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[BETA] RookCraft (7.92)

Crevasse

惡名昭彰
Joined
Jan 13, 2017
Messages
150
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16
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Location
Washington, D.C.
TL;DR:

RookCraft is a 7.92 lowrate (1x) Rookgaard server with an expanded map, new quests, and custom features. Play as Humans or Orcs in a PvP/PvP-E hybrid system with racial faction-inspired combat. No traditional vocations—focus on sharpening your skills, not navigating complex custom systems. The server includes quality-of-life improvements like banks and depots, accurate monster loot, and balanced, classic gameplay with no pay-to-win mechanics. In addition to all the regular Rookgaard quests, there are plenty of custom secrets to discover: three additional continents, hidden islands, underwater zones, cave systems beneath Rookgaard, 40+ custom quests, hunting and questing locations for up to level 50, promotion, limited custom items, and mysteriando.

Open beta starts October 25, 2024 at 11:00 AM EST (USA, Eastern Time)—make an account anytime at https://www.rookcraft.net and follow for updates!

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There’s something timeless about Tibia’s early days—the magic of stepping into a world where every corner held a mystery, every cave hinted at a secret, and every battle could be your last. RookCraft was born from the desire to bring that experience back. To recreate that sense of wonder, community, and challenge that defined the early Tibia era. This is a return to core systems—simple but balanced mechanics that made every adventure feel earned; where mastering your character wasn’t just about pushing buttons the fastest or spending the most money, but by sharpening your skills and executing clever strategies. RookCraft is a tribute to the adventurers who yearn for that feeling again.

Gameplay
RookCraft is a lowrate (1x) Rookgaard server running version 7.92. Players have the same objectives as any classic RPG server: collect items, level up, increase their skills, and complete quests. But here’s the twist: RookCraft doesn’t have the traditional vocations of knight, sorcerer, paladin, or druid. Instead, players can choose between two races—Humans or Orcs. This creates a new layer of strategy and balance, encouraging players to focus on their skills and unique playstyles rather than predefined roles.

Humans start in the familiar town of Rookgaard, while Orcs begin in their own custom-built town. PvP rules differ by race: within your race, standard PvP applies, but between races, it’s PvP-Enforced, adding an exciting layer of danger and competition to the experience.

Orcish town temple:
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Race (Vocation) Balance
Humans and Orcs are fundamentally equal in terms of stats, skill rates, and HP/MP per level. However, small differences exist to set the races apart, like slightly varied regeneration rates for health and mana, giving each race its own distinct feel. And of course, Orcs have different outfits!

Fully recolored orcish outfits:
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PvP
PvP has the potential to heavily influence gameplay. The rules are simple:
  • Intra-race PvP: When you attack another player of your race, regular PvP rules apply—white skulls, unjustified kills, red skulls, and potential banishment.
  • Inter-race PvP-E: When you attack a player of the opposing race, PvP-Enforced rules come into play. There are no skulls or unjustified kills, only a PZ-lock, and you can earn experience for slaying enemies of the other race who are near or above your experience level.
Humans and orcs fighting on the spider bridge:
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Quality of Life Changes
While we’ve worked hard to preserve the "pure" feel of Rookgaard, we know it wasn’t originally designed for long-term gameplay. That’s why we’ve introduced subtle QoL improvements like depots, a bank, and protection zones at temples. The map has been expanded to offer more spawns, quests, and even rentable houses—simple but critical changes to keep the adventure going strong.

Human depot and bank:
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Custom Features
RookCraft isn’t just a recreation of the past; it also introduces several custom features to enhance gameplay. For example:
  • Monster Skinning: Players can skin certain monsters with any melee weapon—no need for an obsidian knife. The range of monsters that can be skinned has been expanded to include creatures like apes, quaras, beholders, and more. This adds another dimension to hunting, as skinning becomes a valuable source of materials and profit.
  • Custom Fishing System: The fishing system has been reworked to be more rewarding, without being overly complex. Players can fish up a variety of fish, each with different benefits. Occasionally, you might even fish up a monster, adding a bit of excitement to the historically tranquil pastime.
Quests and Secrets
Exploration is at the heart of RookCraft, and it is also one of the biggest selling points. While Rookgaard itself retains its familiar layout, the server is filled with many new areas, hidden quests, secret caves, and expanded lore, allowing even the most seasoned veterans to once again experience the thrill and uncertainty of setting foot in a new area for the first time.

The server features three additional continents, several hidden islands, and even various underwater zones waiting to be discovered. Beneath the standard Rookgaard dungeons of trolls and rats lies an intricate network of hidden cave systems filled with dangerous creatures, valuable treasures, and new mysteries to solve.

With hunting locations designed to challenge players all the way up to level 50 and over 40 custom quests—ranging from small puzzles to multi-mission journeys—players will have no shortage of things to do. In addition, players can look forward to earning promotions and acquiring limited custom items to give their characters a unique edge.

Beyond the quests themselves, RookCraft leans into mysteriando. Players need to be on the lookout for books, scrolls or signs that hint at deeper layers of the game world or reveal keywords for NPCs.

Three of the main continents. Secret and “hidden” islands have been removed to prevent spoiling:
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Magic, Runes & Potions
Magic is limited in RookCraft, offering just a few classic spells (full list on the website). Every player starts with ‘utevo lux,’ and the rest must be looted from monsters or quests in the form of usable scrolls. A limited selection of runes also exist, but can’t be conjured by players directly. Instead, players can acquire them through trading with specific NPCs..

Potions are available, but they aren't exactly the same as in real Tibia. Their function is balanced for a low-rate server, so players won't be able to spam health or mana potions to endlessly sustain themselves. This makes careful planning and resource management essential, especially during tough battles or extended hunts.

In addition to spells and potions, limited-use magic items (“expirables”) such as amulets and rings are available. These can also be obtained by trading creature products with certain NPCs. With the expanded skinning system, obtaining the necessary creature products is not an overwhelmingly tedious task like it is in RL.

The Difference-makers
We’re proud of the unique mechanics RookCraft brings, setting it apart from the usual "download-and-run" servers:
  • A CipSoft-accurate monster loot system where creatures spawn with their loot and have inventories like players, influencing their stats and armor.
  • Authentic draw order for spell animations and damage effects, burst arrows, levitate, magic rope, etc.
  • Accurate spell syntax—you can split syllables like RL (“ex ura,” “ut evo lux”).
  • Monsters can skill train just like players.
  • The map saves persistently—anything left on the ground, like junk items or vials, will remain even after restarts. No more losing your lootbag, food or spear stash overnight.
A behemoth spawning with a green spell wand:
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Armor Matters Again
One of the key differences on RookCraft is the renewed importance of physical-based armor. Since there are no wands, rods or player spells that bypass armor, every piece of gear counts. Monsters spawn with their loot, and items they wear can affect their stats—so don’t be surprised when some monsters seem tougher than others—it's not just your imagination! On a low-rate server like this, where every battle matters and magic is limited, finding better armor or shields could be the difference between victory and defeat.

Pay-to-Win? Absolutely Not.
We’re committed to keeping the playing field level. After the open beta and official launch, there will be no in-game shop for items, gold, experience boosts, blessings, or vanity gear. Those who wish to support the server via donations will unlock premium accounts, granting:
  • A 10% XP boost.
  • The ability to rent a house (which still costs in-game gold).
  • Access to all outfits/addons of your respective race.
Every player, whether premium or not, will have access to the entire map and all core features. No “premmy islands,” no exclusive spells or NPCs—just the true RPG experience for everyone.

For more screenshots and FAQs, visit the website at Latest News - RookCraft (https://www.rookcraft.net). If this sounds remotely interesting to you, we hope to see you at 11:00 AM EST (USA, Eastern Time) on Friday, October 25th!

FAQ

Q: What distro are you using?
A: The server is based on Sabrehaven (which is based on Nostalrius), but after nearly 18 months of bug fixes, improvements, security enhancements, RL-accurate systems (creature loot, etc), correcting stats/loot/attacks for 7.8+ monsters, it has evolved into its own unique distro.

Q: Is there an advantage to starting in the Orc or Human city?
A: No. Both cities offer equal access to resources, quests, NPCs, depots, and protection zones. The choice of race is purely based on aesthetic preference and playstyle.

Q: Is AFK botting allowed?
A: No. Any actions performed while AFK—including healing, hunting, looting, moving items, or casting spells—are grounds for a ban.

Q: How will botting be prevented?
A: While we've implemented technical measures to reduce botting, we acknowledge that cheaters may still find ways to automate gameplay. However, the server’s design helps discourage botting. The map is not bot-friendly, with tight passages, dead ends, and scattered monster spawns. Additionally, the PvP-E rules between races make AFK botting risky and unattractive.

Q: Has the server been tested?
A: Yes! We've conducted a closed alpha over the last several months, during which we completed every quest, tested hunting areas for balance, interacted with all NPCs, and thoroughly tested PvP. While no server is ever 100% bug-free and small issues may still arise, the beta is opening on a solid foundation.

Q: Do we have to pay for premium during the open beta?
A: No. Premium is free and permanent for all players throughout the beta phase.

Q: How long will the open beta last?
A: While we don’t have a precise timeline, we expect the beta phase to last upwards of a few months.
 
Server looks interesting but this caught my attention
After the open beta and official launch, there will be no in-game shop for items, gold, experience boosts, blessings, or vanity gear. Those who wish to support the server via donations will unlock premium accounts, granting:

  • A 10% XP boost.

there will be no in-game shop for items, gold, experience boosts?
You say that in a sentence then just follows by a XP boost for whoever pays? Wtf
 
His statement may seem a bit contradictory, but a 10% experience boost from premium access pales in comparison to servers offering massive 50%-200% experience boosts that players can purchase and use constantly. It's increasingly uncommon to find shops without any pay-to-win or pay-to-progress elements these days. Therefore, the fact that the owner has chosen to avoid such practices is truly impressive, highlighting that this project is more about passion than profit.
 
My main concern is the PvP aspect of it. Every time a player dies and loses stuff it causes two things: the player who died has an inclination to quit; and the player who killed is now more powerful, thus more likely to kill again. The result is that the community will slowly decrease in size.
 
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His statement may seem a bit contradictory, but a 10% experience boost from premium access pales in comparison to servers offering massive 50%-200% experience boosts that players can purchase and use constantly. It's increasingly uncommon to find shops without any pay-to-win or pay-to-progress elements these days. Therefore, the fact that the owner has chosen to avoid such practices is truly impressive, highlighting that this project is more about passion than profit.
Exactly. Crevasse isn't hosting this server to make money, and it is highly unlikely any other form of advantaged purchase will be made available. This business model is basically nonexistent in other OT servers. There is a difficult balance between wanting to be fair, wanting to reward people who donate, and wanting to keep everyone happy (both people who pay, and people who don't). As someone who has never spent a penny on OT servers, I understand wanting to "gotcha" the "p2w", but the reality is there is a 0% chance that this server will ever receive the amount in donations that Crevasse has put into building it. The XP boost is just a small thank you to people who give back, and that is all it will ever be.

I was a very active player in Crevasse's previous project, and will be around for this one as well. The closed beta tests were a ton of fun, and while I agree with Ferrari that the PVP might need some adjusting and fine tuning, that was a major reason the project is being moved to public beta. Simply put, there is a need to test the PVP system and see what needs adjusting. The PVE systems have been well fleshed out, but there wasn't much opportunity to properly test the PVP with how few closed beta testers we had. I'm sure Crevasse will appreciate everyone's input in this regard.

I'm looking forward to the launch Crev!

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looks interesting

there are some unclear things like I can choose to be a human or an orc but why would I choose one over the other?

will give it a chance and check it out
 
Extremely ambitious but also promising. I love a racewars category type of project as well.
 
EXP rate as 1x (especially during a beta test) was highly discouraging, didn't even want to progress past level 1. The beginning doesn't have to be boring to make a long time server, I hope you might consider speeding that up drastically. Cheers, good luck on the project!
 
Rly exp x1. How ppl should test somethink if they need to farm like on normal world..
 
I tried this server even though nobody is online.

Here's my short list of concerns after reaching lvl 2 and probably never logging in again:
  • Created an orc but my character was invisible, and so were all the NPCs. So I created a human instead.
  • Leaderboards show skills over 80, while progression of skills seem to be at a normal speed. What is going on here?
  • Several monsters spawns are bugged as the creature doesn't move.
  • My backpack stopped opening after some time playing.
 
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