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Archomania 8.6- Custom PVP-E Server - Looking for more testers

Lothar

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Hey, I have been working on a OT for the last 5 months or so making a custom Semi-Hardcore Tibia 8.6 PVP-E server, Archomania.
Starting level is 50, and players will be able to hunt and quest in warzones for the following level brackets w/ general monster themes:
-Warzone 1 (50-199): elves, trolls, dwarves, goblins
-Warzone 2 (200-399): Amazons, Cyclops, Outlaws, Cultists
-Warzone 3 (400-699): Orcs, Minotaurs, in the desert and Lizards, Apes in the jungle - Just finishing/making accessible
-Warzone 4 (700-999): Dragons/Dls/Hydras/Wyrms ect.
-Warzone 5 (1000-1499): Elementals
-Warzone 6 (1500+): Hell/Undead/Wizards

Each warzone will have it's specific quests and dailies that will only be accessible to that Warzone. Once you complete the hand full of quests and complete the final task in a warzone, the player is rewarded to access a promotion and a blessing. Promotions per tier grant: increased skilling and ml, loss% is less, increased crit chance with sds, access to using better gear, increased mana and hp regain. Each Warzone will have 4 drop zones and a reward room (reward room can be accessed at any level to get promotions and rebless from town). Outside of the lvl bracketed Warzones, there will be a general Battleground area players lvl 200+ can access for general pvping and questing. Having plenty of Alts is encouraged and rewarded on Archomania, and the tier promotions and quests is more sought at than lvls (atleast that's the aim), but the PVP tops all.

City:
You will be brought back to town very often, though there are trade npcs in the warzones there are many emenities! Archomania has taken a custom approach to AFK training by creating our own Training Spa by booking a room with Sorena, and using our Spa Tokens, then is ported into a room with trainers to begin training including a mana regain tile, the room also has a bailswitch and the player will be returned the non-consumed Spa Tokens. The city also includes a 1v1 PVP arena, plenty of housing, slots, autoloot toggle station, depot, daily gold rewards, and an additional free daily 5 minute training station, and a Duo-team 100 round arena. The City is 100% PZ on the surface.. However, the sewer network is a NON-PVP zone but with creatures that give Sewer Points instead of experience so players can hunt in a safe environment, quest, and be able to regain resources and still help their guilds in a protected area, and the player is able to purchase resources using their gained sewer points.

Player Currency:
-Gp is deflated, items cost roughly 1/10th the cost as rl tibia merchants. Gear is not purchasable.
-Archomania Token: Ingame currency that will be able to be purchased with USD and used to purchase premium time, however 1 Archomania token is currently worth 44gp per custom exchange rate formula, gp and AT is exchangable by npc in game.
-Sewer Points: Gain Sewer Points in place of experience from creatures under the town used to purchase resources and additional access. You can also purchase 250 Sewer Points for 1 Archomania Token.
-Blood Tokens: gained per PVP kill, can be used for daily changes in warzones and replace the cost for a blessing. Can be purchased for 20 Archomania tokens per.
-Kill Streak Points: resets upon death, shows your current killstreak and rewards activate upon kills in streak (coming soon).
Spa Tokens: Purchase from Sorena for 500gp, or gain them as rewards for quests and arena events. 1 Spa Token = 5 minutes of training.

Guild Currency:
-Guild Tokens will be used for guild purchases and guild hall expansion (coming soon).
-Fame will be reset weekly and be used for bragging rights and will grant the guild access to a weekly hunting spot.
-Sewer Points: Players will be able to deposit Sewer Points into their guild fund to be used in Guild Sewer activities.

Territories:
Each Warzone will have 5 territories the members of guilds can claim and once these territories are claimed they can receive Fame and Guild Tokens. The 3 methods players can claim territories for their guilds: levers, boss kills, king of the hill esc stand on the green carpet method. When a guild controls 3 or more territories in a Warzone they will have access to a npc to sell products and access additional quests (coming soon). Guild Tokens and Fame are rewarded once every hour. If a territory is not taken over and held by 1 guild for a week unchallenged then the territory is reset.

Premium Perks:
-1/5 Less xp/skill base loss
-50gp additional for daily rewards for characters under level 500, (500 gets 100gp no matter what)
-House Ownership
-Found Guilds
-Access Premium rewards room per ever 100 levels per character.
-Costs: Archomania Tokens (AT):1 day = 20, 7 days = 125, 30 days = 500 AT, 90 days = 1400 AT. Can be exchanged for gp from the currency broker above the depot.

Other features:
-General Autoloot: Can be toggled at the depot
-Friendly-Fire is Off for party members
-A few custom talk actions: !territories to see who controls what territories, !blood to see your killstreaks and blood token amount, !sewer to see your sewer point count, !rep to see current reputation points. !dailies may come soon.
-Lose battleswords instantly when entering most PZ areas
-Regain all hp and mana when leaving warzones.
-Auto convert 100 empty potions into 1,2,or 5gp.
-Spears can pierce and ricochet and hit other targets.
-Potions give custom values, Wands hit for custom amounts, Items stats custom, totally custom map.

Code:
~
-PVP Kill XP Rate: 20x
-XP Rate: Staged per Warzone bracket
-ML Gain: 50x (base)
-Skill Gain 60x (base)
-8% crit chance.
-about 1/2 exp loss rate (before premium, promotions, and blessings), more loss for skills and ml. (why I call it semi-hardcore)
~

I'm aiming currently to get the server public and online with a dedicated host by the end of the yearish and get a custom site, but I generally have the server online everyday while I'm awake. I have a small handfull of testers, many whom mainly only have played regular Tibia only, so I would like to invite more testers onto the server :D I am giving free premium to all testers, let everyone pick out an unclaimed and uncoded house, and will help provide some spa tokens to help get a character started skilling, and let all testers keep their characters once the server goes public. I have been building ots for a while, made many 7.6 ots and made a 8.6 ot a few years back and took a break from tibia as a whole for a while until last year and played a while on Regular Tibia to reunite with my brother since he moved out of state (he is one of my play testers also), brought a bunch of people over from Wintera to Wildera (retro hardcore pvp server) early this year and semi revived the server before the recent merger. Many of the testers have only played regular tibia until I brought them onto my ot, and a couple are dooking it out on Monstera, and would like to have more OT players testing as well. From what I've noticed however from watching my current testers: it takes players per character roughly 3 hours to quest and level through Warzone 1, and roughly 8-10 hours for Warzone 2. I am the only dev on this, though Firmly/Firminious has helped me with mapping the sewer.


For those interested, this is the Archomania Discord temp invite link: Join the Archomania OT Discord Server! (https://discord.gg/2yAY48Xe) (comment or dm me when it expires).
Please join the discord and I will help you make an account and get started! I plan to have a custom client at some point, but havn't figured that out yet :p
I plan to put together a couple ads soon also (I know how to do video editing and music production so that's covered). I plan to have Warzones 1-3 completed, larger battleground launched, 1 more layer to the sewer, guildhall progression systems launched, and Warzone 4 soon-to-launch by the time Archomania is fully public.

Thanks ya'll, and shout out to Eric/Phykik for informing me ya'll are still active on here.
GOD Lothar
 

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Last edited:
I do want to add also because I did see comments on other threads regarding scammers and problems with other ots:
No instore items, monetization will be for purchasing Archomania Tokens (AT) with USD, gp earned in-game can be converted to AT and back based on a custom exchange rate formula per npc interaction.

Archomania is NOT pay to win (training and questing must be done for your character to gain progression long term) items can only be obtained from other players, questing or looting (not even from npcs to a certain point), but players may pay for Archomania tokens with USD, % match offers will be available (currently 100% match during the test period). Base rate 1AT = $0.01 (before match)

Also during the test phase per $5 donated players will be able to name 1 npc on the server (if not already named) on top of their AT purchase. $15 or more will grant one account lifetime premium (all testers will receive free premium regardless for the test phase duration + 1 free month once it's public). Premium can be purchased in-game from Premia for AT, or once the site is fully functional for USD.

So what is mentioned above will be the main ways I plan to monetize the server: NOT Pay to win, but pay to do a little better perhaps.

I may make one more post in this thread sharing more about the server and Warzones 1 and 2 before I fully release Warzone 3 and share info on that, but felt this needed to be addressed by myself before anyone asks. I also forgot to mention a generalized roadmap for Archomania:

Ideal General Roadmap:
Release Warzone 3 - sometime this week
Release Sewer Layer 2 - Early Mid December
Release larger pvp area for chars lvl 200 and up and tier 1+ players under 200 - sometime later this month
Introduce Progressive Guildhall Systems: End of Nov/Beginning of December
(hopefully) launch server Dec 23rd.
Release Warzone 4 - Jan 2026
Release Sewer layer 3 - Jan/Feb 2026
Release Warzone 5 - March-April 2026
Release Warzone 6 - Summer 2026

I will also be making small additions to previous warzones and the rest of the server throughout the server duration to add new dailies and quests so players who have to level through the warzones again will have new things to experience/try.

For more in depth updates and to join the Archomania play testing for free, join the discord or send me a dm: Join the Archomania OT Discord Server! (https://discord.gg/8YRRNwZb)

Also going to leave a fore more screenshots: Town zoom out (see what houses are claimed and can be claimed by future testers), Inside the Training Spa, and inside the Elven Camp in Warzone 1.

Thanks, have a good day everyone!
GOD Lothar
 

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Heyo, as I'm close to releasing Warzone 3, I wanted to share more about the first 2 Warzones that players will be lvling through from when they first make their character at level 50 to reaching level 400 and are able to pvp in.

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Warzone 1: (50-199): Elves (drop zone 1), Trolls (drop zone b), Goblins (drop zone c), and Dwarves (drop zone d). For this drop zone, you will have to find 100 apples for Aethal, 1 moldy cheese from killing trolls and troll champions from Taak, 100 small stones for Keoleek, and 20 iron ores for Tiunum. Completing each one of these quests will gain access to an exclusive feature to he warzone:

Elves: secret exit tp.
Trolls: Deeper Troll Champion chamber
Goblins: Daily Goblin Assassin kill challenge
Dwarves: Deeper chamber and escape into trolls.

However, completing all 4 main tasks will allow you into the grand master chamber under the settlement in the center of the Warzone and able to hunt Dwarven Grandmasters and gain access to accept Ieal's quest to find his brother and once found, you are rewarded and able to enter into the Warzone 1 reward room and be able to accept your first promotion and blessing. The experience and loot drops for the Dwarven Grandmasters is highly worth it while till you're able to reach WZ2.

Players are able to loot plate set, best sword to loot is a broadsword (made into 1 hander with 40 attack, 30 def.), necrotic rod/wand of decay. (plate shield = 30 def, plate helm = 7, Plate Armor = 15, Plate Legs = 10).

I have placed 2 screenshots below of zoomouts that show glimpses of the main hunting areas for elves, trolls, goblins, and dwarves and the town in the center. Yes, there are shop npcs in the settlements in the Warzones. Also 2 capture methods need the individual missions done, and then obv the capture method in the grandmaster chamber requires access to the chamber.
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Warzone 2: (200-399): Amazons (drop zone a), Cyclops (drop zone b), Outlaws (drop zone c), Cultists (drop zone d). Instead of only having 1 quest available per drop zone starting off, the player has a good hand full of options for questing, and the quests aren't always as simple. These

are the 4 main quests you must complete:
Drop Zone A: Ursula's Revenge: kill 50 Amazons -> kill 15 Valkyries -> poison the 4 center cauldrons -> poison the cauldrons on the hill tops (2 shown in the screenshot below). Gain access the Mount Ursula. There is a daily given by Grimwald towards the center of the map to kill 15 witches, this becomes significantly easier after completing Ursula's Revenge.

Drop Zone B: Cyclops Key Quest: (starter key location shown in first post) Grab keys in sequential order to unlock the final reward and gain access to further areas in the cyclops camp as you gain more keys. The chests that give the keys reset after 24 hours, so if you lose your keys, you can run the quest to obtain the keys again. There are 2 quests that will require these keys outside the cyclops key quest. When the final room is completed in the cyclops key quest and the chest is looted the player will gain access to a daily where the player is teleported into a 4 floor maze where the player must kill all 20 cyclops that spawn within 5 minutes before being teleported out and if you clear it, you are rewarded an AOL. Once the player has the key into the prison (2nd key I believe), they can gain access to the finish the daily quest given by Tark to free Mark. Additionally, there is another quest that can be accepted in the prison that can be done as you complete the cyclops key quest. Lastly, completing the cyclops key quest will grant you access to the hill north of the cyclops camp to obtain the first mace accessible on Archomania (Silver Mace 47attack/30+2 def).

Drop Zone C: Book of Samuel: Find the 6 statues around Warzone 2 and stand infront of them (beware 2-4 outlaws may spawn each time you stand infront of the statue during the quest) -> kill 15 smugglers -> Find the Book of Samuel (top of floor of the bandit fortress). Once this quest chain is completed the underneath layer in the bandit camp will be able to be hunted. Also advise to find Vinco before looking for the Book of Samuel since you will loot quite a few grapes for him.

Drop Zone D: Occult Head Hunting: This is the easiest and straight forward objective quest to complete and are able to hunt for all 4 cults at the same time unlike other missions: 50 Novice of the Cult, 40 Acolyte, 25 Adept, 15 Enlightened. However to gain access into the Cult Palace there is a mission you will need to accept from Markel to obtain a skull of ratha for him and then will let you into the palace to find Atheen, and once you find Atheen the player must loot a cultish mask and bring it to the alter by Merkel to be teleported to your reward (spellbook of enlightenment +3ml). However, once the killing mission with the Occult Head Hunter is complete then the player is rewarded with access to the teleportation hub that can teleport you around Warzone 2 effortlessly (some areas require quests to unlock per drop area). Screenshot of the Master of the Cult boss room pictured below (for territory claim method).

Once the 4 main quests mentioned are completed, the player is able to speak to Buster and accept his arena challenge, and once completed the player is able to enter into the WZ2 Rewards area to accept the 2nd blessing and gain 2nd promotion. If the player skips the Warzone 1 quests, they will only be able to gain the 1st promotion from the npc until the 1st warzone missions are completed. Also to fight Grimwalds's Creation (territory capture method) all players must complete the Buster Arena Challenge.

Players are able to obtain Knight Set (from questing and looting), knight helmet (dark helmet) 10armor, Knight Armor 20armor, Knight Legs 15 armor, knight shield (dark shield) 35 def, Serpent Sword 45attack/35 def. Mages get access to Northwind rod and Wand of Draconia from looting. Paladins are able to start using Hunting Spears at 250, and Sniper Arrows at 350 and are dropped in the supply bags from some creatures also.
Some of the quests in Warzone 2 also start to reward spa tokens.
Screenshot of WZ2 zoom out is posted below.

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Each Warzone has 5 territories (1 per drop zone, and 1 in the center), however controlling territories will grant more guild-rewards the higher the warzone the territory is in. If you delevel you so not have to restart the quests, if you delevel back into a previous warzone you will still have all the previous access. Also players once they out level a Warzone while inside it will not be booted from the warzone, but a significant loss of experience per kill. However when a player leaves the warzone and has out leveled it they will be forced to progress into the next warzone. So if a player wants to keep a level 220 in Warzone 1 by all means go for it, just don't level up the ops too much fam.

Each Warzone will have a blood challenge: Warzone 1 has the only blood challenge currently installed that may reward the player 1 aol. Warzone 2 I'm likely going to put in free spins for a slot at a 1 plat coin denom cuz why not.

Warzones 1 and 2, all drop zones (aside the WZ rewards rooms) will land the player in non-protection zone areas with an exit portal back to the city near by, portal is in pz though. Part of the drop zone approach is so players can scout and see where players are in the map and will prevent players from dropping into an area that is being camped from the get go.

Warzone 1 is meant for more the beginner approach to get settled into playing Archomania's style and to not be too punished. It takes roughly 2-3 hours for most players to level through Warzone 1 and have Ieal's brother task completed around 130-140. Personally with how I play mages I did not need to use a mana potion all WZ1 aside from Ieal's mission.. Mages tend to do better in WZ1 as it's pretty easy to reach ml 45/50 by the time you're level 80-90, as where Knights and Paladins will have a hard time unless they use the free daily 5 minute trainers before hand, then can skill up pretty well throughout WZ1.. However WZ2 favors knights and paladins more and Mages can have a harder time with it till they reach closer to lvl 300.. WZ2 though, expect to have 200+ per potion type, you will use alot of pots 100%. Knights and Paladins also gain access to regular health potions at 200, so also a big reason why WZ2 is easier for melee classes than mages. WZ2 roughly takes 8 hours to complete all quests and dailies an level through, and players finish Buster's area around lvl 330-350.

Knights may feel a little salty knowing they will have to train to Mace to get the most of their damage output for now until WZ3 when the first Axe may be obtained, it's best to hold onto the item till the time is right to go back and train and to enjoy using swords for now. It'd make alot of sense if you happen to get the Silver Mace before looting a Serpent Sword to go right into that training.. Maces will be lootable drops starting WZ3 however so if you do not obtain the First Mace n WZ2 then you will still have a chance to obtain a mace :D

All creatures in these Warzones are resistant to 1 main element (ice, fire, tera, energy) and weak to 1 or 2... I will spoil though, additionally each are weak or resistant to death and holy:
Holy res: Elves, Dwarves, Cyclopes, Outlaws
Death res: Trolls, Goblins, Amazons, Cultists

Lastly, the Sewer Prospector npc can be found in both WZ1 and 2 that is required to speak to for accessing the deeper Sewer Quarries, WZ1 he's in one of the buildings, WZ2 he's north east of the town in a building in the swamp.

For those interested in play testing, the link to the Archomania Discord is here: Discord - Group Chat That’s All Fun & Games (https://discord.gg/8YRRNwZb)

Thanks for reading yall!
GOD Lothar
 

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Hey everyone,

I've had Warzone 3 launched for a week or so but I wanted to have a couple more things prepared also to unveil before I wanted to make another post in this thread.


1. Warzone 3: (level 400 - 699)
So this Warzone has a Desert half and a Jungle half that players may start their progression in and have 2 factions per side to align with.
Desert: Orcs vs Minos
Jungle: Apes vs Lizards

And by killing the enemy faction you will gain reputation towards your faction (use !rep to check reputations). Along with these factions and questlines, the Jungle and Desert have their own quest chains that allow the player to gain access to an additional drop pad, and then can accept a final task to kill 500 Giant Spiders to gain access to the rewards rooms. The Questline in the Jungle takes the player through the jungle by rewarding more access and eventually allowing the player to venture to the jungle mountain settlement, Jungalu. However, the Desert Faction questline will make the player do tasks in the desert and unlock tombs and kill Curse of the Deserts to then gain access to that side's 500 Giant Spider task (same npc). Once the 500 Giant Spiders are killed, then the player is allowed into the rewards room. Currently each faction has 1 daily and 1 single 1 time quest, likely will be adding in another daily and 1 or 2 more sophisticated quests per faction.

Players can loot Crown set, begin looting strong potions, and start to loot rings in this warzone. The first Axe will make an appearance via quest.
~~~screenshots of WZ3 will be below~~~

2. Updated and New Spells:

All aoe and wave spells have movement added to them, the ms is low enough where there shouldn't be unaffected creatures but will likely also experiment with 2 wave aoes in the future. Each of the elements' exevo gran mas xxxx spell will have it's own movement pattern whether it be from center out, all at once, outside to inside, or from front to back. Also added in is exevo gran xxx hur spells like rl tibia as well.

As for custom spells, the following have been added in:

Sorcerers:
Fire Storm - exevo mas flam - creates a 3x3+1 Fire blast wave that shoots away from the caster 4 times.
Life Tap - exevo mas una - taps the life from all enemies in an area and gives it to the player at the cost of 250 health.

Druids:
Ice Storm - exevo mas frigo - same as Fire Storm, but with Fire.
Time Bend - exevo mas para - paralyzes enemies within an area. The closer to the caster, the slower they become. Lasts for 5 seconds.

Mages in general:
Black Plague - exevo gran mas mort - Spiraling Death AoE.
Force Field - exani vita hur - Moves back creatures standing in the 3x3 array in front of the player back to a max of 4 tiles away from the caster (3 tiles away get pushed to 4 tiles, 2 tiles away get pushed to 4, 1 to 4).

Paladins:
Heavens Volley - exevo mas con - Casts in a 9x9 array a single shot onto all enemies, and then one by one will fire a holy bolt of damage individually. This spell's damage is 65% physical and 35% holy damage. Last target gets shot twice.
Great Heavens Volley - exevo gran mas con - same as above but in a 11x11 array and doing more dmg with a smaller cooldown and cast time before rapid fire starts and the time between shooting at targets.
Quick Draw - exori tempo con - The caster selects a target and once the spell is casted the player will fire 10 round at the creature(s) targeted during the duration.
-"utamo tempo san" is "utani tempo san" now

Knights:
Super Challenge - exeta gran res - Groundshaker sized taunt aoe.
Grappling Hook - exori inu - Beam is casted on the 5 tiles in front of the caster and if a target is hit then the caster is teleported in front of the hit target.
Impactful Strike - exevo grav hur - The caster strikes the tiles in front of them in a T shape where the creatures NW, N, NE and 2 tiles further north would be hit if the player was facing north.

All of these spells are able to be obtained with no promotions, no premium requirements, and do not need to be learnt, and able to be used in Warzones 1 and 2.


3. Archomania Officially owns a domain!

From our testers, we now have Archomania.net claimed and players are now able to connect using this in their Ip Changers! We are still looking into a dedicated host, but I do manage to keep it online a majority if not all day at this point.. Until the website is built and launched, players can make their accounts using the traditional 1/1 Account Manager, though account management will become site only once it's running and functioning. If players are having issues are get impatient with the Account Manager trying to create their account or characters, please reach out via the Archomania Discord.


Lastly, we have added in an account-wide 30-day rewards system that rewards players daily per account giving away:
Per player: Gold, sewer points, spa tokens, blood tokens
Account wide: Archomania Tokens, and free premium days.

If you'd like to participate in our test run, we're still offering free premium till the server goes live, and select 1 house to claim in the town per tester.

IP: Archomania.net
Client: Tibia 8.6
Account Manager: 1/1
Discord: Join the Archomania OT Discord Server! (https://discord.gg/TWjzrhu3)


Thanks, have a great day everyone :)
GOD Lothar
 

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Today is my birthday and Thanksgiving in the states, anyone who joins today will receive 100 Archomania tokens free till midnight est..
 
Heyo, here's a quick update since the last post of stuff recently added into Archomania:

Solo PVE Arena:
Players once a day can now try their endurance in the solo PVE arena challenge. The longer players last, the higher the gold reward.

Sniper Arrows:
Sniper Arrows now have an off chance for ricochette, piercing, and crits, and on off chance will not be consumed every so often.

Sell Pit:
Above the shops I have created 4 sell pit station. Players can place whole bags of items and it will sell everything able to be sold in the pit once the lever is pulled. Remaining items will be given back to the player in a backpack but too many non-sellable items will drop onto the floor where the player is standing.

Blood Challenge 2:
Warzone 2's blood challenge gives the player 10 free spins on our 3x3 slot machine (costs 1 blood token). After the 10th spin, the player is teleported out of the challenge. Payout is in platinum coins.

Crusader Helmet Quest:
Requires level 550 and access to the deeper Giant Spider layer in Warzone 3 - Fight through waves of Giant Spiders and Tarantulas to reach the Crusader Helmet. (hilarious I kept the theme the same as rn tibia because that's how my server progression aligned itself).

Boss Chest: (currently for party member boss kills, guild boss drops coming soon).
Boss Loot will now be injected into all party member's boss chest inventory and players are able to claim their rewards via the chest.

Monk/Welcome Temple NPC:
Until level 200, players can talk to the npc at the temple once they've acquired their starter gear and be teleported around town.

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I did want to address this also to sort out any confusion: Archomania is Primarily a Retro-PVP-Enforced server type, with RPG elements by questing to gain access to gear promotions and blessings, though the city itself and the sewer system is all PZ or NON-PVP Zones. Both play styles will be beneficial for guilds and the overall progression of characters and the server: NON-PVP players will benefit from being in guilds because accesses to npcs in the Warzones will be required, as for guilds will be required to use Sewer Points for some protections in the greater pvp area, sewer events, and fight sewer bosses.

General Breakdown of the area types:

Warzones: able to pvp openly, main areas to hunt and quest and gain exp and progression. Claim basic territories in Warzones for your guild. Limited by level brackets
Sewer: NON-PVP - no exp, sewer points given. Great for training and reupping on a budget.
---Coming Soon-- Greater PVP Area (PVP Fortress): PVP Haven, previous week's leading guild defends fortress from invaders. Anyone lvl 200+ or if they have the first promotion will have access. Defenders can set traps and have exclusive access to a hunting spot under the fortress until the weekly fortress resets ownership. Guild Bosses and events will occur in this area to encourage large pvp events.

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Thank you to those who've came on to test the last few days. I've been managing to keep the server online pretty much all day if anyone wants to hop on to play test. Anyone will still receive free premium for the test duration and able to select out a house to claim. Also today only I will give new testers 50 Archomania Tokens.

Client: 8.6
IP: Archomania.net
1/1 to make an account or contact me via discord.

Thanks, have a nice day everyone :)
GOD Lothar
 

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Heyo, been a minute!

Before providing any updates, I wanted to mention Archomania going public will be delayed into January or early Feb. I currently am working on the main PVP Island but I want to make sure it is done thoroughly. The main detail I'll unveil about the main PVP Fortress and Citadel is it's Stormwind inspired (not to be exactly like it but have similarities). Also adding in territories into Warzone 3 currently while also finishing out more Apes/Lizards/Orcs and Minos areas beyond what was accessible once WZ3 was released and then add in territory majority npcs for players to be able to sell things like trophies, creature products, and special gear gained in the Warzone if their guild controls 3/5 of the territories in the Warzone.

~~Recent updates~~
Training Gear:
Archomania has now installed training equipment! Purchase the gear from the Training Master above the training spa, 1k gp per piece of training gear. Then, ask the Training Master "enchant", "charges", "token", or "convert" and per 1 Archomania token converted will allow a piece of training gear to receive 100 training charges (500 AT converts to 50k charges). Once the charges are purchased, the player will place the piece of training gear on the counter, pull the lever, and all accrued charges will be added to the piece of training gear. Equip the gear in the proper slot, stand N,E,S, or W of the target and right click your gear to toggle train. The training spellbook, bow, and shield are a simple right click to toggle. The shield will need to be used directly adjacent to the target, the bow and spellbook requires the player to stand on the tiles 3 sqm away from the target. Say "!traininggear" to check the training charges on your gear at any time. Make sure you have above 800 mana for the spellbook to work properly also.

New Slot Minigame:
Floor +3 in the gamehall, there is a new minigame where the player places their bet stack, 1 piece of gold/plat/cc will be removed per lever pull. If the player placed a bet for 1 X or O in a row, they will receive x2 their bet, 3 in a row x4, 4 in a row x8 and 5 in a row x16. Players can bet on either/both sides for X's or O's in a row. However if there's an even amount per side, swamps appear and the neutral bet is paid, and no X or O bets are paid.

House Manager NPC:
Though TFS has a house management system that's somewhat broken (atleast the version I'm using)... I have made my own NPC and system where players can purchase houses and be able to add rent onto their weekly tab. First purchase will be rent x2 (cost of the house and first week's rent), and then rent will be owed weekly (only 22gp per sqm). The OG !buyhouse command will still be active during the beta test so all testers can still lock in their house and not be charged rent/lose their house once it's public: Only new-home buyers/owners once Archomania is public will be affected. I also needed to implement this system to make sure I'm able to implement the guildhall systems I'm wanting to make and wrap everything together with the overall server objectives.

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As an Xmas gift, all new players will receive 100 Archomania tokens free if they create their account from now till midnight est on the 26th. All testers will still receive free premium for the test duration + 1 month into public, and claim a free house (testers must claim their house before Archomania is public for this to be honored). If you're a beta tester, please enjoy/play the game and let me know input as you play as there's truly been so much added and adjusted.. Mainly looking to see if Archomania is overall too easy/difficult, vocations are balanced with the new and updated spells, bugs/exploits, ect. Mainly, treat this as an early access to Archomania and enjoy your stay :) All characters involved in the beta testing phase will be kept into the public launch w/ current stats and items (keep all your stuff :D).

For more updates and to join the Archomania community: Join the Archomania OT Discord Server! (https://discord.gg/U6b84pm7)
Connect using the Tibia 8.6 client and ip: Archomania.net
Basic account manager for account creation (1/1) until the site is fully functional, or DM me to create your account.
If I'm personally not around to credit your premium and Archomania tokens, please DM me on here or Discord (preferably) and I can get those added.

Thank you,
Happy Holidays everyone!
GOD Lothar
 

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Yo! Just wanted to bump this thread and let everyone know the progress on Archomania is still growing strong! I have added in 3 boss fight scenarios into WZ1, and 7 bosses so far into WZ2 with 2 of those having regular and PRO difficulties, I will make a more in depth post when I have more free time, but I atleast wanted to let everyone know I've kept the server up 24/7 incase anyone still wants to give it a test run, and am building out other systems to enhance the gameplay experience :) Bosses for the most part will have a level requirement or require a questline to access, and will be used as a way to faster releveling. These bosses are not easy either, and aside from the Dwarven Fire Turtle and Syntara fight scenarios, these are all unique requirements/tasks/objectives to complete or trigger the bosses (the 2 I mentioned need the boss to not leave the area or it despawns.)

IP:Archomania.net
Account Manager: 1/1 or blank.

Have a great day everyone!
GOD Lothar
 
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bro type less show more
You can just play my guy, and Otland only allows 5 screenshots per comment and does not let me comment videos. I'll make video teasers and how to videos on an official YT once Archomania is closer to launch. I do have a couple images I could share from the Discord I suppose.1772771384575.webp1772771328387.webp
 
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you can use [IMG][/IMG] wih imgur orwhatever hosting the img it supports all img formats.
ppl don't read that much anymore, just an advice
 
Heads up we officially have a public host for Archomania as of a few days ago based on LA. I've been implementing a ton of new features this month, some will allow players to gain experience without hunting or pvping if they so choose. I will be unveiling everything in a mass dump in another 2-3 weeks. Here's a single img teaser:
1774938677361.webp


1/1 or blank for account manager.
 
Aight, as requested here's a 200 word summary from ChatGPT of what Archomania is based on my first few posts:
~~~~~
Archomania is a custom Tibia 8.6 semi-hardcore PvP-E server designed around structured progression through level-based “Warzones.” Players start at level 50 and advance through six distinct brackets, each with its own themed monsters, quests, and rewards. Progression is driven less by raw leveling and more by completing warzone questlines, which unlock promotions, blessings, stronger gear access, and improved stats.


The server blends PvP and PvE by separating environments: warzones allow open PvP and territory control, while the city and sewer systems provide safe (non-PvP) areas for training, resource gathering, and recovery. A strong emphasis is placed on guild play, with territory control granting bonuses, rewards, and access to special NPCs and content.


Archomania also features multiple custom systems, including a training spa, daily rewards, arenas, custom spells, and unique currencies like Archomania Tokens and Sewer Points. Monetization is limited to premium time via tokens, avoiding pay-to-win gear.


In terms of progression roadmap, Lothar outlines a staged release of content—Warzones, sewer layers, PvP systems, and guild features—extending into 2026, with continuous updates and replayable content added over time to keep progression fresh.


Overall, Archomania aims to create a long-term, progression-heavy PvP experience with strong RPG and guild-driven elements.
 
Heyo been a minute but I now can unveil and will be trying to post teasers daily the next few days..
As of this morning Archomania now has a fully functioning Gathering/Refining/Crafting systems in a new Department of Natural Resources and Crafting. I have placed the Department of Natural Resources and Crafting south of the temple in town here:
1776290004260.webp
(still alot of unclaimed housing in this pic as well). Also visible are 2 mining nodes < of the temple, and 1 Woodcutting node to the northeast.

Use the toggle levers to toggle exp on and off from Gathering/Refining/Crafting:
1776290272527.webp
Exp is not given by default, using these levers will make it harder to obtain the next item but will provide xp (50% wont gather on use, use x2 mats for refining and crafting).
I have made a couple public crafting rooms for now, more will be added soon:
1776290397694.webp
More will be unveiled on these systems over the next few days.


Outside of Gathering/Refining/Crafting here's a couple other noteworthy updates I can go more in depth on:

Now under the shops, premium players will have access to levers they can pull to acquire (100) of potions and runes that will pull the cost from both the player's inventory and bank balance:

1776292138962.webp

Previously, if players deleveled below 50 they would go to the small building to the left of the temple (right of the depot) and would kill some butterflies to relevel. However, I have now encoded the tiles around the temple spawn tile to relevel to player to 50. These tiles however also will give first timer's 180 days of premium (will be reduced to 1 week when beta is closed), 500 Archomania Tokens onto their account balance, and 500gp added to their first player's bank balance. This way new players can have a little more grace and I'll no longer have to manually input AT and premmy time for everyone. If you have already made an account/previously played you can claim this also :)

Lastly I'll unveil in this comment: Because the butterfly lounge has been deleted, I have now created a deleveler npc, Hamron. Per level removed you will receive that many sewer points. Ex: Player is 200 and wants to lose 10 levels, he would gain (191+192+193+194+195+196+197+198+199+200)=sewerpoints. This is used also as a safe method to be able to reenter warzones the player has overleved without losing any of their progression with skills/items avoiding being lost.
1776292749441.webp


Tomorrow I will be aiming to post more about Gathering specifically. For now, enjoy!

1/1 for acc manager
IP: Archomania.net

Thanks,
GOD Lothar
 
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Yo, here is the update on Gathering!

Currently we have Mining (Pick) and Woodcutting (Saw) as gathering methods. The Pick and Saw can be purchased from Gorin in the Dept. of Natural Resources and Crafting.
1776381700622.webp

Mining:
Currently there are stone nodes around the town, in the sewers, and warzones you are able to right click on while a pick is in your inventory which will generate 1 iron ore. Players who are freeacc have a 50% chance of breaking the stone an 30% for premmy players on-tap. When the stone is broken it will re-appear in 12 minutes. Per collect, the player has a 25% chance to loot a gem: Ruby, Sapphire, Emerald, Amethyst, Diamond, Topaz, Black and White pearls. Pictured below is what the player would receive if they mined 50 iron ores (gems were random # drops, amounts may vary), along with a couple client-side msgs you will commonly see.

1776381648944.webp

However, the player will have a .4% chance to also receive a Mind Orb on-stone-use.
1776383176352.webp

Woodcutting:
When player has a saw in their inventory, they can right click on these specific trees and obtain wood from them on use. The player has a 20% chance to cut the tree down (make it disappear), 13% for premmy players. Each onuse that does not cut the tree down the player will gain between 4-13 wood. Trees respawn after 22 minutes once cut down.
1776383799655.webp

As for gaining exp from Gathering, use the lever with the pick by it (as pictured in the previous comment). This will make 50% of the hits not collect resources, yet when the player does collect resources they will gain experience.

There are resources scattered around town, the sewer, and warzones to collect. I will circle the mining (in gray) and woodcutting (in beige) nodes around town.

Have a nice day yall, tomorrow will be about refining :)
GOD Lothar.

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