’ll be glad to know that the crazy damage scaling from the previous server has been completely addressed in Redemption.

How? Redemption keeps building on the classic old-school formula structure, but with better control through diminishing returns. On top of that, each spell is being individually reviewed and adjusted, making sure every spell deals the intended damage at every stage of the game: early, mid, and late without allowing the crazy early power spikes from the previous server. The current spell scaling uses a sublinear formula:

Damage = (2 × level^0.9 + 3 × magicLevel^0.85) × spellFactor

This already keeps early and mid-game damage much more controlled, so no more casually hitting 2k with exori con / exori hur at level 80, while still allowing high-level progression to feel rewarding over time. Damage progression will feel much more meaningful than in modern retail Tibia, but still far below the absurd scaling of old-school Orshabumba-style servers.

On top of that, gear progression is also much stricter now:
  • Base items have proper vocation and level requirements.
  • Rare+ items have additional level requirements based on their item Tier.
  • A low-level player will not be running around with end-game maxed legendary gear bloating their stats.
So yes, I admit this was one of the main problems from the current server, and Redemption has been designed specifically to avoid that kind of scaling collapse.

Since you have a lot of 7.4 experience and you’re interested in testing, I’ll send you a PM/DM. Would be great to have sharp feedback from people who actually understand this era of the game.
 
Hey, thanks for the honest feedback!

And yeah, fair enough... I made this teaser myself while testing and playing around with the editing software, so I fully admit I am not a professional video editor. I’m still learning, and I can definitely see what you mean about the pacing, music, hard cuts, and effects being too aggressive. I actually appreciate this kind of feedback because it points me in the right direction. The next teaser/trailer will be approached much more seriously: proper opening, slower build-up, better pacing, cleaner cuts, and a clearer focus on what Redemption is actually trying to show.

Because Redemption is not just “another update” or a random collection of systems. It is basically a full re-iteration of Eternal Odyssey and old-school Tibia ideas: keeping what worked, improving what didn’t, adding QoL, and building meaningful progression loops for early, mid, and late game.

So yes, next time I’ll focus much more on mood, story, and clarity first... Unless you secretly edit trailers for a living, in which case I may have to steal a few more tips from you. 😄


Hey profesorek!

You’ll be glad to know that the crazy damage scaling from the previous server has been completely addressed in Redemption.

How? Redemption keeps building on the classic old-school formula structure, but with better control through diminishing returns. On top of that, each spell is being individually reviewed and adjusted, making sure every spell deals the intended damage at every stage of the game: early, mid, and late without allowing the crazy early power spikes from the previous server. The current spell scaling uses a sublinear formula:

Damage = (2 × level^0.9 + 3 × magicLevel^0.85) × spellFactor

This already keeps early and mid-game damage much more controlled, so no more casually hitting 2k with exori con / exori hur at level 80, while still allowing high-level progression to feel rewarding over time. Damage progression will feel much more meaningful than in modern retail Tibia, but still far below the absurd scaling of old-school Orshabumba-style servers.

On top of that, gear progression is also much stricter now:
  • Base items have proper vocation and level requirements.
  • Rare+ items have additional level requirements based on their item Tier.
  • A low-level player will not be running around with end-game maxed legendary gear bloating their stats.
So yes, I admit this was one of the main problems from the current server, and Redemption has been designed specifically to avoid that kind of scaling collapse.

Since you have a lot of 7.4 experience and you’re interested in testing, I’ll send you a PM/DM. Would be great to have sharp feedback from people who actually understand this era of the game.

Honest feedback is the most valuable! For beginners it's often easier to start editing on a soundtrack/music and slowly evolve from there, audio mixing is a trick/skill on it's own.

Depending on what you want to showcase, choose the music for the mood.
Showcasing farming? You do not want DnB or Techno.
Slow Hip-hop beats actually work great for everything, however not sure if the game fits that narrative.

When you find a track, you can just cut by looking at the audio track, you don't even need to look at the footage.
So essentially, you are making transitions on the beat, which also allows the viewer's brain to get all the information you try to show more easily, as every scene/footage flows nicely with the beat.
 
Back
Top