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[Chile] [8.6] Codicia | Starting at 27 August 2024 | 1st Spanish translated server

Server Website/AAC
https://codicia.net
Server Address
codicia.net
Server Port
7171
Client Protocol
8.6
If you translate everything into English, your OT will be more successful and become more popular, attracting many players. Think about it – if you can translate everything to English, the whole world will be interested in playing your OT.
 
@Mateus Robeerto, @Marko999x @gummy Thank you for the interest and feedback! Here’s my honest answer: for Codicia to offer an English version, it would require hosting a separate server through OVH (NA). This would involve substantial work to reverse all the current customizations, plus the need to synchronize updates between the two servers each time a change is made. While it's possible, it’s a big project.

If time and resources allow, I’m open to exploring the idea further. For now, my main focus remains on supporting and growing this server. I might discuss this more on the Codicia Development Thread, and if support and resources come together, I'd consider starting the groundwork.

Codicia is my primary focus—a project I’m committed to keeping online indefinitely. My goal is to continually enhance this server and provide a lasting experience for everyone involved. An English version would only be developed in response to strong demand from those who specifically request it, but Codicia will always be my main priority. I invite you all to join, and any support is deeply appreciated. Thanks again for the enthusiasm—it means a lot!

@onTopic
I added a little path from Crocodiles to Nightmares.
1730259212314.webp
And more pathings for north-west subterrain of the city.
1730259287282.webp
Also extended this swimming zone a little bit (with many more dragons to the west):
1730259350696.webp

Another very important update is that we changed the list of boosted monsters. The list of monsters is the following (it will automatically select 2 choises from this list and run with bonus 50% experience/loot):

  • Dragon, Vulcongra, Dragon Lord
  • Frost Dragon, Frost Dragon Hatchling
  • Frazzlemaw, Guzzlemaw, Silencer, Choking Fear
  • Werewolf, Lich, Vampire, Vampire Bride
  • Necromancer, Priestess, Behemoth, Warlock
  • Hero, Vicious Squire, Renegade Knight, Vile Grandmaster
  • Phantasm, Blightwalker, Spectre, Banshee
  • Wyvern, Wyrm, Elder Wyrm
  • Moohtant, Mooh'tah Warrior, Minotaur Amazon, Minotaur Hunter
  • Undead Elite Gladiator, Skeleton Elite Warrior
  • Draken Elite, Draken Abomination, Draken Spellweaver, Draken Warmaster
  • Lizard Chosen, Lizard Zaogun, Lizard High Guard, Lizard Dragon Priest
  • Ancient Scarab, Giant Spider, Yielothax
  • Ghastly Dragon, Undead Dragon, Killer Caiman
  • Nightmare, Nightmare Scion, Grim Reaper
  • Quara Pincher, Quara Hidromancer, Quara Constrictor, Quara Predator
  • Lamassu, Sphinx, Feral Sphinx, Manticore
  • Hydra, Bog Raider, Earth Elemental, Massive Earth Elemental
  • Mutated Human, Mutated Tiger, Mutated Bat, Mutated Rat
  • Cyclops, Cyclops Drone, Cyclops Smith
  • Demon, Infernalist, Dragonling, Fury

This was done with the intention of having the maxium performance on our *2 experience event that will start tomorrow because of Halloween. It will be avaible from 30 to 31 of October, during all day (untill 7:00 a.m. GMT-3 or November 1st).

Thanks for reading, see you tomorrow at the event.
Regards, ralke!
 
List of newer changes and latest news:

  • Changed entrance to Fury, Infernalist cave. It also connects much more easier with Pythius the Rotten and Hellspawn, Demons cave.
  • Fixed a little bug with mummy corpses that didn't decay correctly. Now they behave like normal monster dead bodies.
  • Change on swimmer shimmers, now they automatically add a random item grade from 35 to 70.
  • Added many more giant spiders to every giant spider respawn.
  • Added original fibula quest, wich can be found on the fibula dungeon dead bodies. Instead of key 3980, there's a teleport to escape
    1732037198557.webp1732037375565.webp1732037385144.webp
  • Changed rewards from daily quest that is located on Werewolf, specifically in a little Spectre cave inside.
  • We also created a teleport to deeper banuta (which is located inside Wrath of Emperor quest) that can be accessed if players complete mision 3.
    1732037432838.webp
  • Made some minor map changes, mostly details to increase appeal from hunting grounds.
This last days there's been a little increase of players. The advance from players it's been helping, because a more amount of resources is moving through the server. And that's making players be able to get better exploration, hunting groups, etc. I haven't published here in a while, because the server performance have been perfect, and there wasn't many stuff that needed major changes.

Thanks for reading,
ralke
 
Merry X-mas for everyone. In celebration, I increased the experience to *2 from December 25 to January 1st. I also attached the same real-tibia NPC Ruprecht as christmas event, which comes with an automatic raid of Grynch Clan Goblins (every day). In other news, our Winter Warden outfit is on 75% of discount (from 12 Dic. to 6 Jan. 2024).

1735092791456.webp

I'm really happy with Codicia's performance. We have achieved our first level 300 (Melon Tuna), and players are entering/playing almost every day, it is a real good achievement considering we're kicking out any type of bot, players who log-out with exit, etc., so our player count is always real. In other minor changes, we did some fixes to Cliff Striders and Ironblights, mostly on their loots to be closer to original Tibia ones.

I'm also happy because our community in WhatsApp is really active. They're always cheering me up to bring better and better content to the server, while also expressing how much they enjoy the existing features.

Have fun on x-mas and new year event.
Regards, ralke!
 
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Nice OTS. Sadly, it is unplayable for EU players, and it is quite disappointing to read the developer’s reply stating that it would involve too much work to make it functional in the EU. As of now, you have nine players. If it were playable for the EU, I guarantee it would reach a three-digit number. There are not many decent 8.6 servers out there. However, you seem to claim success with this project, so congratulations from me.
Post automatically merged:

If you translate everything into English, your OT will be more successful and become more popular, attracting many players. Think about it – if you can translate everything to English, the whole world will be interested in playing your OT.
FACTS
 
Nice OTS. Sadly, it is unplayable for EU players, and it is quite disappointing to read the developer’s reply stating that it would involve too much work to make it functional in the EU. As of now, you have nine players. If it were playable for the EU, I guarantee it would reach a three-digit number. There are not many decent 8.6 servers out there. However, you seem to claim success with this project, so congratulations from me.
Post automatically merged:


FACTS
Thanks for the feedback! Indeed we're not in the appropiate region for EU players, but, I heard that ping isn't too bad. Otherwise, I'm aware of the language barrier, which has been mentioned a lot on the thread. Thanks for the congratz, it's been difficult to achieve a server that doesn't have a single error. I'm certainly sure that 2025 is a year where I can open a replica of this server with english language (still not sure if that will be hosted at NA or EU). So don't get dissapointed, I just need to elaborate the plan, so it doesn't lack of resources, and tie up loose ends. If that is the case, I'll let you guys know as soon the alpha starts (same as I did with this server here).
 
I made some changes on the server, now it displays critical hits on monsters. Previously this was only happening attacking players. So here's the explaination of how it will work:

LUA:
if (primaryDamage >= 400 and attacker:isPlayer() and (attacker:getCriticalLevel() * 3) >= math.random(0, 1200)) then
    primaryDamage = primaryDamage + math.ceil(primaryDamage * CRITICAL.PERCENT)
    creature:getPosition():sendMagicEffect(CONST_ME_WATERCREATURE)
end
  • primaryDamage >= 400: Checks if the base damage is at least 400; only high-damage attacks are eligible for critical hits.
  • attacker:isPlayer(): Ensures the attacker is a player; NPCs or monsters are excluded from critical hit calculations.
  • (attacker:getCriticalLevel() * 3) >= math.random(0, 1200):
    • Retrieves the player's critical level using attacker:getCriticalLevel().
    • Multiplies the critical level by 3.
    • Compares this value to a random number between 0 and 1200.
    • If the condition is true, a critical hit is triggered.
  • Critical Hit Bonus:
    • Increases damage by a percentage defined by CRITICAL.PERCENT.
    • Sends a visual effect (CONST_ME_WATERCREATURE) to the creature's position to signify the critical hit.
Critical level from getCriticalLevel function is determined by
LUA:
local playerLevelCritical = player:getLevel()
if playerLevelCritical >= 10 then
    local skillLevelCritical = math.floor(playerLevelCritical / 2.5)
    player:setCriticalLevel(skillLevelCritical)
end
  • Divides the player's level by 2.5 to compute their critical level.
  • Uses math.floor to round down to the nearest whole number (e.g., level 25 becomes critical level 10).
  • player:setCriticalLevel(skillLevelCritical):
    • Updates the player's critical level with the calculated value.
It is also important to know that CRITICAL.PERCENT is defined by:
LUA:
CRITICAL = {
LEVEL_MAX = 100,
PERCENT = 0.5
}

That means that critical won't increase more than 100 (as setCriticalLevel) and that will multiply the damage * 0.5, if all conditions are true. So, as soon you increase critical level 100, you'll reach you maxium amount of critical change. This will happen at level 250 currently, which is a level that could be modified in future (allowing me to create/balance higher damage outputs on higher levels).

Practical Example

1735586214098.webp

~In other news, I modified the outfit of Burning Gladiators and Black Sphinx Acolytes to match the original one. Also reviewed the loot a little bit for more accuracy. Made a little adjustment to mana leech / life leech from weapons and now they do work perfectly. We also made some adjustments to the monster boost list, and here’s the updated version:

  • Group 1: Dragon, Vulcongra, Dragon Lord, Ghastly Dragon
  • Group 2: Frost Dragon, Frost Dragon Hatchling, Crystal Spider, Sea Serpent
  • Group 3: Guzzlemaw, Frazzlemaw, Silencer, Retching Horror
  • Group 4: Werewolf, Lich, Vampire, Vampire Bride
  • Group 5: Necromancer, Priestess, Giant Spider, Warlock
  • Group 6: Hero, Vicious Squire, Vile Grandmaster, Renegade Knight
  • Group 7: Phantasm, Spectre, Blightwalker, Destroyer
  • Group 8: Wyrm, Elder Wyrm, Wyvern, Behemoth
  • Group 9: Muuhtant, Mooh'tah Warrior, Minotaur Amazon, Minotaur Hunter
  • Group 10: Undead Elite Gladiator, Skeleton Elite Warrior, Undead Gladiator, Undead Dragon
  • Group 11: Humorless Fungus, Hideous Fungus, Humoungus Fungus, Armadille
  • Group 12: Crypt Warden, Burning Gladiator, Priestess of the Wild Sun, Black Sphinx Acolyte
  • Group 13: Draken Elite, Draken Abomination, Draken Spellweaver, Draken Warmaster
  • Group 14: Lizard Chosen, Lizard Zaogun, Lizard High Guard, Lizard Dragon Priest
  • Group 15: Ancient Scarab, Enfeebled Silencer, Yielothax, Weakened Frazzlemaw
  • Group 16: Cliff Strider, Ironblight, Orewalker, Lost Berserker
  • Group 17: Hellhound, Dark Torturer, Juggernaut, Demon
  • Group 18: Nightmare, Nightmare Scion, Grim Reaper, Metallic Gargoyle
  • Group 19: Quara Constrictor, Quara Hidromancer, Quara Pincher, Quara Predator
  • Group 20: Lamassu, Sphinx, Feral Sphinx, Manticore
  • Group 21: Hydra, Bog Raider, Medusa, Serpent Spawn
  • Group 22: Mutated Human, Mutated Tiger, Mutated Bat, Mutated Rat
  • Group 23: Hellfire Fighter, Infernalist, Dragonling, Fury

Each group contains four monsters, and every day, two groups are selected to be boosted at the same time.

Thanks for reading!
Regards, ralke
 
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Hi again! We have officially ended our *2 experience event, from christmas today, 02/01/2025.
~In other news. There's been a very, very big change on the enchantment system. Now every item from the enchantment system, that used to have charges or duration, are now infinite. This mean you can enchant an spike sword, into fiery, terran, icy, or energy and keep it permanently like that.

This is very important with rainbow shields, which now can be permanently enchanted into element, with the option, of returning it to it's original statement at Isaaru NPC. So... what's the point of enchanting them permanently instead of using the normal decay system (that is duration)? The trick here is that permanently enchanting them and removing duration parameter allow us to add Grado (a.k.a item level) to the item.

1735807946047.webp

And this is the must fun part! Every item from the enchantment system has now a minium and a maxium value of Grado to roll automatically when it gets enchanted. This open a lot of variety of items, with different "Grado", that traduces in many combinations of random attributes assigned to them.

1735792310217.webp

And the best comes here... This also applies to firewalker boots which are now permanent! So as soon you enchant them for the first time (I adjusted firewalker quest to come "worn" on the chest) it will automatically set a Grado and an attribute.

1735807982151.webp

I also noticed, that attack wasn't changing when weapons got enchanted (because of our upgrade system). So everytime you upgrade an elemental weapon, it will give you the same attack as it wasn't enchanted, and also will give you a % elemental protection based on the element. Finally, the 100% of the damage output that doesn't come from spells will have the element of the weapon and they also have a chance to inflict freezing, poisoning, burning, or electrify based on the element.

1735807999998.webp

Thanks for reading.
Regards!
 
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After a depth review, I noticed that defense and attack values from weapons (and shields in case of rainbow one) wasn't raising correctly when getting enchanted. This leaded to a new fix to our upgrade system, which now will calculate more efficiently the item level value (which is called Grado on the server) and the characteristics that comes with this value (extra atk, extra defense, etc.)

Now that we fixed this calculation, all the original attack values from enchanted weapons reverted to it's original state. As you guys we're able to see on the last post, the war axe was calculating it's attack value weirdly, now it does it acccuratelly (Atk: 41 physical + 9 fire).

1735856381232.webp

This is really really important because closes any chance to take adventage from wrong behaviours of this enchantment system, and also optimizes our upgrade system even more. We also removed the mechanic that converts all the damage output of enchanted weapons into specific element. Thanks for reading, regards!
 
We introduced several changes to the server.
  • We have changed premium account bonus experience from 15% to 50%.
  • We have a complete new teleport room which has to be unlocked discovering the "other part" of the portal. This means, you have to first walk to the location before unlocking his respective teleport. Also added a complete questlog with registry of this room.
  • We did lots of map changes, many locations increased their unused spaces making hunts much more bigger.
  • New players will now start on a brand-new area which is linked to a teleport, from our teleport room, and really easy respawns to start the journey.
  • All potions are now sellable, since players are getting many potions from our extra loot script, they asked to be able to sell them.
  • We increased damage from exori gran and exori gran hur to enhance knight's damage
  • We changed extra physical damage attribute from shields, and placed a new attribute called "Ahogo (drown in english)" which is going to reflect incoming damage with 33% of chance between a damage range.
  • We changed the location of some raids, because we introduced a new pirate hunt (which is going to hold all the pirate raid that we're previously on other places). Other raids have been adjusted too according to map changes.
1740100654819.webp

You'll notice on the following image how some spaces that we're inside mountains have been used to enhance the hunting ground.
1740100790003.webp

According to this example, many routes have been linked now, and the experience of playing goes from the easiest to the hardest.
We're planning to announce a * 2 experience event to reactivate the server soon.

Regards!
 
Many of our players liked the difficulty of the server, due the enhancement of health, speed and damage according to monster levels. But there's some complaints from players that aren't used to this difference. So we decided to decrease the multiplier from 0.002 to 0.001 on each extra (health, speed, damage).

We also enabled a * 2 experience event from 23 February to 4 March. It's been 2 days with the event already, did the announce on the whatsapp group and website so I do it here now. Regards!
 
Experience event has been extended to March 10. We also implemented a new training system where players can train their magic level fully AFK, just by sitting on a training tile. It will automatically send an energy missile to the training dummy which is equal to cast an utevo lux (or spending 20 mana), and it will be casted based on player attack speed.

1741162214975.webp

Regards!
 
We made several improvements to the server.

New PayPal Donation System
We've added an automatic PayPal integration — now you can support the server and receive your donation points instantly with just a click. Fast, easy, and secure.

Permanent Rate Boost
All experience, skill, and loot rates have been increased to 2x permanently. Whether you're hunting, skilling, or looting, progress will now feel faster and more rewarding.

Improved Shop Equipment
We've upgraded all shop items! Gear now comes with better attributes — higher attack, defense, armor, and even extra skills in some cases. If you've been eyeing something from the shop, now's the time to check it out.

To highlight these changes, we’ve added a new banner which can be found at the website index.

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Thanks for reading,
Regards!
 
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