# FEATURES
## Warrior
# 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.
- 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.
- 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
- Plate
- Mesh
- Leather
- Cloth
- Mele
- Ranged
- Magic
- 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
- Physical
- Holy
- Electricity
- Earth
- Poison
- Ice
- Fire
- Darkness
- Energy
## 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Dromedary: Fast in sand
- Manta Ray: Fast under water
- Turtle( maybe ): fast on top of the water
- Ursagrodon: Fast on snow
- 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 ]
- 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 ]
- Fishing Skill
- Shielding Skill
- Exiva Spell
- Offensive/Balanced/Defensive Mode
- Speed per Level
- Spell words ( Chat Invasion )
- Spirit Potion
- 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.
Last edited: