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[CANADA] [7.4] Serpent - Darkrest 7th March 19 CET | Rarity, Crafting, Enchanting, Upgrading, House Auctions, Original Mechanics, and more!

Server Website/AAC
https://darkrest.online/
Server Address
darkrest.online
Server Port
7171
Client Protocol
7.4
Coming from someone who has played every iteration of Darkrest released to the public, I have to say that Serpent is by far worth anyone who enjoys the 7.4 engines time. The staff barely interferes with politics, and if I’m being honest, allows a bit too much freedom of speech inside the Discord.

Many people in the 7.4 community know me pretty well, and coming from someone who advocated and supported Medivia for so many years, this is the server you’re looking for in a sense of longevity and the true lowrate feel. You will not find tons of cash and runes for sale on the black market, if any. They don’t even allow players to utilize a single mc.

There are some custom features as they listed, and just about anything that was added that is not balanced has been reworked or removed.

I cannot advocate enough to anyone who is looking for the true nostalgic feeling, with some 2025 quality of life features, to come and try Serpent. I promise you won’t be disappointed.

Anyone who has any questions can message me. I would be more than happy to help whoever with anything they are wondering about.
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You do nothing but bitch about their content not being balanced all day long in discord... What??!! LOL
 
Darkrest seems really cool - the bard voc, is really fun - kinda mage using sword (no shield though) or instruments (flute and freaking didgeridoo :D) - with small range dmg
Cool ideas, hope the server will upgrade though :-)
 
nice
anyone got idea, if there are (or gonna be) any other spears than basics? And how do they work? (are they falling on the ground or not)

yo
 
nice
anyone got idea, if there are (or gonna be) any other spears than basics? And how do they work? (are they falling on the ground or not)

yo
Only Small Stones, Spears, Throwing Knifes, and Throwing Stars are available.
 
Only Small Stones, Spears, Throwing Knifes, and Throwing Stars are available.
any plans in changing that? Nothing too gamebraking - just something to let pally's have some fun / easier start (like spears not falling on the floor for example) ? ? <3
 
any plans in changing that? Nothing too gamebraking - just something to let pally's have some fun / easier start (like spears not falling on the floor for example) ? ? <3
It’s an anti-RP server it’s better to start as an EK, since they deal more damage than RPs, making more experience and profit. Just follow the Discord and you’ll see the paladins discontent.
If you’re playing solo, you won’t be able to get a decent bow, since they’re dropped by bosses and require a team. The ones being sold cost close to 1kk, while weapons are much easier to get and buy.
 
any plans in changing that? Nothing too gamebraking - just something to let pally's have some fun / easier start (like spears not falling on the floor for example) ? ? <3
Currently, it's not planned. The Paladin state is excellent - spears never break, small stones don't drop, and because of the item's rarity, new bows and crossbows, and ammunition, the damage output is bigger than on vanilla 7.4.
 
Currently, it's not planned. The Paladin state is excellent - spears never break, small stones don't drop, and because of the item's rarity, new bows and crossbows, and ammunition, the damage output is bigger than on vanilla 7.4.
They say that this is Vanilla 7.4 but on this server a level 100 paladin does not gain the experience that a level 80 EK gains. I played version 7.4 and hunted with EK with explosion because it had no damage, but in their version 7.4 EK gains more experience and has more damage than a paladin. They are really out of touch with reality or have not played 7.4. Follow my advice, you really won't make a profit in RP unless you have 100 bed makers.
 
They say that this is Vanilla 7.4 but on this server a level 100 paladin does not gain the experience that a level 80 EK gains. I played version 7.4 and hunted with EK with explosion because it had no damage, but in their version 7.4 EK gains more experience and has more damage than a paladin. They are really out of touch with reality or have not played 7.4. Follow my advice, you really won't make a profit in RP unless you have 100 bed makers.
So, are you just saying what I've written, that Paladin [marksman] is equally strong or stronger than in vanilla? Thanks for that!

Knight being stronger than Paladin in something doesn't mean that Paladin is too weak; it might just mean that Knight is too strong.
 
So, are you just saying what I've written, that Paladin [marksman] is equally strong or stronger than in vanilla? Thanks for that!

Knight being stronger than Paladin in something doesn't mean that Paladin is too weak; it might just mean that Knight is too strong.
Why do you want the paladin's aspect to be like it was in vanilla, when everything else has little to do with vanilla?

Why are you even comparing anything and using the vanilla argument on a custom OTS in the first place? xD
 
Why do you want the paladin's aspect to be like it was in vanilla, when everything else has little to do with vanilla?

Why are you even comparing anything and using the vanilla argument on a custom OTS in the first place? xD
A simple answer to your simple question: If the damage were lower for any vocation than on vanilla, it would mean that something is incorrect. Since it's not the case, and marksman deals more damage, there's no reason to buff it further.
 
So, are you just saying what I've written, that Paladin [marksman] is equally strong or stronger than in vanilla? Thanks for that!

Knight being stronger than Paladin in something doesn't mean that Paladin is too weak; it might just mean that Knight is too strong.
You talk so much about Vanilla 7.4, but it seems to be just talk because on your server, knights deal more damage than paladins. It makes no sense to treat the paladin class this way. That’s why many players quit after the paladin nerf, and the ones who stayed only did so because they had already invested time in their characters but ask any of them if they’re not regretting it.


There are paladins on Discord saying they’re leveling with melee because they can’t even hunt using arrows. Like I said, it’s an anti-RP server.
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Why do you want the paladin's aspect to be like it was in vanilla, when everything else has little to do with vanilla?

Why are you even comparing anything and using the vanilla argument on a custom OTS in the first
It’s what I’ve always said: after they nerfed paladins, why didn’t they nerf EKs and bards too?
 
A simple answer to your simple question: If the damage were lower for any vocation than on vanilla, it would mean that something is incorrect. Since it's not the case, and marksman deals more damage, there's no reason to buff it further.
are you trolling or what? try to adress the issue instead of talking some political bullshit, lol, nonsense

rp should never have lower dmg than ek, I see that manny ppls are pointing you some silly balance gamebreakers, and all you do is fkn argue or troll
 
You talk so much about Vanilla 7.4, but it seems to be just talk because on your server, knights deal more damage than paladins. It makes no sense to treat the paladin class this way. That’s why many players quit after the paladin nerf, and the ones who stayed only did so because they had already invested time in their characters but ask any of them if they’re not regretting it.


There are paladins on Discord saying they’re leveling with melee because they can’t even hunt using arrows. Like I said, it’s an anti-RP server.
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It’s what I’ve always said: after they nerfed paladins, why didn’t they nerf EKs and bards too?
are you trolling or what? try to adress the issue instead of talking some political bullshit, lol, nonsense

rp should never have lower dmg than ek, I see that manny ppls are pointing you some silly balance gamebreakers, and all you do is fkn argue or troll

Primo: There was no "paladin nerf"; there was a formula update that included all vocations and all monsters. Everyone shares the same formulae for dealing damage and defense; there's no exception for any vocation. That's how it was. The different formulae for distance attacks is something that was implemented (probably, as we don't have source files/binaries of a newer Tibia server) later (8.0?)

Secundo: Knight was always dealing more damage than Paladin at this protocol. Paladin with a crossbow + 50 distance fighting would deal from 45 to 98 damage to an example monster, while a knight with a war hammer and 50 club fighting will deal from 68 to 149 damage to an example monster. It doesn't use any rocket science, clean 7.4 formulae. You might think that the paladin dealt more damage for some reason, but just think about it, how can you deal more damage having a weapon that has 1/3 less attack (30 to 45 in the example above)? I think you guys are either trolling or are biased by playing on Open Tibia Servers that are branded as 7.4 but using newer formulae.

Tertio: Paladin is probably the best-balanced vocation currently on Darkrest. There are no plans to change anything in this matter (formulae).
 
Primo: With all due respect, the idea that “knights have always dealt more damage than paladins” simply doesn’t align with the history of Global Tibia. From the very beginning, the paladin has been the vocation with the highest single-target ranged damage, especially when using bolts and crossbows.
The official CipSoft website, in many of its early descriptions, always portrayed paladins as a vocation with consistent and reliable ranged damage — and superior to knights, whose role has always focused on defense and tanking.
Secundo: A level 80 paladin with 90 distance fighting, using a crossbow and Enchanted Spear (Attack 35), could hit for up to 230–260 damage in a single shot.
This proves that the perks on your server do not properly affect paladins, something I’ve already noticed in various changes and tests.
Meanwhile, a level 80 elite knight with 90 axe fighting, using a Dragon Slayer (Attack 43), would barely reach 150–180 raw damage on monsters with average defense.
Additionally, paladins have always made great use of offensive runes like HMM and GFB, while knights only started to gain any meaningful offensive tool with the release of Exori (in version 8.0) — and later Exori Gran.
In other words, a paladin’s raw DPS has always been higher than a knight’s in the classic versions.
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Primo: With all due respect, the idea that “knights have always dealt more damage than paladins” simply doesn’t align with the history of Global Tibia. From the very beginning, the paladin has been the vocation with the highest single-target ranged damage, especially when using bolts and crossbows.
The official CipSoft website, in many of its early descriptions, always portrayed paladins as a vocation with consistent and reliable ranged damage — and superior to knights, whose role has always focused on defense and tanking.
Secundo: A level 80 paladin with 90 distance fighting, using a crossbow and Enchanted Spear (Attack 35), could hit for up to 230–260 damage in a single shot.
This proves that the perks on your server do not properly affect paladins, something I’ve already noticed in various changes and tests.
Meanwhile, a level 80 elite knight with 90 axe fighting, using a Dragon Slayer (Attack 43), would barely reach 150–180 raw damage on monsters with average defense.
Additionally, paladins have always made great use of offensive runes like HMM and GFB, while knights only started to gain any meaningful offensive tool with the release of Exori (in version 8.0) — and later Exori Gran.
In other words, a paladin’s raw DPS has always been higher than a knight’s in the classic versions.
Tertio: Maybe your reference comes from OT servers with modified formulas or questionable balance changes. On Global Tibia, whether in solo hunts or team hunts, paladins have always stood out for their damage, while knights were the shield, holding monsters in place.
It’s like comparing an archer to a tank — different roles, different performance.
Claiming that a knight hits harder is a complete misunderstanding of CipSoft’s original design.
Old forum posts and classic guides confirm that, even in version 7.4, bows and crossbows used by paladins would partially bypass enemy shielding, resulting in higher average damage than melee knights.
Classic example: bolts would reach 210–240 DPS against dragons, something that not even a paladin with 100+ distance on Darkrest can replicate today — which raises serious concerns about the accuracy of your server’s damage formulas.
CipSoft’s original game design made this very clear:
Paladins were made to deal high ranged damage.
Knights were made to be the wall that holds the monsters.
Therefore, in Global Tibia (version 7.4), paladins have always outperformed knights in DPS, especially when well-equipped with arbalests, bolts, and runes.
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And based on my experience — having played Tibia since version 7.4 — I can assure you: Elite Knights have never dealt more damage than Paladins, not on any server, and especially not on Global servers that follow the so-called Vanilla 7.4 you mention so often.
I believe the solution would be to make quests more accessible, so that paladins can obtain a better crossbow, especially considering that bards and knights have a wide variety of weapons that can be crafted or dropped from regular creatures, without the need to kill bosses or do high-end content.
Nowadays, even low-level players can get access to endgame-tier weapons, which paladins simply can’t.
So either be honest about what Vanilla 7.4 really was, or nerf those vocations to reflect their real damage output from that version — because they currently have a huge advantage in weapon access that paladins never had.
Seriously, what’s the logic behind a custom server where you’re a fully geared, high-level RP and a level 80 EK outdamages you? Is that what you guys call “balance”?
 
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Primo: With all due respect, the idea that “knights have always dealt more damage than paladins” simply doesn’t align with the history of Global Tibia. From the very beginning, the paladin has been the vocation with the highest single-target ranged damage, especially when using bolts and crossbows.
The official CipSoft website, in many of its early descriptions, always portrayed paladins as a vocation with consistent and reliable ranged damage — and superior to knights, whose role has always focused on defense and tanking.
Secundo: A level 80 paladin with 90 distance fighting, using a crossbow and Enchanted Spear (Attack 35), could hit for up to 230–260 damage in a single shot.
This proves that the perks on your server do not properly affect paladins, something I’ve already noticed in various changes and tests.
Meanwhile, a level 80 elite knight with 90 axe fighting, using a Dragon Slayer (Attack 43), would barely reach 150–180 raw damage on monsters with average defense.
Additionally, paladins have always made great use of offensive runes like HMM and GFB, while knights only started to gain any meaningful offensive tool with the release of Exori (in version 8.0) — and later Exori Gran.
In other words, a paladin’s raw DPS has always been higher than a knight’s in the classic versions.
Post automatically merged:


Tertio: Maybe your reference comes from OT servers with modified formulas or questionable balance changes. On Global Tibia, whether in solo hunts or team hunts, paladins have always stood out for their damage, while knights were the shield, holding monsters in place.
It’s like comparing an archer to a tank — different roles, different performance.
Claiming that a knight hits harder is a complete misunderstanding of CipSoft’s original design.
Old forum posts and classic guides confirm that, even in version 7.4, bows and crossbows used by paladins would partially bypass enemy shielding, resulting in higher average damage than melee knights.
Classic example: bolts would reach 210–240 DPS against dragons, something that not even a paladin with 100+ distance on Darkrest can replicate today — which raises serious concerns about the accuracy of your server’s damage formulas.
CipSoft’s original game design made this very clear:
Paladins were made to deal high ranged damage.
Knights were made to be the wall that holds the monsters.
Therefore, in Global Tibia (version 7.4), paladins have always outperformed knights in DPS, especially when well-equipped with arbalests, bolts, and runes.
Post automatically merged:

And based on my experience — having played Tibia since version 7.4 — I can assure you: Elite Knights have never dealt more damage than Paladins, not on any server, and especially not on Global servers that follow the so-called Vanilla 7.4 you mention so often.
I believe the solution would be to make quests more accessible, so that paladins can obtain a better crossbow, especially considering that bards and knights have a wide variety of weapons that can be crafted or dropped from regular creatures, without the need to kill bosses or do high-end content.
Nowadays, even low-level players can get access to endgame-tier weapons, which paladins simply can’t.
So either be honest about what Vanilla 7.4 really was, or nerf those vocations to reflect their real damage output from that version — because they currently have a huge advantage in weapon access that paladins never had.
Seriously, what’s the logic behind a custom server where you’re a fully geared, high-level RP and a level 80 EK outdamages you? Is that what you guys call “balance”?

your entire post is a nonsense with random numbers that have never been put into formulas to test


ek was doing always more dmg per auto than paladin unless hunting mobs like demons, behemoths, giant spiders or dragon lords
 
@Player021

1. 7.4 formulaes are available because of the Cipsoft files leak, you can put your numbers there and see that you're incorrect about the damage;
2. "A level 80 paladin with 90 distance fighting, using a crossbow and Enchanted Spear (Attack 35), could hit for up to 230–260 damage in a single shot." Tibia 7.4 didn't have enchanted spears; they were introduced later. Same with changes to the distance damage formulae you probably think about (8.0+)
3. "Meanwhile, a level 80 elite knight with 90 axe fighting, using a Dragon Slayer (Attack 43), would barely reach 150–180 raw damage on monsters with average defense." There were no "Dragon Slayers" on Tibia 7.4 either.
4. "Additionally, paladins have always made great use of offensive runes like HMM and GFB, while knights only started to gain any meaningful offensive tool with the release of Exori (in version 8.0) — and later Exori Gran." That's also incorrect. Since runes scale greatly with level on this protocol, Knights were using HMMs to hunt dragons pretty well.

Everything you write up to this point is incorrect with regard to the protocol our game server is based on.

5. To deal 210-240 damage (maximum) you'd need to have at least 110 skill + bolts and a crossbow. (and that doesn't count monster's armor, you can calculate that on your own using this calculator or that calculator, these are not associated with me by any means)

You don't need to believe me, you can go and try it out on Tibiantis or by simply downloading and running the Cipsoft server files on your own machine.
 
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