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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
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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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”?
This server is amazing and the potential is unrivaled in the field. I highly recommend checking it out if you haven't already.

As per the formula. As others mentioned, based on 7.4 formula, EKs are indeed supposed to have higher raw dmg output. However, melee attacks have to go through the reduction that the defense on top of armor provides. So its important to note, that with the custom +skill attributes as well as +attack on weapon, the amount of actual damage output by melee classes scales more than you would assume based on raw damage output. For example:
Let's assume the EK/bard's max hit is 300, so average 150. The target has 27 armor and 45 defense, so the average dmg reduction should be around 63.
Therefore, the 150 - 63 = 87 - this is average damage the melee player deals to a monster in question (example is Hydra).
Now if you increase the max damage by 10% (max hit = 330), then the average hit is 165. So the average dmg on hydra is 165 - 63 = 102.
Now 102 is 17% more than 87, so by increasing the max hit by 10% the actual dmg dealt was increased by 17%.
The moral of the story is that the melee classes by having access to increase in baseline attack and skill as a result scale much more strongly than it would seem.
Now the melee classes on high level with high skills and reasonably amazing equipment (rare/epic anni weapon) currently can hit max dmg dealt (after being already reduced by defense and armor) at around 330 (as in the example on hydra). That's 165 damage dealt by melee autoattack on average.
 
This server is amazing and the potential is unrivaled in the field. I highly recommend checking it out if you haven't already.

As per the formula. As others mentioned, based on 7.4 formula, EKs are indeed supposed to have higher raw dmg output. However, melee attacks have to go through the reduction that the defense on top of armor provides. So its important to note, that with the custom +skill attributes as well as +attack on weapon, the amount of actual damage output by melee classes scales more than you would assume based on raw damage output. For example:
Let's assume the EK/bard's max hit is 300, so average 150. The target has 27 armor and 45 defense, so the average dmg reduction should be around 63.
Therefore, the 150 - 63 = 87 - this is average damage the melee player deals to a monster in question (example is Hydra).
Now if you increase the max damage by 10% (max hit = 330), then the average hit is 165. So the average dmg on hydra is 165 - 63 = 102.
Now 102 is 17% more than 87, so by increasing the max hit by 10% the actual dmg dealt was increased by 17%.
The moral of the story is that the melee classes by having access to increase in baseline attack and skill as a result scale much more strongly than it would seem.
Now the melee classes on high level with high skills and reasonably amazing equipment (rare/epic anni weapon) currently can hit max dmg dealt (after being already reduced by defense and armor) at around 330 (as in the example on hydra). That's 165 damage dealt by melee autoattack on average.
The only MMORPG server in history where a tank hits harder than a shooter. This isn’t just a joke it’s an insult to the entire logic of the game. That server’s dead and buried in shame.
 
Today, we have shutdown the old server Historia permanently. Due to it being unsustainable and having no players base. We decided to close it month ago, but today was the final day.
Thank you to all who were part of it, meanwhile this will open a door for new exciting things.

Taking this opportunity, you are very much invited to join our current active world Serpent, a low rate experience.
 
The only MMORPG server in history where a tank hits harder than a shooter. This isn’t just a joke it’s an insult to the entire logic of the game. That server’s dead and buried in shame.
Seems like you completely ignored the whole point about damage formula from actual 7.4, with actual examples, and just went on with the feelings you have towards that.
 

Patch 5.2.0​

(live after 11:00 02/07/2025 CET)
We have rebalanced a few things, so please give the changelog a careful read.

Server:​

  • New spawns were added to the game:
    • Ogres;
    • Quaras;
    • Black demons;
    ,
  • Spawns that were rebalanced:
    • Water elementals;
    • Green djinns;
    ,
  • Multiple world updates;
  • Dundum npc has been added. He sells two handed weapons for the early game;
  • NEW Daily rewards have been added, you can claim a reward each day (level 24+ and active promotion is needed);
  • NEW Wandering Merchants have been added to the game, you will be notified about their respawn upon login (similarly to Magnus);
  • NEW A new summoning spell has been added for Druid and Mage, Puffels can teach you that spell;
  • NEW You can now lock item bonuses to avoid them getting rerolled (right click on item and Modify Bonuses option);
  • NEW Added svargrond arena (it's custom!);
  • Elemental armors (e.g. Magma Coat) have increased resistances (5->8%);
  • Demons don't have death resistance anymore;
  • Magnus purchases new items;
  • Healing friend (exura sio) will take only half mana, if used on other player (not caster);
  • Exori vis, flam, mort, do have proper 1s cd;
  • A new raid has been added to the game;
  • Rarity monsters additional loot will have a greater chance to drop, based on monster's base hp;
  • Salt has been added to multiple monsters;
  • Added the missing Dwarf boss;
  • Fixed Gold Auto Loot sometimes moving less than it should;
  • Store changes:
    • added green plant;
    • added more colorful beds;
    • added two mailbox variants;
    • added two daily reward shrines;
    • NEW every week, the server will roll 3 new discounted offers, the discounts range from 5% to 30%.
    ,
  • Fixed a bug with hunt analyser counting moves from corpse to corpse;
  • House lamps are now properly saving their on/off state;
  • Mysterious fetish is now stackable;
  • Hydra defense was increased;
  • Minotaur mages will now count towards the mino task;
  • Rebalanced items:
    • phoenix shield;
    • steel crossbow;
    • green bow;
    • chain bolter;
    • paladin armor;
    • native armor;
    ,
  • Fishing rewards skill requirements were lowered;
  • Fixed "chest is empty" message not showing;,
  • Longbow Centaur target distance was lowered;

Client:​

  • Added item bonuses lock window;
  • Ice Golem has been replaced with Ice Demon;
  • Cam recordings are limited to 500 entries to prevent lag;
  • NEW Added automatic screenshot on events such as:
    • low health,
    • death,
    • level up,
    • skill up,
    ,
  • Fixed a bug with the "buy with backpacks" option in NPC Trade, it incorrectly counted the max possible items to buy;

Website:​

We have added a comprehensive wiki to help you navigate through the world of Darkrest;
Darkrest Online | Classic Tibia 7.4 Experience (https://darkrest.online/wiki/items)
 

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