Antropoliz
Active Member
- Joined
- May 16, 2024
- Messages
- 54
- Reaction score
- 28
Hello everyone!!
We’re officially launching a brand-new world on May 18th. We’ve decided to give every player 15 Free Premium Days on launch.
We took our time with this one, because Rivalia is slowly becoming what we always wanted it to be: a stable long-term server built with passion, custom systems, and a team that genuinely cares about the future of the game and its community.
Over the past years, Rivalia has gone through many stages. Some good, some difficult, and some that taught us very important lessons. We know not everything was perfect, and we know many players left with frustrations, disagreements, or simply disappointment. This announcement is not about pretending those things never happened. It’s about being honest about them, learning from them, and moving forward in a better direction.
First of all, we decided to part ways with our previous GM. Nothing bad happened between us, and I will always appreciate the help and dedication he gave to the project during important moments of development. However, I also understand that many players had negative experiences regarding punishments, communication, or overall treatment. Some players believed he was fair, others didn’t, and because of that, we decided it was time to try a different approach moving forward.
We’ve now brought someone new into the team whose focus will not only be handling punishments, but also community management and player relations overall. For those who stopped playing because of disagreements or past experiences, we sincerely invite you to come back and give Rivalia one more chance.
Second, we’ve integrated a new Community Manager, Pablo, who specializes in marketing and player engagement. His role will be focused on growing the community, improving communication, managing social media campaigns, and working with Twitch streamers and content creators. This allows the development team to focus much more on what matters most: improving the game itself.
Third, we’ve integrated a new programmer into the project, someone with more than 15 years of experience in the OT scene, OTC development, and server engines overall. Rivalia’s source and systems are now being worked on by a much stronger technical team than ever before.
One of our biggest priorities these past months has been stability and player experience.
When we launched Legacy, our first world back on April 30th 2025, the server had many issues. There were bugs, engine problems, memory leaks, and several internal systems that simply were not ready at the level they should have been. We made mistakes, and I personally made decisions under pressure trying to keep the server alive and populated.
Managing a server is not easy, especially when you genuinely care about keeping your community alive, but I’ve learned that good intentions alone are not enough. Decisions need proper structure, planning, and perspective.
That’s exactly why these new team members are so important to me.
They help bring balance, criteria, organization, and professionalism into the project. Rivalia is no longer just me trying to handle everything alone while under pressure. We are building an actual long-term structure around the game.
Despite all the problems Legacy faced, it still lasted around four months and showed us something very important: there are still people out there who truly want Rivalia to succeed. Some players retired because they didn’t have enough time to keep up after populations dropped. Others left because of disagreements or because they lost faith in the direction of the server. But many of those same players still follow the project, still watch the updates, and still care.
And honestly, that means a lot to us.
There are many servers nowadays, and competition is harder than ever, but I truly believe there is still space for a project built with passion and long-term intentions. Rivalia is not a quick cash-grab project, and it never was. We are here to stay, we are here for the long run, and we want to build a community that grows together with the server over time.
This isn’t about empty promises anymore.
It’s about objectives, consistency, and proving ourselves through actions.
For all these reasons, we’ve decided to give every player 15 free Premium Days on launch to give Aeternum a chance to surprise you.
Some gameplay-related convenience items such as the Gold Pouch and profession pouches will remain available in the Store, but Rivalia is not designed around pay-to-win mechanics. Our goal is to offer quality-of-life enhancements, not mandatory purchases. You can progress perfectly fine without spending money, while still having optional conveniences available for those who want them.
Prestige Arena
A fully competitive PvP system with ELO-style matchmaking, rankings, and seasonal rewards. Players level 100+ can participate in structured PvP battles where skill and preparation matter much more than simple open-world dominance. Our goal with Prestige Arena is to create long-term PvP competition with real progression and incentives. This system in the future will have a GUILDS ENTRY as well. Kind of like an Anti-Entrosa system famous in 8.6 servers.
Task Board
A new progression-focused task system featuring Daily Bounties and Weekly Tasks. Players can complete hunting and delivery missions to earn rewards, progression points, and additional benefits over time. This system was created to always give players meaningful objectives outside of simple grinding. This is the same Task Board as tibia but rewards were changed and experience and monsters have been balanced to a 7.4 gameplay.
Daily Rewards
Players can now build daily login streaks to earn points and useful rewards that can later be exchanged for supplies and utilities. The intention is to reward active players consistently without creating unfair advantages.
Hunt Finder - Cyclopedia
A new integrated hunting tool that helps players locate hunting grounds based on level range, experience rates, or profitability. This system was designed especially for newer players who often struggle finding proper hunting locations in custom servers. This hunting module also coordinates with the cyclopedia, which displays all items in-game, all NPC's around the game and where to buy and sell them, there is also a spell window in the cyclopedia.
New Upgrade System
One of the biggest new additions to Rivalia. Players can now reroll attributes, upgrade equipment, and disenchant specific attributes through a completely redesigned interface. You can even lock desired attributes while rerolling or upgrading, creating a much deeper item progression system with more player control and strategy.

Note: This system was literally inspired by Unknown Soldier, a well-known developer around the Tibia Developers. All credits go to him.
New Spells
Spells are now learned more freely and can be purchased once players meet their requirements. We wanted to remove unnecessary restrictions while still preserving progression and vocation identity.
New Areas
We expanded the world significantly with areas such as Nivarya and Port Hope, including new hunting grounds, quests, monsters, and exploration content. Our goal is to make the world feel alive and constantly expanding.
Daily Bosses
Daily Boss encounters now feature improved interfaces, clearer progression systems, loot previews, and better accessibility for teams. These bosses are designed to create recurring goals for players while also helping smaller groups stay active.
Artifacts
Artifacts have been completely redesigned to feel much more impactful and meaningful. They now provide strong gameplay bonuses that can significantly affect builds, progression paths, and playstyles.
We know actions matter more than words, and ultimately the players will decide the future of Rivalia.
But from the bottom of my heart, thank you to everyone who stayed, everyone who criticized us honestly, everyone who believed in the project, and everyone willing to give us another chance.
We’re officially launching a brand-new world on May 18th. We’ve decided to give every player 15 Free Premium Days on launch.
We took our time with this one, because Rivalia is slowly becoming what we always wanted it to be: a stable long-term server built with passion, custom systems, and a team that genuinely cares about the future of the game and its community.
Over the past years, Rivalia has gone through many stages. Some good, some difficult, and some that taught us very important lessons. We know not everything was perfect, and we know many players left with frustrations, disagreements, or simply disappointment. This announcement is not about pretending those things never happened. It’s about being honest about them, learning from them, and moving forward in a better direction.
First of all, we decided to part ways with our previous GM. Nothing bad happened between us, and I will always appreciate the help and dedication he gave to the project during important moments of development. However, I also understand that many players had negative experiences regarding punishments, communication, or overall treatment. Some players believed he was fair, others didn’t, and because of that, we decided it was time to try a different approach moving forward.
We’ve now brought someone new into the team whose focus will not only be handling punishments, but also community management and player relations overall. For those who stopped playing because of disagreements or past experiences, we sincerely invite you to come back and give Rivalia one more chance.
Second, we’ve integrated a new Community Manager, Pablo, who specializes in marketing and player engagement. His role will be focused on growing the community, improving communication, managing social media campaigns, and working with Twitch streamers and content creators. This allows the development team to focus much more on what matters most: improving the game itself.
Third, we’ve integrated a new programmer into the project, someone with more than 15 years of experience in the OT scene, OTC development, and server engines overall. Rivalia’s source and systems are now being worked on by a much stronger technical team than ever before.
One of our biggest priorities these past months has been stability and player experience.
When we launched Legacy, our first world back on April 30th 2025, the server had many issues. There were bugs, engine problems, memory leaks, and several internal systems that simply were not ready at the level they should have been. We made mistakes, and I personally made decisions under pressure trying to keep the server alive and populated.
Managing a server is not easy, especially when you genuinely care about keeping your community alive, but I’ve learned that good intentions alone are not enough. Decisions need proper structure, planning, and perspective.
That’s exactly why these new team members are so important to me.
They help bring balance, criteria, organization, and professionalism into the project. Rivalia is no longer just me trying to handle everything alone while under pressure. We are building an actual long-term structure around the game.
Despite all the problems Legacy faced, it still lasted around four months and showed us something very important: there are still people out there who truly want Rivalia to succeed. Some players retired because they didn’t have enough time to keep up after populations dropped. Others left because of disagreements or because they lost faith in the direction of the server. But many of those same players still follow the project, still watch the updates, and still care.
And honestly, that means a lot to us.
There are many servers nowadays, and competition is harder than ever, but I truly believe there is still space for a project built with passion and long-term intentions. Rivalia is not a quick cash-grab project, and it never was. We are here to stay, we are here for the long run, and we want to build a community that grows together with the server over time.
This isn’t about empty promises anymore.
It’s about objectives, consistency, and proving ourselves through actions.
For all these reasons, we’ve decided to give every player 15 free Premium Days on launch to give Aeternum a chance to surprise you.
Some gameplay-related convenience items such as the Gold Pouch and profession pouches will remain available in the Store, but Rivalia is not designed around pay-to-win mechanics. Our goal is to offer quality-of-life enhancements, not mandatory purchases. You can progress perfectly fine without spending money, while still having optional conveniences available for those who want them.
Prestige Arena
A fully competitive PvP system with ELO-style matchmaking, rankings, and seasonal rewards. Players level 100+ can participate in structured PvP battles where skill and preparation matter much more than simple open-world dominance. Our goal with Prestige Arena is to create long-term PvP competition with real progression and incentives. This system in the future will have a GUILDS ENTRY as well. Kind of like an Anti-Entrosa system famous in 8.6 servers.
Task Board
A new progression-focused task system featuring Daily Bounties and Weekly Tasks. Players can complete hunting and delivery missions to earn rewards, progression points, and additional benefits over time. This system was created to always give players meaningful objectives outside of simple grinding. This is the same Task Board as tibia but rewards were changed and experience and monsters have been balanced to a 7.4 gameplay.
Daily Rewards
Players can now build daily login streaks to earn points and useful rewards that can later be exchanged for supplies and utilities. The intention is to reward active players consistently without creating unfair advantages.
Hunt Finder - Cyclopedia
A new integrated hunting tool that helps players locate hunting grounds based on level range, experience rates, or profitability. This system was designed especially for newer players who often struggle finding proper hunting locations in custom servers. This hunting module also coordinates with the cyclopedia, which displays all items in-game, all NPC's around the game and where to buy and sell them, there is also a spell window in the cyclopedia.
New Upgrade System
One of the biggest new additions to Rivalia. Players can now reroll attributes, upgrade equipment, and disenchant specific attributes through a completely redesigned interface. You can even lock desired attributes while rerolling or upgrading, creating a much deeper item progression system with more player control and strategy.

Note: This system was literally inspired by Unknown Soldier, a well-known developer around the Tibia Developers. All credits go to him.
New Spells
Spells are now learned more freely and can be purchased once players meet their requirements. We wanted to remove unnecessary restrictions while still preserving progression and vocation identity.
New Areas
We expanded the world significantly with areas such as Nivarya and Port Hope, including new hunting grounds, quests, monsters, and exploration content. Our goal is to make the world feel alive and constantly expanding.
Daily Bosses
Daily Boss encounters now feature improved interfaces, clearer progression systems, loot previews, and better accessibility for teams. These bosses are designed to create recurring goals for players while also helping smaller groups stay active.
Artifacts
Artifacts have been completely redesigned to feel much more impactful and meaningful. They now provide strong gameplay bonuses that can significantly affect builds, progression paths, and playstyles.
We know actions matter more than words, and ultimately the players will decide the future of Rivalia.
But from the bottom of my heart, thank you to everyone who stayed, everyone who criticized us honestly, everyone who believed in the project, and everyone willing to give us another chance.
We truly hope to see you again on May 18th.







