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Sirius - Twin server to Celestia-Realm - Discussion

Kungenn

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To find out more about our current server please visit https://otland.net/threads/celestia-realm-discussion.237668/

So what is Sirius then?
A server that is trying to replicate gameplay of Tibia 7.~ era with some exceptions.

Sirius will be a twin server to Celestia but it will be a lower rate (constant even) and it will in general be a harder server.

Please note that this server is not to put an end on Celestia
It's a complement to Celestia which will run seperately.

Sirius & Celestia will both have the exact same map & quests and will get updated together.

Enough about this and that let's get in to Sirius now.


So some background on me quickly.
I started playing Tibia back in 6.~ when Tibia was very ugly
testserver.jpg


But I got stuck with the feeling Tibia gave me.
When I was in highschool I played Tibia with classmates and at this time World of Warcraft was released. Comparing Tibia & World of Warcraft makes Tibia look like it was done by a five year old, however WoW never gave the feeling I got from Tibia. The thrill of exping & exploring the unknown and that fear of dying and losing what you've played so hard to earn (level10).

I want to recreate and allow you to experience and live the moments I did.
So Sirius is from my perspective the route that Tibia should have taken and how Tibia should be.
I am 100% sure that this does not fit everyone and that is also completely fair but I do believe there will be a lot of people that understand and remember what I am talking about.


Sirius

There will be some sort of Rookgaard to prevent players that has no interest in the server other than to destroy it. Of course the Rookgaard won't prevent everyone but it will make them at least invest time into the server before they can start their journey of mayhem.
The rates will be low either a constant of 1 or 2x for experience, which I have not decided on yet.
The main difference compared to how Tibia was back in 7.~ era will be that we will lower the death loss.
You will still get that feeling of "DAAAAAAAAAAAAAMN" if you die but it won't be as devastating as the 10% loss would be (7% promoted).

Vocations & Balancing

Knights will have slightly increased damage
Paladins will also have a slight increase in damage
Mages has always been good and will be left the way they are/were

Monsters & Hunting

Monsters won't be as easy as they currently are on Tibia.
They will be mostly like how they were on 7.1
You will need to be hunting in teams to slay to most difficult foes (demons/warlocks/black knights)
Of course at some given time a player will become powerful enough to slay even these foes alone, but there will always be new challenges for every level.
To give some examples on how monsters will act:

Giant Spiders will not haste but they will hit hard (like they did on 7.1)
Orc Berserkers will not haste either
Black Knights will have a high base movement speed but not haste
Heroes will not heal

Monsters in general that will have a very high defense which makes them hard to damage with melee attacks are Demons, Demon Skeletons, Orc Leaders, Giant Spiders, Behemoths, Black Knights, Heroes & Guardians (Guardians is a custom monster that is somewhat equal to Black Knights).

There will be a slight delay to attack & shoot runes at creatures when going up and down stairs. Why? Because we simply don't think it's fair to all the vocations that some (Paladins & Mages) can jump up and down & take little to no damage while killing some of the most dangerous monsters.
We really want the community feeling to blossom and that people will build bonds with their fellow players whilst hunting together

In short if you want to look at how the vocations are balanced in hunting it would be;

As a Knight you have one of the slower starts as you first will struggle to get skills to be able to block & deal damage but you will also be the most gear dependant vocation. However once you've reached a certain point you will be one of the best experience gainers and you will also be the one vocation that deals a lot of damage but still has a high amount of HP. Yes knights might not be able to solo hunt the most dangerous monsters early on. But you are also the vocation that has the safest playing style.

As a Paladin you probably have one of the easiest starts since once you've obtained a distance weapon you will be able to start hunt monsters that hit hard but that you can outrun (i.e Cyclops/Dwarves and so on). However you need to bring ammunition which limits your stay whilst hunting, were as Knights that hunts monsters that they have obtained the skills & gear for will be able to stay for a much longer time.
A paladin has lower HP than a Knight but makes up for it by being able to stand at a distance to attack and that their distance attacks cannot be blocked by defense, it only gets mitigated by armor. They can use runes whilst hunting but then sacrifice both survivability and gold to do so.

As a Mage (Sorcerer & Druid) you will the worst start. With no magic level nor runes you will be forced to start your journey to level with your wand or rod that you gain once you reach the mainlands of Sirius. The wand/rod you gain will be dealing low damage and will cost mana to use. Mana regen will be slow on Sirius so your start will not be the most fun of the vocations. However mages are the one of the vocations that will be able to get the strongest. But they also sacrifice a lot for it. In order to deal damage they must sacrifice their survivability by getting exhausted when attacking with a spell or rune for 2 seconds before they can use a healing spell. They also have the lowest amount of health in the game and they are also the onces that gain the slowest shielding skill which makes them the most vulnerable vocation. Mages also need to carry runes which weighs .oz which limits them to how long they can stay at their hunts. Yes this does apply to the other vocations too but comparing the gain of cap (how much you can carry in .oz) mages gain only 10 CAP per level while paladins gain 20 and knights 25. So they have the lowest amount of cap.


So in short;

Knights high HP, good melee damage, can deal decent damage with runes (explosions/gfbs/hmms) & their exori, can grind spawns for experience for a long time.
Paladins medium HP, good distance damage, can deal medium damage with runes (explosions/gfbs/hmms & sds), can grind spawns for experience for a medium time but can perhaps hunt slightly more difficult monsters since they stand at a distance while doing so.
Mages low HP, bad melee damage, can deal high damage with runes runes & spells (explosions/gfbs/hmms/sds) and all their instant spells such as energy wave etc, can grind spawns for experience for a short time but can hunt fast & gain experience fast but needs to make runes & restock in order to do so.




I need to go to work now and I will continue my novel of Sirius soon again.


Sirius will be a beta server for AT LEAST 3 months before it will launched.
I will post more information about this later


Take care my friends!​
 
Added webpage
Added house auctions
Changed monster behavior
Fixed rune values to match 7.4

Will post a changelog in the future
 
I have a bad feeling for this server,
Celestia got approx 25~ players online each day, if we split them up into two servers there will be 10-15 players online on each server, and that's too few. But that's just my opinion.
 
I will start posting the changelogs here too.

  • Disabled stages
  • Changed defenses on Demon Skeletons & Orc Leaders to make it possible to hunt dragons with summons like it was done in the good ol' days
  • Removed /buyhouse function, houses is now handled by the website through auctions.
  • Changed the weight (oz) on gold coins to 50% 100 gold coins now weight 5.00 OZ instead of 10.00
  • Fixed the bank npc so it is possible to change gold/platinum & crystal coins
  • Corrected weight on runes to 1.20 oz per rune, a backpack of runes now weighs 42.00 oz
  • Changed Remere to sell runes with the correct charges for 1 gold coin per mana required to conjure (UH 100 gold, SD 220 gold)
  • Removed click to change gold/platinum & crystal coins
  • Changed the advancement in skills back to the way it looked in classic tibia
  • Changed loot to be more accurate in most monsters
  • Lowered the chance for target switching by monsters
 
Changelog January 15th

  • Damage values are now as they was on 7.4
  • Mana regen is now as it was on 7.4
  • Updated FAQ to be matching the changes
  • Edited some monsters to act proper
 
I need some beta testers :)




Changelog #2
Saturday, 16 Jan 2016 - GM Kungenn

Massive update
  • Lots of quests has been reworked
  • Moved around spawns to make them fit in better (larvas are closer to Al'Qus and dragons are further away)
  • Added many new spawns including; Behemoths, Warlocks, Dragons, Dragon Lords and more
  • New quests; Level 80 Quest, Legendary Quest and more
  • (Legendary Quest = A quest that spawns and once someone takes the item it will have a chance to respawn)
  • You can no longer walk over tables/chests/barrels
Todo List:
  • Monsters only move when you are at the same floor as them
  • UH trap function
  • Work over ALL existing quests to make sure they are properly coded

Changelog #1
Friday, 15 Jan 2016 - GM Kungenn

Current changes that has been made:
  • Disabled experience stages (it is now 2x constantly)
  • Changed defenses on Demon Skeletons & Orc Leaders to make it possible to hunt dragons with summons like it was done in the good ol' days
  • Removed /buyhouse function, houses is now handled by the website through auctions.
  • Changed the weight (oz) on gold coins to 50% 100 gold coins now weight 5.00 OZ instead of 10.00
  • Fixed the bank npc so it is possible to change gold/platinum & crystal coins
  • Corrected weight on runes to 1.20 oz per rune, a backpack of runes now weighs 42.00 oz
  • Changed Remere to sell runes with the correct charges for 1 gold coin per mana required to conjure (UH 100 gold, SD 220 gold)
  • Removed click to change gold/platinum & crystal coins
  • Changed the advancement in skills back to the way it looked in classic tibia
  • Changed loot to be more accurate in most monsters
  • Lowered the chance for target switching by monsters
  • Death Penalty is lowered to 9% without promotion, 6% with promotion and then you will be able to get 5 blesses to have 1% death penalty.
 
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