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As far away as possible but closer the better.

Nemphis

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Title could mean a lot of things.

Backstory
I have in the recent year, wanting to do a normal pvp server. Hunt, lvl up, loot items, sometimes pvp. Like normal.
I've been working on a list for a few and(some simple) changes I'd like to see in this server, if it would ever come online. Although that is likely not to be the case.
So I've decided to make my list public on what I'd like to see in a server. This would mean that other servers could take the ideas and that is totally ok. Its better to see some of it to find a use somewhere else than non at all. This could also be my way to contribute to the OT community.

What I've noticed is that players like custom, and they like rl-ripoffs. Some people like full-custom with zero reflection of cipsoft. And some like the majority of the server to be custom, or wise-versa. There is plenty of player bases out there.

This server and the ideas around it would be as the title says. As far away as possible(from rl tibia) but the closer to rl-tibia the better. In my head this means that you can change everything, as long as the feeling while playing is close to rl tibia.

Here goes. If you wish to add something that could work with the list, or add a comment about something that really doesnt make sence, please do and tell me your thoughts.


Im doing small changes week-to-week in the list, but im not going to update my changes here. I think the list is good as it is now ,it just might need some tweaking.
I realise that with monster changes(all the way down) a lot can be done to make gameplay a bit harder than normal, to much much more monsters. If you get any ideas, comment below.


General server information
  • Custom map.
  • All players start at level 5 with their vocation. (Result will be more mana and health totally than normal if you start with vocation at level 8).
  • Experience from level 1 and up is 120%(always).
    • Level cap will be increased each season. Max level is 100/150/200 and so forth.
    • Or 60/80/100
  • Skills and Magic level is 1x No skill cap.
    • as skill/mag lvl is normal speed, you also gain a full skill each or each second lvl.
    • Or Skills may only be advanced through leveling. Example, a knight gets 2 sword/axe/club each level and mages gets 1 mag lvl. Skills may only be raised with, level, items and temporary by food and potions.
    • This will require an increase of new items with different stat numbers.
  • Paladins have reduced shielding advance in order to make knights superior in blocking. Paladins still advance faster than mages.
    • Or Paladins gets less health each level and not be able to equip the heavy items.
  • Items are devided to Plate, mail and cloth.
  • Offline training from statues and beds will be deactivated. Or. Retail offline training 12 hours = 6 hours online. We can make 12 hours = 3 hours online so something happends atleast.
    • or deactivated completely.
  • Level, Magic Level and Skills will give more effect to all kind of damage from players, like weapons and spells.
    • or not.
  • Inside City lines mana and hp reg is increased to promote rune-making and online training with other players.
  • Skull system will get a facelift. White skull lasts 10 minutes unless you get attacked by another player, the time will reset back to 10 minutes.
    • Red skulls are given after 10 player kills, and red skull will be removed after the player died the first time or having ten hours of play time without death.
    • Frags from killing people will have a cooldown of 6 hours each frag(4 frags every 24 hours) or if you pay ransom to the city council. (Higher level of player increase cost per frag).
  • Death penalty with red skull will loose 1.5x normal experience points and skills than normal plus everything he has equipped.
  • Players with white skulls will have death penalty reduced to 50% of normal to promote PVP combat and attacking other players.
  • Players dying to a white skulled player will have death penalty reduced to 25% to promote PVP combat and to reduce the fear of dying in pvp combat.
  • Bann in PVP may NEVER occour. But if you PK X amount of players 20 levels below your own, you will be sent to DP for 6 hours and you may not leave protection zone.("Prisoned players will receive a black skull")
  • Party will increase bonus experience points like real Tibia, but instead of different vocations needed to increase bonus you only need more people. Bonus will scale up to 4 people. 0/20/40/80%
  • Blessings will be removed from the game and Amulet of Loss will step into the light. Dying with red skull and equipped Amulet of Loss will only save your items, not experience and skills.
  • Market will be deactivated and Trade-Channel activated again in order to create a stronger community.
    • Special houses that works as a shop could be made where players can sell items without being online.(Look at item will display item stats and cost of item thats decided by seller)(Right-click on item and a pop-up window comes and ask if you with to transfer money and buy the item)
  • Income for mages could be selling runes to other players. (should be easy while inside a town.)
  • Income for all vocations could be selling special vocation items to NPC or other players.
  • Promotion should be later than level 20 because of the experience rate. Half of max level or 3/4 of max level.
    • A promotion should cost more than 20k.
    • Or a promotion could be FREE, but requires you to finish a series of solo quests.
    • To be able to purchase a promotion you need the following requirements: X Amount of gold + required level and high enough sword/axe/club/distance/magic skill to qualify.
    • A promotion does the same as normal Tibia + increases base stats permanently.((not regen) hp/mp/highest secondary skill+shielding)
    • Promotion would give a special vocation quest that everyone should aim to do. The reward could be a good item/spell+gold. Maybe even your first mount + unique vocation outfit?
  • Only a promoted character may rent houses.
    • And special shops if thats the case.
  • All levels will have the same movement speed.
    • OR a very small increase every level.(smaller than real tibia)
  • Movement speed may only be adjusted by items, spells and mounts.
  • Mounted players will dismount if they attack something or a small chance if they get hurt(following a short paralyze effect).
  • Mounting should take 5 seconds
  • House auction will take 3 server resets. (Schedule resets, Not crashes)

Levels
  • Each level a players base stats(hp, mp, skills??) will increase permanently.

Food
  • Each food will give buff for 10 minutes. (no point in eating more than one at a time)
  • All foods will share a cooldown upon use for 10 seconds. Eating a food each 10 second is a way to increase hp/mana quickly while reseting buff. This is expensive in the long run though.
  • Foods are in level categories; better food gives more.
  • Food types do not stack. If you eat a meat first and then a fish, only fish will apply.


    (hp regen and mp regen from meat and water based food should be increased i think).
  • meats: Favour HP regen. Numbers are for each HOUR. (even if buff last for 10 minutes each)
    • lvl 1: meat - 450hp 90mp
    • lvl 2: ham - 600hp 120mp (cant be bought in shop)
    • lvl 3: dragon ham - 900hp 180mp (cant be bought in shop)
  • water based food:Favour MP regen.
    • lvl 1: fish/northern pike (+0 fishing) - 1800mp 180hp
    • lvl 2: green perch (+50 fishing) - 2400mp 240hp (cant be bought in shop)
    • lvl 3: rainbow trout(+90 fishing) - 3600mp 360hp (cant be bought in shop)
  • veggies: Favour SKILL bonuses with NO regen. Only highest skill will get a bonus.
    • lvl 1: +1 (not decied which veggies in this level)
    • lvl 2: +2 (not decied which veggies in this level)
    • lvl 3: +3 (not decied which veggies in this level)
  • bread: (same as veggies)
    • lvl 1: +1 (not decided which baking products in this level)
    • lvl 2: +2 (not decided which baking products in this level)
    • lvl 3: +3 (not decided which baking products in this level)
  • nuts: (same as veggies)(but only drops from end-game monsters like demons)
    • lvl 1: +4 (not decided which nuts in this level)
    • lvl 2: +5 (not decided which nuts in this level)
  • mushroom: different mushrooms gives bonus elemental protection: (NOT COUNTED AS FOOD, CAN HAVE NORMAL FOOD AT THE SAME TIME)
    • fire mushroom: -15% fire damage taken(only looted from monsters)
    • orange mushroom: -10% fire damage taken(only looted from monsters)
    • red mushroom: -5% fire damage taken
    • wood mushroom: -10% earth damage taken(only looted from monsters)
    • green mushroom: -5% earth damage taken
    • brown mushroom: -10% physical damage taken(only looted from monsters)
    • white mushroom: -5% physical damage taken
    • dark mushroom: -5% death damage taken(only looted from monsters)
    • "some mushrooms": -adds type 2 poison to player.
  • candy: (techically not food): give big temporary speed for a short time

Shops
  • Amulet of Loss will be sold by NPC only and have a reasonable cost.
  • Sell low level runes like LMM.
  • Sell vocation trading items for a high price. (read more a few lines down)
  • >Cure runes
  • >Bandages
  • >Grinding stones
  • >tp runes
  • >courier
  • >enchanter potions
  • >

Spells in general

  • All rune spells mana requirement are reduced by 10%.
  • Soul points serves no purpose so its deactivated. Atleast for now.
  • All cure spells will be removed. No Cure poison/Fire/Electricity and Bleeding.(To increase trading between players)
  • Summons will follow you between floors with a small delay.

Vocation trading spells. These must be picked when your character is created and may not be changed ever during gameplay.
Pick one standard and one for your chosen vocation.
Standard:
  1. Can create antidote runes that cure poison effects.
  2. Can create antidote runes that cure fire effects.
  3. Can create bandages to cure bleeding.
  4. Grinding stone that fix your weapons and shield durability to 100%.
Druid:
  1. Can create a green gem that upon use, stun you for 5 seconds and reduce all damage taken to 5%. (15 minute cooldown.)
  2. Permanent aura that decrease all spell damage by 1% to party members. stacks up to 5%.
Sorcerer:
  1. Can create teleportation runes which can only be used at specific locations and travel to specific locations that also must be unlocked first.
  2. Create a potion that gives a boost to magical skills for 5 minutes
Paladin:
  1. Permanent aura that increase all physical damage by 1% to party members. Does not stack.
  2. Can create an item that when used, a "bird" will come and collect your gold and send it to the bank or change your gold into diamonds. 3 time use.
    (OBS: Right-click change-gold will not be in the game)
Knight:
  1. Permanent aura that increase shielding by 2 to party members
  2. Can create an item that lies in your backpack and when a monster is killed, 5% of the coin value that drop will be sent to bank. Depletes in 200 kills.
  3. (Or something else instead of #2)
Enchanter:
  1. Create a potion that increase hp per second for 5 minutes.
  2. Create a potion that increase mp per second for 5 minutes.

Vocations
  • New vocation?: Enchanter
  • An Enchanters skill advancement speed would be between druid/sorc and paladins in all areas. The strenght of the player would affect the strenght of their summons.
    • -This means that if the player has high melee fighting, a melee monster would be stronger, like rats, bears, trolls, Orcs.
    • ->But If they like to be more distant in their combat, they could summon a Hunter that would get stronger with high distance fighting.
    • ->They could combo magic level and shielding, so they get a strong blocker while they shoot magic spells and runes(bought from sorc/druids) on their target.
  • The spells of the Enchanter would be to enhance their summons in different ways and keeping them alive.
    • >Healing spells
    • >Damage increase buffs for a short time
    • >Defence increase buff for a short time
    • >Order your summons to taunt monsters
    • >May use a spell to become his summon and increase its stats even more, until death or same spell is used again. (If you die as a monster, you spawn again with the same health you entered with a few tiles away)
  • (i hope this doesnt remind of pokemon, i didnt even have pokemon in my head while thinking of this)

Druid spells
  • new runes similar to LMM and HMM but instead for Ice and Earth damage.
    • *Summoning creatures of Nature or Humanoids will make the creature stronger than normal.(Example: bears, Wolfs, Orcs, Elfs, Dwarfs).
  • May enchant melee weapons to make ice and earth damage.(not visually to increase availability)
  • Physical Strike will be removed.
  • Ice Strike now chills your target for 5 seconds additional to normal direct damage. (slightly walk slower: Double effect on creatures, including summons.)
  • Terra Strike now give poison to your target additional to normal direct damage. Effect lasts 10 seconds.
  • Flame Strike as normal.
  • Energy Strike as normal.
* = If the vocation Enchanter is added, this line will be deleted and druids may not use summons.

Sorcerer spells
  • A new rune similar to LMM and HMM(which is energy), except these will be Fire Damage.
    • *Summoning creatures based on elements and undead creatures will make the creature stronger than normal.(Example Fire elemental, Fire devil, Skeleton, Demon Skeleton).
    • **May conjure a magic wand that deals magic damage from a distance. Last 15 minutes. 30 minutes cooldown.
  • May enchant melee weapons to make fire and energy damage. (not visually to increase availability)
  • Death strike will be removed.
  • Flame Strike wil work as nosmal but also put burn on target additional to normal direct damage.
  • Energy Strike. Min damage always at 1 but max damage will increase greatly with magic level and level.
  • Ice Strike as normal.
  • Terra Strike as normal.
* = If the vocation Enchanter is added, this line will be deleted and sorcerers may not use summons.
** = not decided yet. Would work similar to rl tibia.

Paladin Spells
  • The holy aspect of paladins will be removed and mana usage will be for new abilities that makes more sence to someone equpped with a bow or crossbow.

Knight abilities
  • A Knight do not use any mana points, they use Soul points for their abilitys.
  • Soul points can only be gained by taking damage and dealing white damage. Critical hits give you more points.
  • Damage from knight abilities are only depending on Level, skill level and weapon damage.
  • New passive spell (learned with Promotion?) Each white hit a knight does not critical hit, critical chance will increase by 1%. After a critical hit, the chance will be reduced to normal again.

Potions
  • All normal potions will be removed
  • The player is given 1 potion with a base cooldown of 10 seconds. May be upgraded with in-game gold to lower cooldown or upgraded to give more hp/mp upon use. (Hidden quests will give additional usage to potion(Like dark souls))
  • May change this potion to work as either for health or mana at a special npc in cities.

Items
  • Platinum and Crystal coin are removed from the game and replaced by diamonds (like in the very old tibia). 300 gp = 1 diamond. (Diamonds are an acceptable currency in NPC and Player shops)
    • ->Or changing Gold to highest value, then silver and copper coins as the lowest.(Just renaming and new sprites)
  • Wands and rods will be removed. Instead we will make a good use of weapon enchantement for druid and sorcerers.<
  • The weight of wearable items will be reduced by 10% so players can get more cap.(maybe easier to increase cap gain per lvl on players to 110% of normal)
  • Skill rings like Sword ring will be 1 hour and give +5 in skill. Can only be looted by monsters and sold by players.
  • Weapons and shields will have a durability, when durability reach 0, the effectiveness of the item will be reduced by 25%. Must be fixed with Grinding stone

Weapon and shields
  • Two-handed melee weapons will have a base critical hit chance by 2-5% and bonus to physical damage x% depending on the weapons strenght to promote usage of two-handed weapons.
  • One-handed weapons makes it possible to use shields or books, to reduce damage taken. (like normal)
  • Mages may use staffs(two-handed) that will give critical hit chance by x% to spells and a bonus to spell damage by x% depending on the strenght of the weapon. (May not use books or shields).(because of 2 handed weapons, duhhh)
  • Spears can only be used by paladins. Spears are stackable.
  • Spear range is 1-2sqm(doesnt throw it, it pokes). May use shield while using a spear.
  • >May right-click on spear icon while using spear to throw it and stun monster for 5 seconds, half to players. Loose 1 spear each time. Same damage as poking.
  • Crossbow can only be used by paladins and enchanters.
  • Bow can be used by Knights, paladins and enchanters.
    • >Bows have +hit%
    • >Crossbow have +crit%
  • Sorcerers and Druids may only use light shields.
  • Paladins may only use moderate shields. Not books.
  • Knights can use all kind of shields, but not books.

PVE-Debuffs
Bleeding

  • damage increase slowly over time until death or until you heal yourselves to 100% health.
  • may be cured by bandage(Buy from NPC or players.)
Fire
  • burns 50% of max hp, 5% ticks.
  • May be cured by antidote rune - (Buy from NPC or Players.)
Poison
  • First degree: Non-lethal. low damage-over-time. Has a max duration of 30 seconds
    • > Rotworm meat
    • > Old food
    • > Poison Spider bites.
    • > A trolls bite
    • >Other creatures with very low % chance on hit.
  • Second degree: Lethal. Medium damage-over-time. Has a max duration of 90 seconds.
    • > Any kind of Poison Field.
  • Third degree: Lethal. High damage-over-time. MUST BE CURED.
    • > Scorpion bites.
Electricity
  • Paralyze the whole duration. Can not be cured by exura.

Monsters
  • Drops copper and sometimes silver coins.(if we dont use diamonds as currency)
  • Items are normal drop rate.

    Poison Spider
  • May use bite: gives poison.
  • Scratch is new normal attack.

    Scorpion
  • If he stings you with his tail you get poison.
  • Scratch is new normal attack.

    Wolfs
  • in a group 3 or more, their damage is increased by 20%. And adds a green party skull to wolf.
  • scratch: 10% more damage than normal attack(small chance to bleed on target).
  • Drops: meat, bones.
  • Skinned: wolf fur, broken wolf fur.

    Bears(if company with bear cub and bear cub dies first, bears enrage and do increased damage)
  • does cleave attack sometimes.
  • Drops: ham, bear teeth.
  • Skinned: bear fur, broken bear fur.

    Bear cub; new (outfit required+corpse.)
  • If company of bear they do 10% increased damage.(Full grown bear gives bonus to their self confidence) And adds a green party skull to bear cub and bear.
  • Drops: ham, fish.
  • Skinned: bear cub fur, broken bear cub fur.

    Skeleton
  • 75% chance to die. If not he gives no loot or experience and will rise again after 10 seconds.(New animation required for resurrecting bonepile). Fire damage and critical hit will be a 100% to kill if its a killing blow.
  • throws bone. 3 sqm.
  • drops: bones/damaged bones/skull/pelvis bone, bone dust.

    Rotworm
  • Strikes from the ground with their tail on one player from <= 2 sqm. (New animation required)
  • Drops: Rotworm teeth, tail and rotworm meat.

    Goblin, rat, cave rat and bug fight as normal.
  • Rat/cave rat drops rat tails(sell for gold to npc)

    Troll
  • crit chance 5%.
  • bite: 10% stronger than white attack (new animation)
  • A Trolls bite can be poisonous.

    Orc Leader
  • stun chance 5% for 1 seconds on hit.

    Orc Berserker
  • 10% critchance.
 
This is awesome, it's great to hear your ideas, looks like you put a lot of thought into them. đź‘Ť
 
Thanks you. I might add i recently started creating the server and doing changes. Even if they seem like small changes, they are many and still takes time.

And I did put alot of thought into it, more than a year in fact just thinking and changing the list accordingly.

And I did say im not changing the list in main post, but im going to update it with my progress. Making each line green or some bullshit when they are completed. hehe
 
Title could mean a lot of things.

Backstory
I have in the recent year, wanting to do a normal pvp server. Hunt, lvl up, loot items, sometimes pvp. Like normal.
I've been working on a list for a few and(some simple) changes I'd like to see in this server, if it would ever come online. Although that is likely not to be the case.
So I've decided to make my list public on what I'd like to see in a server. This would mean that other servers could take the ideas and that is totally ok. Its better to see some of it to find a use somewhere else than non at all. This could also be my way to contribute to the OT community.

What I've noticed is that players like custom, and they like rl-ripoffs. Some people like full-custom with zero reflection of cipsoft. And some like the majority of the server to be custom, or wise-versa. There is plenty of player bases out there.

This server and the ideas around it would be as the title says. As far away as possible(from rl tibia) but the closer to rl-tibia the better. In my head this means that you can change everything, as long as the feeling while playing is close to rl tibia.

Here goes. If you wish to add something that could work with the list, or add a comment about something that really doesnt make sence, please do and tell me your thoughts.


Im doing small changes week-to-week in the list, but im not going to update my changes here. I think the list is good as it is now ,it just might need some tweaking.
I realise that with monster changes(all the way down) a lot can be done to make gameplay a bit harder than normal, to much much more monsters. If you get any ideas, comment below.


General server information
  • Custom map.
  • All players start at level 5 with their vocation. (Result will be more mana and health totally than normal if you start with vocation at level 8).
  • Experience from level 1 and up is 120%(always).
    • Level cap will be increased each season. Max level is 100/150/200 and so forth.
    • Or 60/80/100
  • Skills and Magic level is 1x No skill cap.
    • as skill/mag lvl is normal speed, you also gain a full skill each or each second lvl.
    • Or Skills may only be advanced through leveling. Example, a knight gets 2 sword/axe/club each level and mages gets 1 mag lvl. Skills may only be raised with, level, items and temporary by food and potions.
    • This will require an increase of new items with different stat numbers.
  • Paladins have reduced shielding advance in order to make knights superior in blocking. Paladins still advance faster than mages.
    • Or Paladins gets less health each level and not be able to equip the heavy items.
  • Items are devided to Plate, mail and cloth.
  • Offline training from statues and beds will be deactivated. Or. Retail offline training 12 hours = 6 hours online. We can make 12 hours = 3 hours online so something happends atleast.
    • or deactivated completely.
  • Level, Magic Level and Skills will give more effect to all kind of damage from players, like weapons and spells.
    • or not.
  • Inside City lines mana and hp reg is increased to promote rune-making and online training with other players.
  • Skull system will get a facelift. White skull lasts 10 minutes unless you get attacked by another player, the time will reset back to 10 minutes.
    • Red skulls are given after 10 player kills, and red skull will be removed after the player died the first time or having ten hours of play time without death.
    • Frags from killing people will have a cooldown of 6 hours each frag(4 frags every 24 hours) or if you pay ransom to the city council. (Higher level of player increase cost per frag).
  • Death penalty with red skull will loose 1.5x normal experience points and skills than normal plus everything he has equipped.
  • Players with white skulls will have death penalty reduced to 50% of normal to promote PVP combat and attacking other players.
  • Players dying to a white skulled player will have death penalty reduced to 25% to promote PVP combat and to reduce the fear of dying in pvp combat.
  • Bann in PVP may NEVER occour. But if you PK X amount of players 20 levels below your own, you will be sent to DP for 6 hours and you may not leave protection zone.("Prisoned players will receive a black skull")
  • Party will increase bonus experience points like real Tibia, but instead of different vocations needed to increase bonus you only need more people. Bonus will scale up to 4 people. 0/20/40/80%
  • Blessings will be removed from the game and Amulet of Loss will step into the light. Dying with red skull and equipped Amulet of Loss will only save your items, not experience and skills.
  • Market will be deactivated and Trade-Channel activated again in order to create a stronger community.
    • Special houses that works as a shop could be made where players can sell items without being online.(Look at item will display item stats and cost of item thats decided by seller)(Right-click on item and a pop-up window comes and ask if you with to transfer money and buy the item)
  • Income for mages could be selling runes to other players. (should be easy while inside a town.)
  • Income for all vocations could be selling special vocation items to NPC or other players.
  • Promotion should be later than level 20 because of the experience rate. Half of max level or 3/4 of max level.
    • A promotion should cost more than 20k.
    • Or a promotion could be FREE, but requires you to finish a series of solo quests.
    • To be able to purchase a promotion you need the following requirements: X Amount of gold + required level and high enough sword/axe/club/distance/magic skill to qualify.
    • A promotion does the same as normal Tibia + increases base stats permanently.((not regen) hp/mp/highest secondary skill+shielding)
    • Promotion would give a special vocation quest that everyone should aim to do. The reward could be a good item/spell+gold. Maybe even your first mount + unique vocation outfit?
  • Only a promoted character may rent houses.
    • And special shops if thats the case.
  • All levels will have the same movement speed.
    • OR a very small increase every level.(smaller than real tibia)
  • Movement speed may only be adjusted by items, spells and mounts.
  • Mounted players will dismount if they attack something or a small chance if they get hurt(following a short paralyze effect).
  • Mounting should take 5 seconds
  • House auction will take 3 server resets. (Schedule resets, Not crashes)

Levels
  • Each level a players base stats(hp, mp, skills??) will increase permanently.

Food
  • Each food will give buff for 10 minutes. (no point in eating more than one at a time)
  • All foods will share a cooldown upon use for 10 seconds. Eating a food each 10 second is a way to increase hp/mana quickly while reseting buff. This is expensive in the long run though.
  • Foods are in level categories; better food gives more.
  • Food types do not stack. If you eat a meat first and then a fish, only fish will apply.


    (hp regen and mp regen from meat and water based food should be increased i think).
  • meats: Favour HP regen. Numbers are for each HOUR. (even if buff last for 10 minutes each)
    • lvl 1: meat - 450hp 90mp
    • lvl 2: ham - 600hp 120mp (cant be bought in shop)
    • lvl 3: dragon ham - 900hp 180mp (cant be bought in shop)
  • water based food:Favour MP regen.
    • lvl 1: fish/northern pike (+0 fishing) - 1800mp 180hp
    • lvl 2: green perch (+50 fishing) - 2400mp 240hp (cant be bought in shop)
    • lvl 3: rainbow trout(+90 fishing) - 3600mp 360hp (cant be bought in shop)
  • veggies: Favour SKILL bonuses with NO regen. Only highest skill will get a bonus.
    • lvl 1: +1 (not decied which veggies in this level)
    • lvl 2: +2 (not decied which veggies in this level)
    • lvl 3: +3 (not decied which veggies in this level)
  • bread: (same as veggies)
    • lvl 1: +1 (not decided which baking products in this level)
    • lvl 2: +2 (not decided which baking products in this level)
    • lvl 3: +3 (not decided which baking products in this level)
  • nuts: (same as veggies)(but only drops from end-game monsters like demons)
    • lvl 1: +4 (not decided which nuts in this level)
    • lvl 2: +5 (not decided which nuts in this level)
  • mushroom: different mushrooms gives bonus elemental protection: (NOT COUNTED AS FOOD, CAN HAVE NORMAL FOOD AT THE SAME TIME)
    • fire mushroom: -15% fire damage taken(only looted from monsters)
    • orange mushroom: -10% fire damage taken(only looted from monsters)
    • red mushroom: -5% fire damage taken
    • wood mushroom: -10% earth damage taken(only looted from monsters)
    • green mushroom: -5% earth damage taken
    • brown mushroom: -10% physical damage taken(only looted from monsters)
    • white mushroom: -5% physical damage taken
    • dark mushroom: -5% death damage taken(only looted from monsters)
    • "some mushrooms": -adds type 2 poison to player.
  • candy: (techically not food): give big temporary speed for a short time

Shops
  • Amulet of Loss will be sold by NPC only and have a reasonable cost.
  • Sell low level runes like LMM.
  • Sell vocation trading items for a high price. (read more a few lines down)
  • >Cure runes
  • >Bandages
  • >Grinding stones
  • >tp runes
  • >courier
  • >enchanter potions
  • >

Spells in general
  • All rune spells mana requirement are reduced by 10%.
  • Soul points serves no purpose so its deactivated. Atleast for now.
  • All cure spells will be removed. No Cure poison/Fire/Electricity and Bleeding.(To increase trading between players)
  • Summons will follow you between floors with a small delay.

Vocation trading spells. These must be picked when your character is created and may not be changed ever during gameplay.
Pick one standard and one for your chosen vocation.
Standard:
  1. Can create antidote runes that cure poison effects.
  2. Can create antidote runes that cure fire effects.
  3. Can create bandages to cure bleeding.
  4. Grinding stone that fix your weapons and shield durability to 100%.
Druid:
  1. Can create a green gem that upon use, stun you for 5 seconds and reduce all damage taken to 5%. (15 minute cooldown.)
  2. Permanent aura that decrease all spell damage by 1% to party members. stacks up to 5%.
Sorcerer:
  1. Can create teleportation runes which can only be used at specific locations and travel to specific locations that also must be unlocked first.
  2. Create a potion that gives a boost to magical skills for 5 minutes
Paladin:
  1. Permanent aura that increase all physical damage by 1% to party members. Does not stack.
  2. Can create an item that when used, a "bird" will come and collect your gold and send it to the bank or change your gold into diamonds. 3 time use.
    (OBS: Right-click change-gold will not be in the game)
Knight:
  1. Permanent aura that increase shielding by 2 to party members
  2. Can create an item that lies in your backpack and when a monster is killed, 5% of the coin value that drop will be sent to bank. Depletes in 200 kills.
  3. (Or something else instead of #2)
Enchanter:
  1. Create a potion that increase hp per second for 5 minutes.
  2. Create a potion that increase mp per second for 5 minutes.

Vocations
  • New vocation?: Enchanter
  • An Enchanters skill advancement speed would be between druid/sorc and paladins in all areas. The strenght of the player would affect the strenght of their summons.
    • -This means that if the player has high melee fighting, a melee monster would be stronger, like rats, bears, trolls, Orcs.
    • ->But If they like to be more distant in their combat, they could summon a Hunter that would get stronger with high distance fighting.
    • ->They could combo magic level and shielding, so they get a strong blocker while they shoot magic spells and runes(bought from sorc/druids) on their target.
  • The spells of the Enchanter would be to enhance their summons in different ways and keeping them alive.
    • >Healing spells
    • >Damage increase buffs for a short time
    • >Defence increase buff for a short time
    • >Order your summons to taunt monsters
    • >May use a spell to become his summon and increase its stats even more, until death or same spell is used again. (If you die as a monster, you spawn again with the same health you entered with a few tiles away)
  • (i hope this doesnt remind of pokemon, i didnt even have pokemon in my head while thinking of this)

Druid spells
  • new runes similar to LMM and HMM but instead for Ice and Earth damage.
    • *Summoning creatures of Nature or Humanoids will make the creature stronger than normal.(Example: bears, Wolfs, Orcs, Elfs, Dwarfs).
  • May enchant melee weapons to make ice and earth damage.(not visually to increase availability)
  • Physical Strike will be removed.
  • Ice Strike now chills your target for 5 seconds additional to normal direct damage. (slightly walk slower: Double effect on creatures, including summons.)
  • Terra Strike now give poison to your target additional to normal direct damage. Effect lasts 10 seconds.
  • Flame Strike as normal.
  • Energy Strike as normal.
* = If the vocation Enchanter is added, this line will be deleted and druids may not use summons.

Sorcerer spells
  • A new rune similar to LMM and HMM(which is energy), except these will be Fire Damage.
    • *Summoning creatures based on elements and undead creatures will make the creature stronger than normal.(Example Fire elemental, Fire devil, Skeleton, Demon Skeleton).
    • **May conjure a magic wand that deals magic damage from a distance. Last 15 minutes. 30 minutes cooldown.
  • May enchant melee weapons to make fire and energy damage. (not visually to increase availability)
  • Death strike will be removed.
  • Flame Strike wil work as nosmal but also put burn on target additional to normal direct damage.
  • Energy Strike. Min damage always at 1 but max damage will increase greatly with magic level and level.
  • Ice Strike as normal.
  • Terra Strike as normal.
* = If the vocation Enchanter is added, this line will be deleted and sorcerers may not use summons.
** = not decided yet. Would work similar to rl tibia.

Paladin Spells
  • The holy aspect of paladins will be removed and mana usage will be for new abilities that makes more sence to someone equpped with a bow or crossbow.

Knight abilities
  • A Knight do not use any mana points, they use Soul points for their abilitys.
  • Soul points can only be gained by taking damage and dealing white damage. Critical hits give you more points.
  • Damage from knight abilities are only depending on Level, skill level and weapon damage.
  • New passive spell (learned with Promotion?) Each white hit a knight does not critical hit, critical chance will increase by 1%. After a critical hit, the chance will be reduced to normal again.

Potions
  • All normal potions will be removed
  • The player is given 1 potion with a base cooldown of 10 seconds. May be upgraded with in-game gold to lower cooldown or upgraded to give more hp/mp upon use. (Hidden quests will give additional usage to potion(Like dark souls))
  • May change this potion to work as either for health or mana at a special npc in cities.

Items
  • Platinum and Crystal coin are removed from the game and replaced by diamonds (like in the very old tibia). 300 gp = 1 diamond. (Diamonds are an acceptable currency in NPC and Player shops)
    • ->Or changing Gold to highest value, then silver and copper coins as the lowest.(Just renaming and new sprites)
  • Wands and rods will be removed. Instead we will make a good use of weapon enchantement for druid and sorcerers.<
  • The weight of wearable items will be reduced by 10% so players can get more cap.(maybe easier to increase cap gain per lvl on players to 110% of normal)
  • Skill rings like Sword ring will be 1 hour and give +5 in skill. Can only be looted by monsters and sold by players.
  • Weapons and shields will have a durability, when durability reach 0, the effectiveness of the item will be reduced by 25%. Must be fixed with Grinding stone

Weapon and shields
  • Two-handed melee weapons will have a base critical hit chance by 2-5% and bonus to physical damage x% depending on the weapons strenght to promote usage of two-handed weapons.
  • One-handed weapons makes it possible to use shields or books, to reduce damage taken. (like normal)
  • Mages may use staffs(two-handed) that will give critical hit chance by x% to spells and a bonus to spell damage by x% depending on the strenght of the weapon. (May not use books or shields).(because of 2 handed weapons, duhhh)
  • Spears can only be used by paladins. Spears are stackable.
  • Spear range is 1-2sqm(doesnt throw it, it pokes). May use shield while using a spear.
  • >May right-click on spear icon while using spear to throw it and stun monster for 5 seconds, half to players. Loose 1 spear each time. Same damage as poking.
  • Crossbow can only be used by paladins and enchanters.
  • Bow can be used by Knights, paladins and enchanters.
    • >Bows have +hit%
    • >Crossbow have +crit%
  • Sorcerers and Druids may only use light shields.
  • Paladins may only use moderate shields. Not books.
  • Knights can use all kind of shields, but not books.

PVE-Debuffs
Bleeding

  • damage increase slowly over time until death or until you heal yourselves to 100% health.
  • may be cured by bandage(Buy from NPC or players.)
Fire
  • burns 50% of max hp, 5% ticks.
  • May be cured by antidote rune - (Buy from NPC or Players.)
Poison
  • First degree: Non-lethal. low damage-over-time. Has a max duration of 30 seconds
    • > Rotworm meat
    • > Old food
    • > Poison Spider bites.
    • > A trolls bite
    • >Other creatures with very low % chance on hit.
  • Second degree: Lethal. Medium damage-over-time. Has a max duration of 90 seconds.
    • > Any kind of Poison Field.
  • Third degree: Lethal. High damage-over-time. MUST BE CURED.
    • > Scorpion bites.
Electricity
  • Paralyze the whole duration. Can not be cured by exura.

Monsters
  • Drops copper and sometimes silver coins.(if we dont use diamonds as currency)
  • Items are normal drop rate.

    Poison Spider
  • May use bite: gives poison.
  • Scratch is new normal attack.

    Scorpion
  • If he stings you with his tail you get poison.
  • Scratch is new normal attack.

    Wolfs
  • in a group 3 or more, their damage is increased by 20%. And adds a green party skull to wolf.
  • scratch: 10% more damage than normal attack(small chance to bleed on target).
  • Drops: meat, bones.
  • Skinned: wolf fur, broken wolf fur.

    Bears(if company with bear cub and bear cub dies first, bears enrage and do increased damage)
  • does cleave attack sometimes.
  • Drops: ham, bear teeth.
  • Skinned: bear fur, broken bear fur.

    Bear cub; new (outfit required+corpse.)
  • If company of bear they do 10% increased damage.(Full grown bear gives bonus to their self confidence) And adds a green party skull to bear cub and bear.
  • Drops: ham, fish.
  • Skinned: bear cub fur, broken bear cub fur.

    Skeleton
  • 75% chance to die. If not he gives no loot or experience and will rise again after 10 seconds.(New animation required for resurrecting bonepile). Fire damage and critical hit will be a 100% to kill if its a killing blow.
  • throws bone. 3 sqm.
  • drops: bones/damaged bones/skull/pelvis bone, bone dust.

    Rotworm
  • Strikes from the ground with their tail on one player from <= 2 sqm. (New animation required)
  • Drops: Rotworm teeth, tail and rotworm meat.

    Goblin, rat, cave rat and bug fight as normal.
  • Rat/cave rat drops rat tails(sell for gold to npc)

    Troll
  • crit chance 5%.
  • bite: 10% stronger than white attack (new animation)
  • A Trolls bite can be poisonous.

    Orc Leader
  • stun chance 5% for 1 seconds on hit.

    Orc Berserker
  • 10% critchance.
I like your style. Ive seen many post from you and you always come up with nice ideas, usually i only post to troll, but yeah, keep it up.

Going to read all of this later

kkthxbye
 
Small bump:
This could also be a discussion thread about the project, if so may be.
Also, if you like an idea and want to use it to your server, please do! But tell me if you are :D (not needed obv, its just a fun ego boost)
 
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