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[Canada] Unreal Realms OT [8.60] – Open Test | Loot-Driven PvE

Server Website/AAC
https://unrealrealms.com
Server Address
unrealrealms.com
Server Port
7171
Client Protocol
8.6

Álvaro Jensen

New Member
Joined
Apr 7, 2020
Messages
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Hello everyone! :D


Unreal Realms OT (8.60) is currently in Open Public Testing.
I’ve been wrestling with a long chain of bugs (bugs, bugs, and more bugs), and I finally reached a point where I feel confident saying: the server is stable, playable, and already full of cool stuff to discover.


This is a 100% PVE server. No PvP, no drama. I strongly believe players should have the freedom to create any build they want. My job as the dev is to open those possibilities and still keep the game challenging, rewarding, and fun.

• Version: 8.60
• Type: 100% PvE (no PvP)
• Status: Open Public Test (no resets planned)
• Location: Canada
• Client: Custom client required (download on the website)




What this server is really about


Loot is the core of progression here.
I didn’t want the usual “you farm the same monster for 30 levels and everything still drops leather.” So I rebuilt the loot system to make monsters actually feel different and meaningful.


Now monsters have better drops in general, and they differ mainly by:


  • Race (undead, beasts, demonic, etc.)
  • Fight type (melee, ranged, magic)

So an undead hunt will naturally lean toward death-themed items and effects, while melee-heavy spawns lean more toward melee gear, and so on. It’s not a “perfect realism simulator”, but it creates that feeling of: this hunt matters, and it has its own identity.


Bosses also have guaranteed rewards, and those rewards have a higher chance of coming with stronger affixes.




Rarity tiers & affixes


The server already had a rarity system, but I reworked the affixes to make them cleaner, more stable, and more consistent.


  • Common items have 1 affix
  • Uncommon have 2
  • Rare have 3, and so on…

And most importantly: each rarity tier is a real power step up.
So when you drop an Uncommon, it’s not just “a Common with extra text”. It actually feels like you climbed a rung.


I’m also building a library to explain every affix properly, but for now I’m honestly enjoying the idea that players can explore, test, discover and share builds naturally. There’s a lot of “oh wait… what if I combine this with that?” energy here, and that’s the vibe I want.




Monster Souls


I added Monster Souls as a rare special drop.
They’re a premium-style currency, but earned through gameplay. Save enough and you can unlock premium content and features. This part will keep evolving, but the foundation is already in.


Also: the loot system is smart about containers. If a corpse has a bag/backpack inside, the system prioritizes placing valuable drops into it. Small thing, but it makes hunting feel nicer.




Difficulty & rewards


Monsters are stronger now overall:


  • more HP
  • more damage
  • more speed

But the rewards scale with that. The goal is: hunts feel more intense, but also more worth it.




Death penalty


There is no death penalty on the server right now.
No EXP loss, no skill loss, no equipment loss. This applies to everyone (Free and Premium). I want people to experiment and play, not get punished into boredom.




Map & NPCs


The map is still growing, but it already has:


  • new monsters and new areas being added
  • spawns designed for progression
  • nostalgic inspirations mixed with new zones

NPCs were also adjusted and fixed (and yes, some client bugs too). It’s important to download the new client, since older ones had issues that are now corrected.


New characters also receive a better starter kit when created.




Rates


  • EXP: 50x
  • Skills: 300x
  • Magic Level: 30x
  • Loot: 3x



Testing phase notes


This is an active test phase, so:


  • balancing is happening often
  • bug fixing is constant
  • feedback genuinely helps shape the final server
  • Everyone who becomes active part of it, will be rewarded with skins and prizes in the Official Release Server.
  • All Monster Souls (premium currency) will be transfered to the Official Release Server, once it's ready.

I develop the server mostly on my own, but I really like sharing the journey with people who enjoy this kind of project.




Website: Unreal Realms - OT Server (https://unrealrealms.com)


Client: Custom client required (download on the website)
Server Location: Canada


Thanks for reading, and I hope you have fun exploring Unreal Realms. 💛


TL;DR


  • Unreal Realms OT [8.60] is in Open Public Testing (and finally stable after a long bug war).
  • 100% PVE (no PvP).
  • Loot-driven progression: monsters drop better loot and feel different by race and fight type.
  • Rarity + randomized affixes with real power steps per tier (Common 1 affix, Uncommon 2, Rare 3, etc.).
  • Bosses have guaranteed rewards with stronger affix chances.
  • Monster Souls are a rare drop currency (premium-style progression earned through gameplay).
  • Monsters are stronger overall (HP/damage/speed) but rewards scale with it.
  • No death penalty for anyone (no EXP/skill/equipment loss).
  • Map and NPCs are being improved constantly, new client is required.


Gifs!​

A Knight with a Reflect damage build

A Fire-focused build leaving a trail of fire!A Shock-focused build doing AoE damage with every attack.
 
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