My Own OT Project (Unnamed)

siewdass

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# FEATURES
  • Recreating the game, based on modern mmorpg's such as world of warcraft and moba's like league of legends.
  • Possibility of better strategies in Bosses/Raids/Quests/PVP/Hunts.
  • Each class can use support spells both in itself and in other players (Buff).
  • Potions of HP and MANA will have a greater exhaustion.
  • Each race will have unique advantages.
  • Each class will have unique advantages.
  • Heal will be with target or in a massive way.
  • Possibility of equipping two weapons in each hand.
  • Possibility of equipping a two handed shield.
  • Enchantment of items.
  • All PVP modes will be included.
  • Base: 10.x.
# RACES
  • Human: Mana / Rage / Power per level
  • Dwarf: Physical Protection
  • Elf: Magic Damage
  • Gnome: Mana / Rage / Power Regeneretion
  • Centaur: Speed
  • Orc: Mele Damage
  • Minotaur: Capacity per level
  • Troll: HP Regeneration
  • Undead: Magic Resistence
  • Goblin: Attack Speed
  • Satyr: Range Damage
  • Ogre: HP per level
# EQUIPMENT
  • Plate
  • Mesh
  • Leather
  • Cloth
# SKILLS
  • Mele
  • Ranged
  • Magic
# RESOURCE
  • Mana: Classic, the same as tibia.
  • Rage: Goes down continuously but the basic damage ( weapon ) make it goes up and only have 1000
  • Power: Goes up continuously and only have 100
# DAMAGE TYPES
  • Physical
  • Holy
  • Electricity
  • Earth
  • Poison
  • Ice
  • Fire
  • Darkness
  • Energy
# CLASSES
## Warrior
  • Rol: Tank / Damage
  • Combat: Mele
  • Type: Physical
  • Armor: Plate
  • Resource: Rage
  • Weapon / Hand: Axe / Mace / Two Handed Shield
  • Bonus: NONE
  • Buff: Increase HP
  • Spells: Area
  • Passive: HP -50% =+ Damage
  • PVP: Stun
  • Potion: Supreme HP
  • HP per Level: 45
  • MANA per level: 0
  • Attack speed: 2.0s
## Gladiator
  • Rol: Tank / Damage
  • Combat: Mele
  • Type: Physical
  • Armor: Mesh
  • Resource: Power
  • Weapon / Hand: Sword / Spear / Two Weapon Each Hand
  • Bonus: Semi-Range
  • Buff: Physical Protection
  • Spells: Target
  • Passive: Mele = HP Regeneration
  • PVP: Reduction Attack Speed
  • Potion: Supreme HP
  • HP per Level: 50
  • MANA per level: 0
  • Attack speed: 2.0s
## Paladin
  • Rol: Tank / Damage
  • Combat: Mele
  • Type: Physical / Holy
  • Armor: Plate
  • Resource: Mana
  • Weapon / Hand: Mace / Two Handed Weapon
  • Bonus: Semi-Support
  • Buff: Increase Healing
  • Spells: Area/Target
  • Passive: HP 100% =+ Magic Resistence
  • PVP: Inmunity
  • Potion: Strong HP / MANA
  • HP per Level: 40
  • MANA per level: 10
  • Attack speed: 2.0s
## Shaman
  • Rol: Damage / Support
  • Combat: Spellcaster
  • Type: Physical / Electricity
  • Armor: Mesh
  • Resource: Mana
  • Weapon / Hand: Mace / Wand / Two Weapon Each Hand
  • Bonus: Totems / Revive / Resurrection
  • Buff: NONE
  • Spells: Heal Group
  • Passive: NONE
  • PVP: Camouflage
  • Potion: Strong MANA
  • HP per Level: 18
  • MAMA per Level: 30
  • Attack speed: 2.0s
## Druid
  • Rol: Damage / Support
  • Combat: Spellcaster
  • Type: Earth
  • Armor: Leather
  • Resource: Mana
  • Weapon / Hand: Wand
  • Bonus: Transformation / Revive
  • Buff: MANA Regeneration
  • Spells: Heal Over Time
  • Passive: Heal % of Healed
  • PVP: Slow Down
  • Potion: Ultimate MANA
  • HP per Level: 16
  • MAMA per Level: 35
  • Attack speed: 2.0s
## Priest
  • Rol: Damage / Support
  • Combat: Spellcaster
  • Type: Poison
  • Armor: Cloth
  • Resource: Mana
  • Weapon / Hand: Two Handed Wand
  • Bonus: Support Summon
  • Buff: NONE
  • Spells: Damage Absortion
  • Passive: Target DOT =+ Damage
  • PVP: Paralyze
  • Potion: Ultimate MANA
  • HP per Level: 10
  • MAMA per Level: 50
  • Attack speed: 2.0s
## Rogue
  • Rol: Damage
  • Combat: Mele / Range
  • Type: Physical
  • Armor: Leather
  • Resource: Power
  • Weapon / Hand: One Hand Dagger Each Hand
  • Bonus: Semi-Range
  • Buff: Stealth
  • Spells: Haste
  • Passive: Power -35% =+ Damage
  • PVP: Flip
  • Potion: Ultimate HP
  • HP per Level: 30
  • MANA per level: 0
  • Attack speed: 1.50s
## Hunter
  • Rol: Damage
  • Combat: Range
  • Type: Physical
  • Armor: Mesh
  • Resource: Rage
  • Weapon / Hand: Bow / Crossbow
  • Bonus: Tank Summon
  • Buff: Range Damage
  • Spells: NONE
  • Passive: Target 5 SQM =* Damage
  • PVP: Silence
  • Potion: Great HP
  • HP per Level: 20
  • MANA per level: 0
  • Attack speed: 1.75s
## Wizard
  • Rol: Damage
  • Combat: Spellcaster
  • Type: Ice
  • Armor: Cloth
  • Resource: Mana
  • Weapon / Hand: Wand
  • Bonus: Teleports / Invocation (Players)
  • Buff: Increase Mana
  • Spells: MANA Shield
  • Passive: Loss MANA =+ Damage
  • PVP: Polymorph
  • Potion: Ultimate MANA
  • HP per Level: 6
  • MAMA per Level: 60
  • Attack speed: 2.0s
## Warlock
  • Rol: Damage
  • Combat: Spellcaster
  • Type: Fire
  • Armor: Cloth
  • Resource: Rage
  • Weapon / Hand: Wand / Sword
  • Bonus: Semi-Mele / Damage Summon
  • Buff: HP Regeneration
  • Spells: NONE
  • Passive: Rage 100% =+ Damage
  • PVP: Fear
  • Potion: Great HP
  • HP per Level: 8
  • MAMA per Level: 0
  • Attack speed: 2.0s
## Necromancer
  • Rol: Damage
  • Combat: Range - Spellcaster
  • Type: Darkness
  • Armor: Cloth
  • Resource: Power
  • Weapon / Hand: Wand
  • Bonus: Transformation / Resurrection
  • Buff: Magic Resistence
  • Spells: Cannibalism
  • Passive: Critical Damage = % Heal
  • PVP: None
  • Potion: Strong HP
  • HP per Level: 12
  • MAMA per Level: 0
  • Attack speed: 2.0s
## Sorcerer
  • Rol: Damage
  • Combat: Spellcaster
  • Type: Energy
  • Armor: Plate
  • Resource: Mana
  • Weapon / Hand: Wand / Shield
  • Bonus: Semi-Tank
  • Buff: Magic Damage
  • Spells:
  • Passive: Absorb Damage = Regenerate % MANA
  • PVP: Copy Self
  • Potion: Great Mana
  • HP per Level: 14
  • MAMA per Level: 40
  • Attack speed: 2.0s
# MOUNTS ( there will be more )
  • Dromedary: Fast in sand
  • Manta Ray: Fast under water
  • Turtle( maybe ): fast on top of the water
  • Ursagrodon: Fast on snow
# ADDED
  • Heal attribute( u need this attribute to do better healing )
  • Critical: Damage / Heal
  • Fields runes: DOT based on lvl magic etc not the classic "20"
  • Revive / Resurrection spends: Soul
  • Food: Regenerate HP
  • Fluid: Regenerate MANA
  • Summons can walk to where you are ordered ( using something like a rune ) and can stand where ppl want witchout moving [ NEW ]
# WORKING ON ( Maybe not finish at all or need a polish )
  • Runes Like Avalanches will be a spell instead
  • Races: they are going to have one extra spell
  • Outfits: Unique by race
  • Addons: Unique by class
  • Monetary System: Copper > Silver > Gold
  • "Semi-Bonus" not use skills.
  • Equipments: Ups maxHP and maxMana ( if the class use that resource )
  • Range / Spellcaster classes attacks in SQMs: will be different ( not defined yet )
  • A area wand
  • Not all classes gonna have healing spells, (Like LOL) but gonna have some method for healing [ NEW ]
  • Working on a only modal window for npc, with onTarget to interact with [ NEW ]
  • Working on a Aggro System [ NEW ]
# DELETE ( Maybe not all )
  • Fishing Skill
  • Shielding Skill
  • Exiva Spell
  • Offensive/Balanced/Defensive Mode
  • Speed per Level
  • Spell words ( Chat Invasion )
  • Spirit Potion
# PVP
  • Hunt Instanced ( cave-like ) No-PVP Party Group
  • War Instanced ( event-like ) Enforced-PVP Group
  • Open ( world ) Retro-PVP Alone

# Before criticizing just because it has similarities with another project, or because it is different and loses the essence of the tibia, think about this: if play tibia in the original way, why play OTS then?
# If someone wants to make a suggestion and / or constructive criticism to add or remove something in a more logical way can comment freely.
# Everything is subject to change. If you see "NONE" it is because i probably do not know what to put on yet, feel free to comment or suggest.
# If someone want to join and help only say it.
# Sorry my bad english.
 
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Il Knight

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  • Each class can use magic support both in itself and in other players (Buff).
a knight healing a druid, nice.

  • Possibility of equipping a two hands shield.
you see a dead human, killed by a shield.

  • Base: 10.x
10,98 pls

  • Monetary System: Copper > Silver > Gold
its 2019 add an automatic system for gold example, each monsters gives you a quantity of gold. A Minotaur can give you maybe from 10 to 30 gps, so, the person who give the last hit, get the gold, and the person who deal more damage, get the loot.
and of course and auto loot. AND if is a party, the group leader get the loot and gold. (then the people can choise the trusted player to be leader)

pls keep the
  • Speed per Level
imagine a level 2 running from a level 100..

  • Spell words ( Chat Invasion )
exactly, and spells via icons or something similar.

im doing something similar to you jeje
 

popoverde

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  • Recreating the game, based on modern mmorpg's such as world of warcraft and league of legends.
What, LoL is not a mmorpg. its a moba
 
OP
S

siewdass

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Sep 24, 2010
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Il Knight:
1 The 2 handed shield, its only in a defensive way, no to kill someone with it xD. In fact, im thinking remove all damage if have a a 2 hands shield.
2 Base of tibia, its 10.x i really don't fully like any version.. all have something i need for my project.
3 Monetary system its only because i don't like tibia ones..
4 Speed per level, That its because i preffer the way LOL does, all have (maybe not exactly) the same speed, so you need to have more hands for play better not only run away.
5 I only delete all de spellwords.. u can use "utevo lux" but u won't see the words in chat (NO, ITS NOT "EMOTE SPELL" THIS WAY STILL ANNOYING ON THE SCREEN)

popoverde:
Sorry yea, lol its a moba i forgot that.. my first post x.x to much to write.. edited. where are u from?

Sorry need to work on my English

NEW:
  • Not all classes gonna have healing spells, (Like LOL) but gonna have some method for healing
  • Summons can walk to where you are ordered(using something like a rune) and can stand where ppl want witchout moving
  • Working on a only modal window for npc, with onTarget to interact with
  • Working on a Aggro System
 
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