JeiDi
Intermediate OT User
- Joined
- Nov 19, 2023
- Messages
- 119
- Reaction score
- 116
Iām thrilled to announce my return to the Darkrest.Online team after nearly a year away. It's an exciting opportunity to share that weāre working on a wholly redefined experience, aiming to deliver the true vision of what Darkrest was meant to be with its first iteration and discuss our vision, answer your questions, and make sure it's the best experience you had on Darkrest so far.
For more detailed updates and responses, Iāll post in this thread no more than once a week. If youāre eager for faster updates or to connect directly, join us on our Discord channel.
For many, Tibia 7.4 represents the golden era of Tibiaāa time of raw adventure, challenging gameplay, and unfiltered community interactions. Itās an era we hold close to our hearts and aim to revive with our project. Our goal is to capture the spirit of those days, delivering an authentic experience built on a solid foundation of reverse-engineered formulas and mechanics. Returning to the roots of what made Tibia 7.4 special, weāre crafting a world that stays true to its essence while offering the stability and enhancements of modern reimagining.
Info: In this post, weāll dive deep into the old mechanics and the authentic Tibia 7.4 experience, leaving discussions about custom features or new systems for another time.
Letās break the pillars of our nostalgic view on the game and how I ensure itās kept as it should be on Serpent:
To stay canonical to these pillars, I decided that some systems and things crafted during my absence shall be removed. Others need profound tweaks to go back to their previous shape (from the first server) and then be adjusted based on statistics and feedback gathered on Discord in the last 2 years.
What stays vanilla?
What doesnāt stay vanilla?
Question:
What are your thoughts on the UI color? How important is it for you to have the default gray user interface? Do you prefer darker colors, or maybe it doesn't matter? Below is a screenshot of "default" colors versus current Darkrest colors. We can explore more as we go or change the defaults based on the player's preference.
NOTE - THE LEFT IMAGE UI IS WORK IN PROGRESS AND A SUBJECT TO CHANGE.
Which colors do you prefer? Brown, gray, or maybe something else?
For more detailed updates and responses, Iāll post in this thread no more than once a week. If youāre eager for faster updates or to connect directly, join us on our Discord channel.
ACT ONE - THE NOSTALGIAFor many, Tibia 7.4 represents the golden era of Tibiaāa time of raw adventure, challenging gameplay, and unfiltered community interactions. Itās an era we hold close to our hearts and aim to revive with our project. Our goal is to capture the spirit of those days, delivering an authentic experience built on a solid foundation of reverse-engineered formulas and mechanics. Returning to the roots of what made Tibia 7.4 special, weāre crafting a world that stays true to its essence while offering the stability and enhancements of modern reimagining.
Info: In this post, weāll dive deep into the old mechanics and the authentic Tibia 7.4 experience, leaving discussions about custom features or new systems for another time.
Letās break the pillars of our nostalgic view on the game and how I ensure itās kept as it should be on Serpent:
Simplistic sandbox - In the old protocols, we didnāt have many gameplay systems; if anything existed, it was strictly connected to the base gameplay loop (for example, Rune Making). A no-handholding design approach was used throughout the game and its ecosystem: no official wiki explaining every aspect of the game with detailed values, no quest markers, no easy mode, and no in-depth tutorials.
Risk and consequence, along with the open world exploration - The vast, mysterious world of Tibia encouraged players to explore without guidance. Hidden caves, unknown quests, and the thrill of stumbling upon high-level monsters created a sense of wonder and discovery that modern game designs often dilute with handholding mechanics. Unfortunately, we can't reset our game knowledge, forget how to obtain a Carlin Sword on Rookgaard or get a Doublet. However, we have crafted new places for you to explore, new quests to solve, and new risks to takeāall designed with the old-school style and feel in mind.
Personal Progression and Identity - Through outfit colors, nicknames, quests completed with friends, and PvP experiencesāwhere we either returned with a shield or on a shieldāthis personalization and experiences fostered a strong attachment to oneās character and its journey.
To stay canonical to these pillars, I decided that some systems and things crafted during my absence shall be removed. Others need profound tweaks to go back to their previous shape (from the first server) and then be adjusted based on statistics and feedback gathered on Discord in the last 2 years.
What stays vanilla?
- Spell formulas and mana costs (how your level and magic level translate to damage from runes and spells);
- Armor and defense calculations (how much the armor protects your character and how effective the defense is);
- Base damage values from weaponry (how much damage you deal from your sword or a crossbow);
- Vocations regeneration and gains (how much mana and health you regenerate (online and while sleeping), along with health per level and skill tries per weapon swing or regeneration items);
- Vocations promotions and costs;
- NPCs* (in fact, we use original ".npc" files- there are custom NPCs or additional lanes in old NPCs, but if they had specific dialog options, they still have them the way you remember);
- Monster respawn times are not longer than they used to be (but they can be shorter if there are enough players online or on respawns that were often reported, such as Fibula Dragons);
- Monster spell-casting mechanics (monster still can surprise you with shooting twice);
- Rune charges and potion healing values (both potion and runes donāt stack);
- Itemsā max stack is 100 units;
- Retro outfits are default outfits;
- Premium account mechanics;
- Runes aim (you need to shoot on where the player actually is server-side), the default OTC's aim helper has been removed from players, it still works on monsters;
What doesnāt stay vanilla?
- House prices are lower;
- The cityās name doesnāt have to be included on parcel labels;
- Depots and inboxes are connected for usability - You have eight depot boxes for your usage;
- You donāt need to purchase spells;
- Movement speed is linear, and there are no speed breakpoints. Each movement speed point increases (or decreases) your characterās movement speed;
- You can wear two rings (one that has duration and one that doesnāt have duration);
- There are blessings purchasable;
- The map is bigger; it includes Port Hope, Ankrahmun, Darashia, custom Svarground, and islands such as Iskastad. It should be able to hold up to 1000 concurrent players (where many are rune makers, of course);
- Old quests have little changes and adjustments to feel fresh (this didnāt change from the Lumara);
- Monstersā loot tables and statistics. However, these will be available for you to check on our public wiki, with all monstersā loot and percentages;
- Item āTrapā. Thereās already a solution for that, but I will talk about it in another post;
- There's no over-spawn, but spawn blocking is disabled;
- The right mouse button movement is nerfed, so it's not possible to use it in PVP to by unstoppable;
Question:
What are your thoughts on the UI color? How important is it for you to have the default gray user interface? Do you prefer darker colors, or maybe it doesn't matter? Below is a screenshot of "default" colors versus current Darkrest colors. We can explore more as we go or change the defaults based on the player's preference.

NOTE - THE LEFT IMAGE UI IS WORK IN PROGRESS AND A SUBJECT TO CHANGE.
Which colors do you prefer? Brown, gray, or maybe something else?
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