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EvoLight Online - Focused on Creativity, Fun, and Convenience

Bonus Teaser
As a means of a bonus teaser, I will post a changelog of sorts. This is a list of changes that have been made - though I do admit that I've made so many that some may not be included on this list. I will purposefully omit item changes because the entire equipment on this project has been overhauled (besides hierarchy, so brass armor will still be "lower" than plate armor, for example).


General Spell Changes

Food is currently disabled - Will be reworked. Every character will 100% hp and mana regeneration uptime. The amount regenerated is % based. How much % HP or Mana regenerated is vocation-dependent.
Haste is now Innate Haste | 2 minute duration | 60 Mana Cost
Strong Haste is now Intense Haste | 120% faster speed than Innate Haste | 5 minute duration | 100 Mana Cost | All vocations have this spell except for Oathbreakers
All Strike spells (Terra Strike, Ice Strike, Strong Flame Strike, etc) have been removed, will be exclusive to the Evoker vocation.
All Runes have been removed. Will be reworked for Runeknight vocation (to be released AFTER server opens)
Magic Shield has an "offspring spell" named Magic Veil. Magic Veil is for Sorcerers while Magic Shield will be for Druids. more on this below.
Each player will access to a summon (Avatar of a Gode) that is meant to be a storyline-based companion. Will grow as your character grows.

Knight

  • Remade into Oathbreaker Class - Keeps same default skill rates of Knights
  • All vocation spells cost mana %, instead of a flat amount. Many "less useful" spells removed. All new spells are Death Damage. Only has access to physical damage or death damage via spells.
  • Assigned Curse spell | Renamed to New Oath | Reformulated for damage | Level 150 spell | costs 50% mana | Does major curse damage over time.
  • New AoE Death Spell named Voidshaker
  • New AoE push-back spell named Impel
  • Reformulated (increased damage) all remaining spells (Brutal Strike, Innate Berserk, Front Sweep, and Fierce Berserk) to make them fair to their respective mana % cost.
  • Tuned overall effect and duration of Blood Rage. Made into an immensely useful spell with a 30% mana cost and with a longer (30 second) duration.

Sorcerer

  • All AoE spells have been taken from Druids and assigned exclusively to Sorcerers. Note that some UE spells (like Wrath of Nature) have been removed while Hell's Core has and Eternal Winter have remained.
  • Magic Veil mimics OLD magic shield. Simply makes all damage hit mana pool before it hits health pool. 13 second duration.
  • Largest spell pool.

Druid

  • Has access to Magic Shield spell | Magic Shield is now a toggle | This means the shield can be quite life/death, as it doesn't deactivate simply because you run out of mana | Major improvement to the solo-survivability of Druid
  • Has limited access to damaging spells, though they are all Damage over Time (Electrify, Envenom, and Ignite). The formulas of these spells have been reworked. They hit harder, last longer, and are scale in damage very well with magic level improvements.
  • Heal Friend is removed | New Spell is Heal Party | Will act like heal friend, without needing to type player's names - Will -only- work on players in the same party | Spell will heal every player in party that has HP missing with each cast | Dynamic mana cost depending on how many party members healed per cast

Paladin

  • Why fix what's barely broken? Least amount of changes, though all of their less useful spells have either been removed or reformulated for better scaling with higher skills.
  • They have a new AoE volley spell

This is literally just the surface of what I've changed. With the reformulations, almost all spell cooldowns have been reduced to be 5 seconds or less. This combined with the global spell cooldown being reduced from 2 seconds to 1 second, along with the fact that casting spells do NOT interrupt your character's auto attacks, these small individual changes are aimed for a far more smooth and enjoyable combat experience.
 
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why the hate on paladins :/
It's far from hate - I actually love Paladins and I have so much experience with them that I, just like so many other Tibia players, recognize how close to "perfect" they are as a vocation. They need the least amount of revamping, and because of this, I need to be very careful to not disrupt their flow by accidentally nerfing them while also not adding new elements/spells/equipment that will make them absurdly overpowered. They're the most difficult act to balance, and I have nothing but love for them because they're already in such an advantageous position.
 
Looking for some genuine feedback.

an you guys name 5-10 mounts that are considered must-haves? Don't care if they're typically tibia store mounts or not. I'm revamping the mount system and because of the amount of work it takes, I won't have all mounts ready/accessible at launch - quality over quantity. But I don't want to rely on my own bias/opinion(s) as to which mounts would be available at launch. You don't need to list the names of the different color variations, just 1 of the 3 is needed.
 
Looking for some genuine feedback.

an you guys name 5-10 mounts that are considered must-haves? Don't care if they're typically tibia store mounts or not. I'm revamping the mount system and because of the amount of work it takes, I won't have all mounts ready/accessible at launch - quality over quantity. But I don't want to rely on my own bias/opinion(s) as to which mounts would be available at launch. You don't need to list the names of the different color variations, just 1 of the 3 is needed.
black sheep mount
 
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INTRODUCING: ARMOR TYPES
With the changes made to armor, I wanted to bring a unique purpose to them. At this point in development, the choice has been made to remove vocation and level requirements from armors.

This will foster an environment where players can more easily roll new characters, so the time they have invested in their main character can have trickle-down benefits.

In addition, this allows you to mix and match armor pieces based on convenience and encourages build diversity.

As you will see below, my approach has been very simple and static. I also kept the tier system of equipment the same as Tibia. This means the flow of gear will still remain.
For example, with Heavy Armor helmet upgrades you can expect your progression to look like Chain Helmet --> Damaged Helmet --> Crusader Helmet --> Crown Helmet .

This is only one part of the equipment system, and while we have kept things very static and placement-equivalent to Tibia, the accessories and gambits system that will be announced in a future post will not look anything like their Tibia counterparts.


HEAVY
+8 armor (Above Tibia Standard)
+50 weight (above Tibia Standard)
Passive: Increased Max HP (Armors: +7%/Legs: +5%/ Helms: +3%)

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MEDIUM
+1 Armor (Above Tibia Standard)
Passive 1: Magic Protection (Armors: +5% | Armors: +3% | Legs: +2%)
Passive 2: Increased Max Mana (Armors: +4%/Legs: +2%/Helms: +1%)

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LIGHT
Baseline Tibia Armor Values
Passive: Dodge System

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this, gold/money is set to have great value. There are gold sinks set up in the server's design to help regulate its value (ie the cost of potions, certain spells, and more).It creates a dynamic in which players will be bartering with resources in addition to then bartering/trading with gold later on in the gameplay experience.

Economics are a core focus when designing the server. While, yes, not having non-human creatures not dropping gold and equipment is a great fantasy element, it also allows me to get creative in other ways. Honestly, my design plans are always changing, because striking a balance between fun, roleplay, and convenience, is not always easy.

I was pretty hardline when I ONLY wanted creatureproducts being dropped from enemies like swamp trolls, rats, etc. However, that takes away from the thrill of the overall MMO/RPG experience, and can make things really stale/mundane. I want people to be excited to loot creatures, which is how I managed to find a way to make a change that will make looting creatures more exhilarating while also helping to bolster an economy. Good and Evil are core tenants of the server, and so, I recently decided that each creature would have the chance to drop a soul. This soul would be a cache that bestows random supplies as well as a RARE chance of dropping equipment. These souls would have different tiers, obviously representing the tier of monster it dropped from. Players will be free to either open said soul, or trade it to other players.

I will post a more in-depth teaser on this in the near future, as I am also combining it with a NPC rogue trader, "casino" system, AND the automatic tasks system that's been set up. I'm pouring as much love and passion into this project as I can, and I want to make it a server that people actually enjoy logging into and playing.
 
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There is no level requirement to equip. Because it's an off-hand, it is limited to vocation.
 
Automated Tasks System
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Keeping with the focus on convenience, I would like to speak a little bit on the tasks system.

It's a core reward mechanic rewarding things from mount items, experience, and cache of equipment. While you can speak with 'Disciple of Orsino' in the temple to see your progress, you will not need to speak with him to begin a task.

The tasks system will be used to reward different regents and all tasks are embarked upon at the same time. Due to this design, most tasks will not be able to be repeated.

For those who may be curious, I will detail the Worlds (difficulty) system in a later post.

Archangel Orsino is always watching over the actions of the citizens of Lumia.
 
The layers I've been building this project with have matriculated for years. This is my dream project and I am so excited to round the corner of getting it playable. I haven't rushed this, I have taken breaks when needed, but I've also poured so much of myself into this project. I'm so looking forward to being able announce the first test.

There are many custom projects out there, but they get drowned in convoluted systems. I've made sure that as long as you've played Tibia, you WILL understand this server. It's evo meets RPG. It's fun meets a casual and hardcore audience.

It is simplicity meets originality.

This may not be another teaser (there may be one soon :) ), but I just want it to be known that I am definitely doing what it takes to make this project a runaway success.
 
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