Siegh
Thronar Developer
Hello, I have been working on my solo project for more than a year already, and it is still far from being good enough, even
though Ive opened it for a public beta a couple of times. Now Ive decided to actually see what other people thinks about my
main concepts and contents.
My first and utmost concept: make your own everything! Every tile of my map, every equipment, potion, classes, monsters,
spells, npcs, quests and systems (of course not the basic ones of Tibia) have been made by me, specifically for Thronar. The
main idea is making a entirely new game, within Tibia's gameplay and client, focusing true rpg, lore-telling, team play, class
and player-skill based pvp, exploration, misteries and different growth rate for each character, depending on the player.
--------------------------------------------
Now, lets check some of the already done content. (sorry for the huge wall of text, any less wouldnt be enough)
*A huge continental map (there is no sea so far) with huge areas to explore and almost forgotten holes everywhere waiting to
be rediscovered. Many and many random quests on random places with simple rewards, such as simple exp and gold or
simple items. Epic huge labirintic dungeons with many ends and many bosses each (only 2 introduced so far tho).
*Many lore-talking-or-not quest chains offered by many diverse NPCs. Though you are not forced to do them, some provides extremely usefull rewards, such as the class-based quest chain at Lv 10. For example, the druids quest teach
them the abillity to summon beasts, and the archers quest gives them the abillity to pick training jobs, wich are tasks wich
rewards the player with skill levels when completed.
One of the many quest chains around
http://thronar.mo-rpg.com/t4-quest-system-explanation
*Unique spell learning system, wich involves rare books and/or quests for mages. For melees and archers, skills are
automatically learned upon advancing to a certain skill level. For example: Fierce Strike 2 will be acquired at melee skill 30, and Taunt 2 will be acquired by Swordsmans at shield skill 35. There is no list of learnable spells anywhere, so you never know when you will unexpectedly learn a spell.
Mage spell learning
*Over 130 unique spells, wich grows on levels, such as Silence Lv 2, 3, and go on. If every spell level is counted as a spell,
Thronar has already over 300 unique spells! They are divided into elemental (Fire, Water/Ice, Wind/Thunder, Earth/Poison), into
Black Magic, into White Magic, into Call (summoning), and Skills (non-elemental abillities, such as every melee and archers
spells, teleport, soul recharge, etc).
Elemental Summoning
*Unique and always balancement-seeking class tree. You start with being either a Squire, an Archer or a Mage and at lvl 10
depending on your first class, you may promote into a Swordsman, Warrior, Cleric, Tracker, Marksman, Crossbowman,
Wizard, Druid, Mystic or Priest. At Lv 40, most classes have to choose from another 2 options, though some only 1. Each
class have their own purpose and advantages/disvantages.
Some of the Marksman skills
*Huge and diverse equipment list, ranging from heavy/light/robe gear, with many equipments for the same level range with the
most diverse bonus, to fits into each player taste. Weapons class-divided into Sword, Axe, Club, Daggers, Staves, Wands,
Bows and Crossbows. Every weapon has its own critical rate/critical damage, and many have special effects such as silencing
or slowing the target upon a critical.
Some of the Tracker's daggers
*A very deep acessory system, wich consists of rare drops from most monsters, from utuku goblins to shadow hunters. These
infinite acessories may benefit the player from the most variated bonuses, such as the most diverse regeneration rates,
immunities to drunk, elemental resistence, speed bonus, armor, skill, magic level, new spells, etc. Many acessories, have
also negative side-effects when worn, on the same lines as above.
Examples of acessories
*Soul system to balance spell spamming. Most non elemental spells uses up soul points on different rates, depending on the
spell. This way, you have to think your best on how you use your spells, and avoid mindlessly grinding. Elemental spells are
already limited by the different potion system.
Should I use my soul on attacking skills or on rest and sprint?
*A self-made potion system, made to prevent hotkey hunting. Potions will not heal you instantly, they will heal you over an
average time of 15 seconds, by ticks every second. And mostly important: during the potion's effect your character will be
weakened and slowed, so spamming potions is not always the best option. Of course, the normal regeneration is very
improved and many many equips and acessories may improve it (though still not at a huge rate). Fight with your own health
and mana!
Beware of the potions side-effects
*An unique feature to differ one character from another, the Mastery System. These are passive class exclusive point-based abillities wich will make characters differs even greatly. More info here: http://otland.net/f251/project-thronar-ats-alternate-tibia-server-144256/index4.html
*Support-Must system: with the rebalanced potions, and with the lack of in-battle healing spells for most classes except
Clerics and Priests, every decent hunt or boss killing will require one or more of these support classes. And of course, they
have a wide array of other supportive spells, such as recovering mana, soul, haste, antidote, increasing battle skills, etc.
*Team Hunt-Must system: the most dangerous places usually have monsters with abillities that difficults the abillity of one
player soloing the entire place, even with a high level. The Samel's Heretics for example, have close range devastating spells
and many slows wich prevents melees from approaching them, while having aswell a huge summon abillity wich endangers
mages and archers wich stay at distance.
--------------------------------------------
Omg, I think Ive writed too much! I may post screens if you people like what youve read.
Thats it to begin with, please give me your thoughts about what you've read (if you read), be it suggestions, criticism, flamings,
anything is welcome
Also, I have cleaned and reopened my old forum, so anyone interested may register and keep informed about the latest news and a possible release date.
Here is the link: http://thronar.mo-rpg.com/
And the main question: Would you play Thronar?
EDIT: Some screenshots added, more coming
though Ive opened it for a public beta a couple of times. Now Ive decided to actually see what other people thinks about my
main concepts and contents.
My first and utmost concept: make your own everything! Every tile of my map, every equipment, potion, classes, monsters,
spells, npcs, quests and systems (of course not the basic ones of Tibia) have been made by me, specifically for Thronar. The
main idea is making a entirely new game, within Tibia's gameplay and client, focusing true rpg, lore-telling, team play, class
and player-skill based pvp, exploration, misteries and different growth rate for each character, depending on the player.
--------------------------------------------
Now, lets check some of the already done content. (sorry for the huge wall of text, any less wouldnt be enough)
*A huge continental map (there is no sea so far) with huge areas to explore and almost forgotten holes everywhere waiting to
be rediscovered. Many and many random quests on random places with simple rewards, such as simple exp and gold or
simple items. Epic huge labirintic dungeons with many ends and many bosses each (only 2 introduced so far tho).
*Many lore-talking-or-not quest chains offered by many diverse NPCs. Though you are not forced to do them, some provides extremely usefull rewards, such as the class-based quest chain at Lv 10. For example, the druids quest teach
them the abillity to summon beasts, and the archers quest gives them the abillity to pick training jobs, wich are tasks wich
rewards the player with skill levels when completed.
One of the many quest chains around
http://thronar.mo-rpg.com/t4-quest-system-explanation
*Unique spell learning system, wich involves rare books and/or quests for mages. For melees and archers, skills are
automatically learned upon advancing to a certain skill level. For example: Fierce Strike 2 will be acquired at melee skill 30, and Taunt 2 will be acquired by Swordsmans at shield skill 35. There is no list of learnable spells anywhere, so you never know when you will unexpectedly learn a spell.
Mage spell learning
*Over 130 unique spells, wich grows on levels, such as Silence Lv 2, 3, and go on. If every spell level is counted as a spell,
Thronar has already over 300 unique spells! They are divided into elemental (Fire, Water/Ice, Wind/Thunder, Earth/Poison), into
Black Magic, into White Magic, into Call (summoning), and Skills (non-elemental abillities, such as every melee and archers
spells, teleport, soul recharge, etc).
Elemental Summoning
*Unique and always balancement-seeking class tree. You start with being either a Squire, an Archer or a Mage and at lvl 10
depending on your first class, you may promote into a Swordsman, Warrior, Cleric, Tracker, Marksman, Crossbowman,
Wizard, Druid, Mystic or Priest. At Lv 40, most classes have to choose from another 2 options, though some only 1. Each
class have their own purpose and advantages/disvantages.
Some of the Marksman skills
*Huge and diverse equipment list, ranging from heavy/light/robe gear, with many equipments for the same level range with the
most diverse bonus, to fits into each player taste. Weapons class-divided into Sword, Axe, Club, Daggers, Staves, Wands,
Bows and Crossbows. Every weapon has its own critical rate/critical damage, and many have special effects such as silencing
or slowing the target upon a critical.
Some of the Tracker's daggers
*A very deep acessory system, wich consists of rare drops from most monsters, from utuku goblins to shadow hunters. These
infinite acessories may benefit the player from the most variated bonuses, such as the most diverse regeneration rates,
immunities to drunk, elemental resistence, speed bonus, armor, skill, magic level, new spells, etc. Many acessories, have
also negative side-effects when worn, on the same lines as above.
Examples of acessories
*Soul system to balance spell spamming. Most non elemental spells uses up soul points on different rates, depending on the
spell. This way, you have to think your best on how you use your spells, and avoid mindlessly grinding. Elemental spells are
already limited by the different potion system.
Should I use my soul on attacking skills or on rest and sprint?
*A self-made potion system, made to prevent hotkey hunting. Potions will not heal you instantly, they will heal you over an
average time of 15 seconds, by ticks every second. And mostly important: during the potion's effect your character will be
weakened and slowed, so spamming potions is not always the best option. Of course, the normal regeneration is very
improved and many many equips and acessories may improve it (though still not at a huge rate). Fight with your own health
and mana!
Beware of the potions side-effects
*An unique feature to differ one character from another, the Mastery System. These are passive class exclusive point-based abillities wich will make characters differs even greatly. More info here: http://otland.net/f251/project-thronar-ats-alternate-tibia-server-144256/index4.html
*Support-Must system: with the rebalanced potions, and with the lack of in-battle healing spells for most classes except
Clerics and Priests, every decent hunt or boss killing will require one or more of these support classes. And of course, they
have a wide array of other supportive spells, such as recovering mana, soul, haste, antidote, increasing battle skills, etc.
*Team Hunt-Must system: the most dangerous places usually have monsters with abillities that difficults the abillity of one
player soloing the entire place, even with a high level. The Samel's Heretics for example, have close range devastating spells
and many slows wich prevents melees from approaching them, while having aswell a huge summon abillity wich endangers
mages and archers wich stay at distance.
--------------------------------------------
Omg, I think Ive writed too much! I may post screens if you people like what youve read.
Thats it to begin with, please give me your thoughts about what you've read (if you read), be it suggestions, criticism, flamings,
anything is welcome
Also, I have cleaned and reopened my old forum, so anyone interested may register and keep informed about the latest news and a possible release date.
Here is the link: http://thronar.mo-rpg.com/
And the main question: Would you play Thronar?
EDIT: Some screenshots added, more coming
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