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[7.7] RealOTS 7.7 Cipsoft files (virgin)

Anyone here knows the right way to close and open this server?(correct order)
I am able to run it fine but even after I "close" the server with ctrl+C the files keeps getting bigger and eventually my VM is completely full.
Thanks--

Ctrl+C is the correct way, you're probably allocating too little space in your VM. My server directory here uses 410MB (I only use it for myself in localhost, running it directly from my system, not a VM). When the server is shutting down, it starts saving some logs, which is probably what is increasing the space usage. Try reading the log files to see if there are errors making it grow too quickly.
 
Ctrl+C is the correct way, you're probably allocating too little space in your VM. My server directory here uses 410MB (I only use it for myself in localhost, running it directly from my system, not a VM). When the server is shutting down, it starts saving some logs, which is probably what is increasing the space usage. Try reading the log files to see if there are errors making it grow too quickly.
I did allocate 200gb for the VM and the 200gb were filled in 8hours testing the server, I will look for the issue on the log files!
thanks for the reply.
 
Something is wrong on your end because im running the files 3 months+ on my server and have a hd of 80gb. I have only 12gb used.
Must be something loopy going on, idk if it's just Tibia server doing that...

I've had my real cip server running for several weeks now... Sitting under 64gb. It's probably under 20gb if I didn't take all these snapshots. (Or if I chose to consolidate them)

1632614064021.png
 
That clone project was released already, it's found on the discussion board, and with sources included.
However, I have not been working for the past few months due to many mental issues, COVID, and the sudden passing of my grandparents.
I am very sorry for what you are going through and I understand your situation, I hope you get better with time I send you a big hug, my friend.

P.S. I was referring to the map editor previously I had it but the one I find in the forum is a limited one but it still works thanks and again I send you blessings
 
Hello there!

I'm not on Tibia or OTS stuff anymore for a long long time. However, there's still one minor thing that makes me curious.
Back in the ~7.4 days, I really wanted to make an OTS that is as much close to original Tibia as it could be. I've spend a lot of time for thinking about damage formulas, testing, doing the math and trying to figure out how certain game mechanics worked.

As now I've seen that some people have good knowledge how original stuff worked, and that some people actually decompiled binary and examined it, I'd love to ask some questions. I'm asking this from pure curiousity as I just simply want to know how much off I was with my predictions and calculations. So here are the list:

Weapon damage formula
Back in the days I was trying to figure out how weapon damage was really calculated. I've figured out this formula for weapon based attacks:

AttackModeMod = 7 for Full Attack, 5 for balanced, 3 for full defense
MaxDamage = (AttackModeMod * WeaponAttack * Skill) / 100
Damage = [0..MaxDamage]

Shielding formula
Everyone knows that shielding simply reduces damage output (there is no "chance to block all damage" stuff). My formula was:
AttackModeMod = 7 for full defense, 5 for balanced, 3 for full attack
MaxBlock = (AttackModeMod * Defense * Shielding Skill) / 100
Block = [0..MaxBlock]

(with Defense being Max(weapon defense, shield defense))

Rules of blocking
Eg. when a character or enemy can use its shield to block incoming attack. Could be bullshit, but what I've tested several stuff that nobody believed and back in the days I was pretty sure it worked this way. This one I am really curious about. So:

  • all melee attacks could be blocked with shield
  • no magic attacks could be blocked with shield obviously
  • distance (bow, throwing) attacks made by players ignored defense
  • distance attacks made by monsters did NOT ignore defense (like mino archer bolt, black knight spear, but there were also some weird ones, as far as I remember warlock also used distance attack that looked like a spell)
  • distance attacks made by monsters that were summoned by players ignored defense (this one is weird I know but I never saw a "poof" on any pk movie with mino archer summons etc) ; i'm not sure if this is correct, I believed it is but this makes little sense from programming standpoint

Armor formula
OTS and various resources state that its flat damage reduction of [0.45...0.9] per armor point. I've used to believe that formula was:
DmgReduction = [Armor*0.5 ... Armor]

Spell Damage formula
I've looked through spells damage as well. There were resources about "magic power %" back in the days and I found them to be real. So I believed it was:

MagPower = (Level * 2 + MagLevel * 3)
if (MagPower < 100) then MagPower = 100

MagPower (or thats what I've though back in the days) was simply a % mod of spell damage, for example 200% magpower means spell will do twice its base damage. For spells damage, I've figured out:

LMM - MinDamage=10, MaxDamage=20
HMM - MinDamage=20, MaxDamage=40
GFB - MinDamage=30, MaxDamage=60
UH - MinDamage=250, MaxDamage=250
Exori vis (and variants) - MinDamage=30, MaxDamage=50
Exori mort same as Exori vis but reduced by armor
SD - MinDamage=120, MaxDamage=160

Also I believe that minimum MagPower of 100% was changed somewhere around 7.6 and wasn't true for damage spells anymore. But I clearly remember that even 8lvl knight could do 20-40 with HMM, though somewhere after 7.6 I remember that without lvl and mlvl you could even hit for a single digit with HMM rune.

Attack from 1.5 SQM
Or thats how it was called back in the days by people who tried to make as much real server as possible. In early OTS, attacking was quite clucky when approaching enemies marked for attack earlier. There was some sort of uncomfortable delay and some people believe that creatures attacked from 1.5 SQM range and some really wanted this feature on their OTS.

I believed from the beginning though that there was nothing like 1.5 SQM stuff and its just simple additional attack check every move.

Monsters - moving obstacles around
People believed that ability for stronger monsters to move around obstacles (like parcels, boxes, etc) and to destroy them was different stuff. I've believed from the beginning that its the same mechanics but item is destroyed if new "rolled" place for them was claimed with something else (like a wall, creature, etc.).

Monsters - skills
Also I believed that monsters in original Tibia did not work like in OTS. In OTS they are entirely different constructs with some similarities to players, but I always felt like original Tibia monsters were much closer to an AI controlled players. I've believed that they had their own equipment and skills and their damage (at least melee) was dependent on their "skills" not hardcoded values like OTS use.

Monsters - equipment
Also I believed that, unlike in OT, on original Tibia monsters have their loot decided upon spawning, not dying. Also I always thought their equipment augmented some of their stats. For example, minotaur on rookgard was always decent challenge but once every a while there was super hard to kill minotaur that required a lot of bashing from noobs to kill, and it always dropped chain armor then; like he was indeed wearing it during combat. Not sure if it was the same for weapons and I'm pretty sure monster distance attacks used totally different approach and were more closer to spells than attacks paladins were making.

Monsters - casting spells
Everyone back then known that monsters can "combo" spells, i.e. cast multiple spells at once. Today its probably common knowledge that monsters that walk around or are fleeing are more likely to cast spells. People back in the days knew it too and weaker vocations were always more focused when dragons started to flee away.

I always though there was something off with this theory however, first because it didnt really made much sense for CIP to make something like "if monster is fleeing, let their chances to be twice as high". Second, on my many playthrough and watching tibicam movies, I know monsters often fired their spells more rapidly, more often than every 2 seconds. Fleeing dragon lords could either happily walk away slightly and then die, or they could turn into wreaking havoc killing machines. And of course hunters that when engaged in melee were calm and nice, but from distance they sometimes used their bow like a minigun.

Back in the days I believed it was strictly related to movement and monster simply get their spellcheck for every step it made, but I'm almost sure I was wrong then. I sometimes watch some old tibicams on youtube and today I'd rather bet that its more related to monsters acquiring targets or something like that. Few days ago I watched some old Tibia video where 7 knights were hunting demons with only melee and I was that demon was totally crazy with its attack when surrounded with 7 knights. It was clearly much much more aggressive with its spells than on standard hunt with 1 EK + 1-2 ranged shooters. I think that monster gets its spellcheck when it acquires a new target (which probably could be exactly the same target it already has?), not sure about that but I could relate it to some sort of anti-stairhopping measures? This makes sense in my head, as in Tibia whenever you stairhop monster, it always tried to cast spell as soon as you arrived on its floor, so perhaps this is somewhat related. Not sure, hard topic.

Final words
Im not into Tibia nor community anymore. Its just my curiosity from times where I was a kid researching stuff with my own testing, watching tibicams and trying to figure out ingame math and mechanics. I'm just really really curious how close I was then :)

If anybody have knowledge about things above, or have possiblity to check it in the original binary, I'd be thankful :)
 
Hello there!

I'm not on Tibia or OTS stuff anymore for a long long time. However, there's still one minor thing that makes me curious.
Back in the ~7.4 days, I really wanted to make an OTS that is as much close to original Tibia as it could be. I've spend a lot of time for thinking about damage formulas, testing, doing the math and trying to figure out how certain game mechanics worked.

As now I've seen that some people have good knowledge how original stuff worked, and that some people actually decompiled binary and examined it, I'd love to ask some questions. I'm asking this from pure curiousity as I just simply want to know how much off I was with my predictions and calculations. So here are the list:
Hey, I'll try to clarify quickly.

Weapon damage formula
Back in the days I was trying to figure out how weapon damage was really calculated. I've figured out this formula for weapon based attacks:

AttackModeMod = 7 for Full Attack, 5 for balanced, 3 for full defense
MaxDamage = (AttackModeMod * WeaponAttack * Skill) / 100
Damage = [0..MaxDamage]

Shielding formula
Everyone knows that shielding simply reduces damage output (there is no "chance to block all damage" stuff). My formula was:
AttackModeMod = 7 for full defense, 5 for balanced, 3 for full attack
MaxBlock = (AttackModeMod * Defense * Shielding Skill) / 100
Block = [0..MaxBlock]

(with Defense being Max(weapon defense, shield defense))
Not anything like that, the formula was a bit more complex and involved two rands, so that damage distribution was not uniform. But it's true that the same one was used for attack and defense.
The actual multipliers were:
  • full attack 1.2 / 0.6
  • balance 1 / 1
  • full def 0.6 / 1.8

Rules of blocking
Eg. when a character or enemy can use its shield to block incoming attack. Could be bullshit, but what I've tested several stuff that nobody believed and back in the days I was pretty sure it worked this way. This one I am really curious about. So:

  • all melee attacks could be blocked with shield
  • no magic attacks could be blocked with shield obviously
  • distance (bow, throwing) attacks made by players ignored defense
  • distance attacks made by monsters did NOT ignore defense (like mino archer bolt, black knight spear, but there were also some weird ones, as far as I remember warlock also used distance attack that looked like a spell)
  • distance attacks made by monsters that were summoned by players ignored defense (this one is weird I know but I never saw a "poof" on any pk movie with mino archer summons etc) ; i'm not sure if this is correct, I believed it is but this makes little sense from programming standpoint
Correct except for the last point. Summoned monsters did not differ from wild ones. Also, as for not blocking magic attacks - it should also state by players. Cause monsters distance attacks that dealt physical damage could be blocked by defense. In fact, all those attacks were spells. The only difference between beholder's sd and mino archer's bolt was the animation.

Armor formula
OTS and various resources state that its flat damage reduction of [0.45...0.9] per armor point. I've used to believe that formula was:
DmgReduction = [Armor*0.5 ... Armor]
Close enough, the minimum was 1/2 of total armor, but the maximum was armor - 1. Also when total armor was an odd number, it worked like lower even number. That comes from the fact the actual formula was:
reduction = (armor/2) + rand()%(armor/2)
And because these were all integers remainder of armor/2 was lost.

Spell Damage formula
I've looked through spells damage as well. There were resources about "magic power %" back in the days and I found them to be real. So I believed it was:

MagPower = (Level * 2 + MagLevel * 3)
if (MagPower < 100) then MagPower = 100

MagPower (or thats what I've though back in the days) was simply a % mod of spell damage, for example 200% magpower means spell will do twice its base damage. For spells damage, I've figured out:

LMM - MinDamage=10, MaxDamage=20
HMM - MinDamage=20, MaxDamage=40
GFB - MinDamage=30, MaxDamage=60
UH - MinDamage=250, MaxDamage=250
Exori vis (and variants) - MinDamage=30, MaxDamage=50
Exori mort same as Exori vis but reduced by armor
SD - MinDamage=120, MaxDamage=160

Also I believe that minimum MagPower of 100% was changed somewhere around 7.6 and wasn't true for damage spells anymore. But I clearly remember that even 8lvl knight could do 20-40 with HMM, though somewhere after 7.6 I remember that without lvl and mlvl you could even hit for a single digit with HMM rune.
Correct, but the rounding to 100% only worked for some spells and not for the others. Each spell had a flag for that. It wasn't changed in 7.6, but you can remember some spells having that minimum and some not (hmm did have).
Gfb damage was 35-65, sd 130-170, exori vis/flam/mort 35-55.

Attack from 1.5 SQM
Or thats how it was called back in the days by people who tried to make as much real server as possible. In early OTS, attacking was quite clucky when approaching enemies marked for attack earlier. There was some sort of uncomfortable delay and some people believe that creatures attacked from 1.5 SQM range and some really wanted this feature on their OTS.

I believed from the beginning though that there was nothing like 1.5 SQM stuff and its just simple additional attack check every move.
There was nothing like that, technically there's no 1.5 square range, as coordinates are integer. It must have been due to people's impression from pre-walk system or lag.

Monsters - moving obstacles around
People believed that ability for stronger monsters to move around obstacles (like parcels, boxes, etc) and to destroy them was different stuff. I've believed from the beginning that its the same mechanics but item is destroyed if new "rolled" place for them was claimed with something else (like a wall, creature, etc.).
You are right. There were three possible flags: KickBoxes, KickCreatures, Unpushable. The first one was responsible for moving and destroying items. Same as KickCreatures could cause a monster step aside or just be killed.

Monsters - skills
Also I believed that monsters in original Tibia did not work like in OTS. In OTS they are entirely different constructs with some similarities to players, but I always felt like original Tibia monsters were much closer to an AI controlled players. I've believed that they had their own equipment and skills and their damage (at least melee) was dependent on their "skills" not hardcoded values like OTS use.
Yes, they did have equipement and skills which they could train up.

Monsters - equipment
Also I believed that, unlike in OT, on original Tibia monsters have their loot decided upon spawning, not dying. Also I always thought their equipment augmented some of their stats. For example, minotaur on rookgard was always decent challenge but once every a while there was super hard to kill minotaur that required a lot of bashing from noobs to kill, and it always dropped chain armor then; like he was indeed wearing it during combat. Not sure if it was the same for weapons and I'm pretty sure monster distance attacks used totally different approach and were more closer to spells than attacks paladins were making.
Yes, the loot was generated on spawn and could impact monster's armor or light. This was quite easy to prove, especially the light. But back in the days I also used to hunt warlocks using trap, it almost always dealt some damage, making the warlock re-appear, unless it spawned with blue robe/golden armor.

Monsters - casting spells
Everyone back then known that monsters can "combo" spells, i.e. cast multiple spells at once. Today its probably common knowledge that monsters that walk around or are fleeing are more likely to cast spells. People back in the days knew it too and weaker vocations were always more focused when dragons started to flee away.

I always though there was something off with this theory however, first because it didnt really made much sense for CIP to make something like "if monster is fleeing, let their chances to be twice as high". Second, on my many playthrough and watching tibicam movies, I know monsters often fired their spells more rapidly, more often than every 2 seconds. Fleeing dragon lords could either happily walk away slightly and then die, or they could turn into wreaking havoc killing machines. And of course hunters that when engaged in melee were calm and nice, but from distance they sometimes used their bow like a minigun.

Back in the days I believed it was strictly related to movement and monster simply get their spellcheck for every step it made, but I'm almost sure I was wrong then. I sometimes watch some old tibicams on youtube and today I'd rather bet that its more related to monsters acquiring targets or something like that. Few days ago I watched some old Tibia video where 7 knights were hunting demons with only melee and I was that demon was totally crazy with its attack when surrounded with 7 knights. It was clearly much much more aggressive with its spells than on standard hunt with 1 EK + 1-2 ranged shooters. I think that monster gets its spellcheck when it acquires a new target (which probably could be exactly the same target it already has?), not sure about that but I could relate it to some sort of anti-stairhopping measures? This makes sense in my head, as in Tibia whenever you stairhop monster, it always tried to cast spell as soon as you arrived on its floor, so perhaps this is somewhat related. Not sure, hard topic.
You're pretty much right with your asumptions (or close). To put it as simply as possible: it was because of how often monser's stimulus function was called. For monsters that were standing next to a target, or chased it and had a clear path, it wasn't called as often as for monsters that were trying to keep certain distance (and therefore had to recalculate the way all the time). Though fleeing dragon wasn't that much of a threat because chance for spells was actually lowered on fleeing state. But distance fighting monsters were more deadly.

Afair, they changed it somewhere around 8.0, so that monsters had an actual interval for spells and could not make those combos anymore. I for sure remember it being mentioned in the news on tibia.com
 
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Hello!

Thanks your anwering that quickly. It was really interesting read! :)

Not anything like that, the formula was a bit more complex and involved two rands, so that damage distribution was not uniform. But it's true that the same one was used for attack and defense.
The actual multipliers were:
  • full attack 1.2 / 0.6
  • balance 1 / 1
  • full def 0.6 / 1.8

This one made me more curious than not. Do you mind sharing actual formula? From my observations from the past I clearly seen that damage output was not uniform, but I always tied this to fact that both damage and shielding rolls were randomized, as is:

Damage = [0..MaxDamage]
Damage = Damage - [0..MaxDefense]

So the edge outcomes were much less to happen. I also believed that distance attacks (like from bows) were actually "more uniform" because shielding did not kick in there.

Correct except for the last point. Summoned monsters did not differ from wild ones. Also, as for not blocking magic attacks - it should also state by players. Cause monsters distance attacks that dealt physical damage could be blocked by defense. In fact, all those attacks were spells. The only difference between beholder's sd and mino archer's bolt was the animation.

I see, I probably misunderstood that from the past.

Close enough, the minimum was 1/2 of total armor, but the maximum was armor - 1. Also when total armor was an odd number, it worked like lower even number. That comes from the fact the actual formula was:
reduction = (armor/2) + rand()%(armor/2)
And because these were all integers remainder of armor/2 was lost.

So the formula used in OT is not correct actually. Its pretty close but error margin should increase with higher armor values I think?

Correct, but the rounding to 100% only worked for some spells and not for the others. Each spell had a flag for that. It wasn't changed in 7.6, but you can remember some spells having that minimum and some not (hmm did have).
Gfb damage was 35-65, sd 130-170, exori vis/flam/mort 35-55.

Okay, that makes perfect sense! Thanks for clarifying formulas. Not sure about how it looks in OT today, but back in the days I never saw these formulae implemented, they looked vastly different always.

Yes, they did have equipement and skills which they could train up.

This is actually stuff that I was thinking about. I used to play some EKs back then and while training on slimes, I always felt that slime is getting stronger after few hours of training and I actually always killed it of every few hours to reset its skills. This doesnt really feel like an anti-training feature however, is Tibia really coded that bad? Because in 99.9% cases its totally pointless to calculate skill advancments for mosters, it looks like there was some really bad programming involved :D

You're pretty much right with your asumptions (or close). To put it as simply as possible: it was because of how often monser's stimulus function was called. For monsters that were standing next to a target, or chased it and had a clear path, it wasn't called as often as for monsters that were trying to keep certain distance (and therefore had to recalculate the way all the time). Though fleeing dragon wasn't that much of a threat because chance for spells was actually lowered on fleeing state. But distance fighting monsters were more deadly.

Yeah, that makes sense. Can you explain what happen on last second of this vid (the combo at the end)? That was the movie I was referring to. Monster had clear path and there was no melee attack involved, yet it still fried the party with double gfb there :) :)

...

The game has quite complicated mechanics I think, not sure if its because of programming weirdness or they really wanted all that stuff implemented (like monster having combos, skills and eq).

Thanks for your time, definitely nice informations :)
Wish you the best!
 
Yeah, that makes sense. Can you explain what happen on last second of this vid (the combo at the end)?
Looks like three players tanking the wave. The DL combo was wave (first turn), wave+gfb (second turn)

Monsters can still combo you in 12.x btw. Here's braindeath hitting 3 attacks in one turn:
1635576024178.png
 
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This is actually stuff that I was thinking about. I used to play some EKs back then and while training on slimes, I always felt that slime is getting stronger after few hours of training and I actually always killed it of every few hours to reset its skills. This doesnt really feel like an anti-training feature however, is Tibia really coded that bad? Because in 99.9% cases its totally pointless to calculate skill advancments for mosters, it looks like there was some really bad programming involved
There isn't bad programming involved, it was intentional. Monsters does have their own stats in order to gain skills, some monsters doesn't gain skills, others gain skill way faster, etc.
 
This one made me more curious than not. Do you mind sharing actual formula? From my observations from the past I clearly seen that damage output was not uniform, but I always tied this to fact that both damage and shielding rolls were randomized, as is:

Damage = [0..MaxDamage]
Damage = Damage - [0..MaxDefense]

So the edge outcomes were much less to happen. I also believed that distance attacks (like from bows) were actually "more uniform" because shielding did not kick in there.
I don't mind, but I'm writing it down from my memory. I can confirm later. But think it went as following:
(rand()%100 + rand()%100) / 2 * [value * stance] * (50 + skill * 5) / 10000
Distance attacks (of players) used the same formula. It's something close to triangular distribution.

This is actually stuff that I was thinking about. I used to play some EKs back then and while training on slimes, I always felt that slime is getting stronger after few hours of training and I actually always killed it of every few hours to reset its skills. This doesnt really feel like an anti-training feature however, is Tibia really coded that bad? Because in 99.9% cases its totally pointless to calculate skill advancments for mosters, it looks like there was some really bad programming involved :D
[...]
The game has quite complicated mechanics I think, not sure if its because of programming weirdness or they really wanted all that stuff implemented (like monster having combos, skills and eq).
It was getting stronger and you had to kill it after some time. Back then it was already known as a fact, not a superstition, since people trained a spider to hit 70+ and posted a recording.

It's nothing with anti-training or a bad programming honestly. It's all because both player and monster inherited from the same class - creature. And a creature had inventory and skills.

Yeah, that makes sense. Can you explain what happen on last second of this vid (the combo at the end)? That was the movie I was referring to. Monster had clear path and there was no melee attack involved, yet it still fried the party with double gfb there :) :)
It's hard to tell from a cam, but it could have been a retarget or the fact it approached to melee.

Monsters can still combo you in 12.x btw. Here's braindeath hitting 3 attacks in one turn:
View attachment 63184
In the pic it hit three different attacks, that's unrealted to the discussion. The 'old combo' was about hitting more attacks of one kind instantly. Say 2 waves, or 2 gfb. Or even 2 waves + 2 gfbs at once. In new tibia it can hit wave + gfb, but that's all.
 
Thanks for all answers, it clarified a lot! For higher skill levels my formuła was actually pretty close to the original (distribution aside).

Wish you guys best luck with your passion!
 
Did anyone extract all the quests from the files and list them (and with missions?) in order from 1...x.
Would love to know which quests were made in specific order. I wonder if someone else already did it, otherwise I'll do it myself and share here.
 
Did anyone extract all the quests from the files and list them (and with missions?) in order from 1...x.
Would love to know which quests were made in specific order. I wonder if someone else already did it, otherwise I'll do it myself and share here.
Yes sir!


It's a little incomplete.

The very first quest is the foundation for Mathemagic. Mathemagic is beleived to be required to understand 469.

Interesting side note... The had of the mad, the mage also able to speak 469, has an item ID of 1234 in the game. This "helmet" item is not grouped together with all the other armor type items. May be a inside hint.
 
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Yes sir!


It's a little incomplete.

The very first quest is the foundation for Mathemagic. Mathemagic is beleived to be required to understand 469.

Interesting side note... The had of the mad, the mage also able to speak 469, has an item ID of 1234 in the game. This "helmet" item is not grouped together with all the other armor type items. May be a inside hint.

Thank you!

So the first quest is actually the Mad Mage Room Quest it seems? It's a mission in that one.
Second quest would be Paradox Tower Quest.
Third quest is Queen of the Banshees Quest.

It seems they first started with random missions in each quest.
A bit confusing they have quests in sector files, move/use files and in npc files.
But none of them seem to be completed quests (just missions)... so I guess the first few "quest values" were just tests by CipSoft(?), to see if the "missions" were updating on the character profiles. Or like you said, some unknown quests.

But it also seems they are going backwards. To get the quest values (missions) for quest 1, you already need a questvalue in quest 2.
Otherwise, the prisoner just say: "Topic=8,! -> "I think you are not in touch with yourself, come back if you have tuned in on your own feelings.""
 
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Interesting side note... The had of the mad, the mage also able to speak 469, has an item ID of 1234 in the game.
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1, 2, 3, 4... 10 dots made for pythagoras a key to understanding how all things came to be

don't go down the rabbit hole it's madness
 
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Feel free to add comments to that spreadsheet to help finishy updating it.
Post automatically merged:

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1+2+3+4=10
the tetractys of pythagoras is considered a key to understand and describe the sequence of creation and the nature of everything

but i'm not following that rabbit down the hole back to wonderland again :p

It's a shame more people aren't dedicated to solving it. People just think because there was no "quest reward" per se, that there is nothing to 469, yet CIP to this day still make references and hints to it....


Like this Poll...
1642328835345.png

AMeaning: These aren't the words you're looking for.
BMeaning: Nonbelievers defy the narrow path to undersea!
C???


Rumour says C Translated is "The truth is greater than beholders/bonelords"
 
Any clue why quest 13 is missing? I can't find it in any of the files. 13 = Bad Luck?
 
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