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Test server for spells

Maskamen

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Hello,

I replaced the previous spell system — where spells were unlocked with level progression or purchased — with a new one in which each character develops their spells through a skill tree. Each profession earns 1 spell point every 5 levels. These points can be allocated to new spells according to the skill tree hierarchy. Character level is not required to cast spells, though the appropriate magic level is needed to use runes. Runes have been removed from the shop but can still be found in the game world or obtained as drops. Chosen spells are permanent and cannot be undone or reset.
This new system introduces greater variety in gameplay, allows for unique character builds, and makes team composition and cooperative strategies even more engaging.

spells_sorc.webp
What do you think of this approach?
You can find more images and information at the link below.
[FRANCE] [8.0/custom] [CUSTOM]--MaskaOTS ACT II--[RPG/PVP] [23.08.2024] (https://otland.net/threads/france-8-0-custom-custom-maskaots-act-ii-rpg-pvp-23-08-2024.283927/page-7)
The new spell system can be tested today, 24.10.2025 at 7:00 PM.
https://discord.gg/aatWfXQYBf
https://www.maskaots.eu

I’m looking forward to hearing your suggestions !
 
Skill tree is nice, but being permanent and not resetable are kinda bummer decisions.

I know nobody asked but this reminded me of an idea I had once related to world building and runes; runes are available at the shops because shops produce/buy from academic mages or something, BUT they are not powerful adventurers like us, so there were options:
1) runes would be "unique" and have a base power to them based on who made it
2) basic runes can be bought but we as strong adventurers and explorers would discover new spells that the shops dont have so we would fuse runes to make them a more powerful version or have exclusive rune spells
 
The system, in which spells cannot be reset, makes the player approach the game more tactically, and every choice must be carefully considered. This allows for the creation of characters with different strengths and tactical assumptions. So, you can create a mage in several different ways. It's true that it will be difficult and troublesome if you choose the wrong spell. That's how this game is supposed to be
 
@Nemphis , @Heon , @dami1310 , @lukatxd

Yes, you were right. During the game, it became clear that the spell tree needed to have a reset option. I wanted players to create a character and carefully consider which spells they chose. Unfortunately, 80% of players made a mistake somewhere along the way, rendering their character ineffective. To compromise, I introduced the ability to reset the spell tree once per character.​

 
Mate just allow infinite resets with high cost
You just make your life harder for no reason

Imagine someone has used the reset alredy and then dislike the "tree" over again or found out theres a better/stronger choose
Do you really think people are motivated to create a new character in that case just to have a better "tree"?
They will accept it or leave the server and we both know they will choose the second option
 
Just what above said. Just allow players to do it endlessley. If they got the gold to back up the cost. Im thinking like World of Warcraft Classic. Start with 10 gold (which is a lot for a low level player in wow classic), then for each respec they increase cost by another 10g if i remember correctly.

Gold is a bit easier to get on Tibia. Start with 10k gold, then go to 15k. Each reset increase cost by 5k and cap it at 50k.
Good gold sink.
 
Hello,

I replaced the previous spell system — where spells were unlocked with level progression or purchased — with a new one in which each character develops their spells through a skill tree. Each profession earns 1 spell point every 5 levels. These points can be allocated to new spells according to the skill tree hierarchy. Character level is not required to cast spells, though the appropriate magic level is needed to use runes. Runes have been removed from the shop but can still be found in the game world or obtained as drops. Chosen spells are permanent and cannot be undone or reset.
This new system introduces greater variety in gameplay, allows for unique character builds, and makes team composition and cooperative strategies even more engaging.

View attachment 95532
What do you think of this approach?
You can find more images and information at the link below.
[FRANCE] [8.0/custom] [CUSTOM]--MaskaOTS ACT II--[RPG/PVP] [23.08.2024] (https://otland.net/threads/france-8-0-custom-custom-maskaots-act-ii-rpg-pvp-23-08-2024.283927/page-7)
The new spell system can be tested today, 24.10.2025 at 7:00 PM.
https://discord.gg/aatWfXQYBf
https://www.maskaots.eu
pixel car racer supercar mod apk
I’m looking forward to hearing your suggestions !
That’s an interesting overhaul! The skill-tree approach seems to add depth and customization, encouraging strategic planning and team synergy. Removing shop runes also makes exploration and drops more rewarding.
 
This actually sounds interesting and much deeper than the classic level-locked spell system. A permanent skill tree with spell points offers real choices. This makes characters feel unique, especially in team play. I’d focus on balance and player regret. Since choices can't be reset, early decisions must feel fair and clear. Overall, a solid idea for testing on a separate server before full release.
Skill trees have been in RPG's for many years. This is not a new concept, and not new to Tibia either as RL has had one for years now. Many OT's have also adopted either the RL one or made their own custom one.

While skill trees offer somewhat good character development, not everyone loves them, so be careful that you don't make it too dependable. The other most common issue is that all skill trees can be boring and predictable.

I disagree with it being permanent, as others have already mentioned, a player should be able to reset, but just make it a very high gold sink.
 
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