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[USA][10.98] The Nexus World: A New Era

Server Website/AAC
https://n-v.me/nexus/
Server Address
n-v.me
Server Port
7171
Client Protocol
10.98
One issue I see with a lot of OTs is that they’re often advertised as being cool and fun, but once you actually log in, the experience ends up being the complete opposite or at least doesn’t live up to the hype. Because of that, I can understand why adposatnr feels the way he does.

In its current state, this feels more like an alpha than a beta. When I logged in, it wasn’t very player friendly. The ambient spawning system sounds like a cool idea on paper, but right now it just feels empty. I spent a long time walking in different directions and barely encountered anything. Maybe a wasp, a goblin, a deer, and a few basic monsters spawning here and there. Being low level doesn’t help either, since movement speed is slow. Overall, I really don’t like this monster spawning system. It doesn’t feel fun or rewarding to explore.

I noticed you added a map that sections off different areas for certain monsters to spawn, but even with that, it still doesn’t feel engaging to me. I would much rather see the old spawning system return, with ambient spawning added as an extra layer on top. Something similar to the ambush systems on servers like Dura or Valorforge would fit much better. For example, while hunting there could be a chance for monsters to ambush you. Certain tiles could trigger spawns. Opening a chest or completing a quest could cause you to get swarmed. You could be hunting dragons, thinking you’re safe, and then a dragon lord randomly spawns in front of you. Maybe certain spawns even have a boss that can appear while you’re hunting. That kind of system would feel a lot more exciting and fitting.

I didn’t play for very long because of the spawning system, but like others have mentioned, the vocations didn’t feel very custom. If you plan to fully rework the vocations and replace the spells later, that’s fine, but it would have been nice to at least have a few useful custom spells for each vocation before releasing the beta.

I’m also curious about the tiered item system from 1 to 15 with rarity bands. That’s exactly the kind of thing that should be shown in screenshots in the advertisement thread to grab players’ attention. As for the weather system, while it looks nice visually, it’s generally not well liked by players and often ends up feeling more annoying than useful. While I don't mind it, it could be more productive to work on adding features that make the gameplay loop more exciting/addicting to play.

If the server doesn’t already have them, custom items and monsters are a must in this day and age. Also having a system where certain monsters with a percentage chance to spawn as elite versions with extra loot is always fun. An enchanting system with interesting stats would also add some some excitement to player power creep.

I also realized that you previously ran a server called Aros Online. Your name seemed familiar. What happened to that server? It was pretty fun for what it was and had some enjoyable features like the dungeon system, waypoints, and forging system. A lot of those ideas would work really well here too.
 
@~X~
You can ignore @Adposatnr
He’s a troll, no one takes him seriously.
Keep up the good work!
Thank you!
One issue I see with a lot of OTs is that they’re often advertised as being cool and fun, but once you actually log in, the experience ends up being the complete opposite or at least doesn’t live up to the hype. Because of that, I can understand why adposatnr feels the way he does.

In its current state, this feels more like an alpha than a beta. When I logged in, it wasn’t very player friendly. The ambient spawning system sounds like a cool idea on paper, but right now it just feels empty. I spent a long time walking in different directions and barely encountered anything. Maybe a wasp, a goblin, a deer, and a few basic monsters spawning here and there. Being low level doesn’t help either, since movement speed is slow. Overall, I really don’t like this monster spawning system. It doesn’t feel fun or rewarding to explore.

I noticed you added a map that sections off different areas for certain monsters to spawn, but even with that, it still doesn’t feel engaging to me. I would much rather see the old spawning system return, with ambient spawning added as an extra layer on top. Something similar to the ambush systems on servers like Dura or Valorforge would fit much better. For example, while hunting there could be a chance for monsters to ambush you. Certain tiles could trigger spawns. Opening a chest or completing a quest could cause you to get swarmed. You could be hunting dragons, thinking you’re safe, and then a dragon lord randomly spawns in front of you. Maybe certain spawns even have a boss that can appear while you’re hunting. That kind of system would feel a lot more exciting and fitting.

I didn’t play for very long because of the spawning system, but like others have mentioned, the vocations didn’t feel very custom. If you plan to fully rework the vocations and replace the spells later, that’s fine, but it would have been nice to at least have a few useful custom spells for each vocation before releasing the beta.

I’m also curious about the tiered item system from 1 to 15 with rarity bands. That’s exactly the kind of thing that should be shown in screenshots in the advertisement thread to grab players’ attention. As for the weather system, while it looks nice visually, it’s generally not well liked by players and often ends up feeling more annoying than useful. While I don't mind it, it could be more productive to work on adding features that make the gameplay loop more exciting/addicting to play.

If the server doesn’t already have them, custom items and monsters are a must in this day and age. Also having a system where certain monsters with a percentage chance to spawn as elite versions with extra loot is always fun. An enchanting system with interesting stats would also add some some excitement to player power creep.

I also realized that you previously ran a server called Aros Online. Your name seemed familiar. What happened to that server? It was pretty fun for what it was and had some enjoyable features like the dungeon system, waypoints, and forging system. A lot of those ideas would work really well here too.
First off, I really appreciate you taking the time to write this up — this is exactly the kind of feedback that’s actually useful, so thank you.
You’re not wrong about the current feel of the server. Right now it is much closer to an alpha than a true beta, and that’s on me for not setting that expectation clearly enough. A lot of core systems are actively being rebuilt or tested, which means some things can feel empty or underwhelming when viewed in isolation — especially the spawning system.

Yes — I did run Aros Online, and I recognize your username as well. Life, time, and burnout eventually caught up to that project, but many of the ideas from it (dungeons, waypoints, forging, etc.) are things I still believe in and want to evolve properly this time around.
Regarding the ambient spawning system: it has recently gone through a complete overhaul. While it may appear similar on the surface, it now works alongside the legacy spawning system rather than replacing it. The system ties into pressure zones, time of day, weekdays, night/day cycles, and more, allowing the world to react dynamically instead of feeling static.

That said, I agree with you that exploration needs to feel rewarding. The ambient system was intentionally experimental — the goal was to move away from static “stand on a tile and farm forever” gameplay — but your suggestion of hybrid spawning (traditional spawns combined with ambient/ambush layers) is very much in line with where I want this to go. Triggers, ambushes, rare boss appearances, and higher-risk moments while exploring are all things I want to lean into more heavily.

Vocations are another fair point. They’re currently in a transition state. The core vocations are based on familiar foundations and already modified, but the long-term plan is a deeper rewrite with stronger identity and synergy. Additional vocations do exist, but they are intentionally progression-locked — some systems, roles, and power are meant to be worked for, not handed out immediately. That said, I agree there should be more meaningful custom spells earlier, even during testing.

The tiered item system (1–15 with rarity bands) is already in place, and you’re absolutely right that it should be showcased better. That’s on me — it’s the kind of system that should be visible and understood early, not discovered accidentally. As for weather, it’s meant to be atmospheric first. If it ever becomes annoying instead of immersive, then it’s failed its purpose. I’m keeping an eye on it and I’m open to tying it into gameplay more meaningfully or dialing it back where needed. Custom monsters, custom items, elite variants, enchantments — all of that is planned and actively being worked on. I’m trying to balance excitement and progression carefully without letting power creep spiral out of control.

To be clear about the broader vision:
• Yes, there is established lore — and it will matter
• No, everything is not meant to be given away instantly
• This is not a download-and-run OT
• The server contains very heavy edits and custom systems
• Development is ongoing and active
• The end goal is not to remain a traditional OT forever
• Progression and rewards are meant to be earned


All feedback is being logged and reviewed. Suggestions can also be submitted through the Discord — the bot there ties directly into my workflow and helps surface issues or ideas quickly. The website, Discord, server, map, and client are all designed to work together as one connected ecosystem.


Again, thanks for the honest feedback. Even if you didn’t stick around long this time, it genuinely helps shape where the server is going — and hopefully next time you check in, it’ll feel much closer to what you’re looking for.
 

1000007708.webp⚔️ Nexus Core Systems & Tiered Loot Update

(Full Transparency Overview)
This post explains how combat, stats, skills, PvP, and tiered items work in Nexus — with real numbers and expectations.
Nothing here is hidden. Everything applies equally to all players.

🧭 Character Progression

  • Level cap: 300
  • Power scales smoothly all the way to endgame
  • No hard stat caps, but diminishing returns exist to keep builds balanced

🔄 Class Specializations

  • Change specialization with !spec
  • Minimum level: 20
  • Cost: Free
  • You are encouraged to experiment and adapt your build

⚔️ PvP & PvE Balance

🛡 PvP (Player vs Player)​

PvP has its own balance layer to keep fights fair and skill-based.
Global PvP modifiers
  • Damage dealt: −15%
  • Damage taken: 100% (no bonus reduction)
  • Healing done: −30%
  • Crowd control duration: −35%
  • Life/mana leech: −40%
Class tuning
  • Warrior: −8% damage taken
  • Rogue: +2% damage taken
  • Mage: +6% damage taken
  • Hybrid: −2% damage taken
Level normalization
  • Level advantage is compressed
  • Maximum effective advantage: 40 levels
  • Skill and build matter more than raw level

🐉 PvE (Monsters & Bosses)​

  • No penalties
  • 100% damage, healing, leech effectiveness
  • PvE difficulty assumes full use of skills and gear

📊 Core Attributes & Soft Caps

Main stats:
  • Strength – Physical damage
  • Dexterity – Accuracy, evasion, finesse
  • Intelligence – Magic damage
  • Vitality – Health & survivability

🎯 Soft Caps (Diminishing Returns)​

You can exceed these, but gains slow down:
StatSoft Cap
Critical Chance50%
Crowd Control Resistance60%
Life/Mana Leech20%
Accuracy & EvasionDiminishing after mid-game values

🧮 Combat Rules (Important)

  • Damage varies by ±10%
  • Armor & resistances scale with level
  • Maximum damage reduction: 80%
  • Critical hits:
    • Base crit damage: 150%
    • +10% crit damage per 100 crit stat
  • Crowd control diminishing returns:
    • Each repeat CC is 25% weaker
    • Minimum effectiveness: 25%
  • Aggro is fully calculated — tanks matter

🧠 Skill Slot System (Build Limits)

Your level determines how many skills you can equip:
LevelActivePassive
121
2032
5043
10054
20065
30076

⚖️ Build Tradeoffs​

Some combinations carry penalties:
  • Burst → Sustain: −15%
  • Control → Damage: −10%
  • Sustain → Burst: −10%
This prevents “do everything” builds.

🧩 Tiered Item System (Tier 1–15)

Tiered items are the core long-term progression system.
Higher tiers grant:
  • Stronger stat scaling
  • More affixes
  • Unique effects
  • Additional imbue slots at milestones

⚔️ Which monsters can drop tiered items?

Tiered items can drop from hard monsters, including:
  • All bosses
  • Monsters with 50+ experience OR 125+ max health
➡️ Monsters like Orc Berserkers and above qualify.

🎲 How often tiered items drop

When an eligible equipment item drops (weapons, armor, shields, rings, necklaces):

✅ ~25% chance for that item to become tiered

This results in:
  • ~1–2 tiered items every ~15 kills
  • RNG still applies, but long dry streaks should be rare
Gold, food, and misc loot do NOT roll tiers.

📉 Tier distribution (once a tiered item drops)

Tiers are chosen using relative weights:
TierRelative Chance
Tier 1~67%
Tier 2~20%
Tier 3~8%
Tier 4~3%
Tier 5~1%
➡️ Tier 1 is ~50× more common than Tier 5
➡️ Tier 4–5 drops are rare and exciting
Maximum natural drop tier: Tier 5

🔨 Tier Upgrading (Risk vs Reward)

Tier RangeSuccessOn Failure
0 → 490%No loss
5 → 965%−1 tier
10 → 1245%−2 tiers
13 → 1430%−3 tiers
Tier 15 items are aspirational, not guaranteed.

🧪 Affixes & Imbuements

Max affixes by tier
  • Tier 1–2: 1
  • Tier 3–4: 2
  • Tier 5–7: 3
  • Tier 8–11: 4
  • Tier 12–14: 5
  • Tier 15: 6
Imbuement slots
  • +1 slot every 5 tiers
  • Bonus slots can be earned
  • Max bonus slots: 3

🎨 Item Rarity (Visual Only)

TierRarity
1–2Common
3Fine
4Uncommon
5Rare
6Superior
7–8Epic
9–10Legendary
11–12Artifact
13–14Mythic
15Ascendant
Rarity affects appearance, not hidden stats. These are currently not in game due to shader issue**

🎯 What players should expect

  • Tiered items appear regularly
  • Strong monsters feel rewarding
  • Builds matter more than raw level
  • PvP rewards decision-making
  • Endgame progression is deep, not rushed
This system is actively monitored and tunable without wipes.
Happy hunting. 🗡️
 

Attachments

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Is there a reason your on the thread with nonsense? Yes, AI is used.. and NO it did not dictate the names. It was used for the wording, and there is other classes later on as there is not a single thing in this game that mentions 'vocations'.



Yes, actually dmg does scale with weapons/spells ect... Anymore questions...? I'm a solo dev so I utilize all the things I can.. which I run AI model's, servers and many other things. Hope to see you around!
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It does have a rarity system, it is in the game and will be more noticeable at a later date.
Dont care about him, he is a trasher, he loves to trash other peoples server adverstment xD. AI I goated, he just wont see it... if u prompt it well its even smarter than a coder nowadays.
 
Download the client, instantly doesnt have auto connect, you have to fill in the IP and Port, all that crap.... Instantly tuns you off.

Create a character? No logical information for what the character even means....


This is a very custom project with VERY stupid choices for onboarding new players.
 
Download the client, instantly doesnt have auto connect, you have to fill in the IP and Port, all that crap.... Instantly tuns you off.

Create a character? No logical information for what the character even means....


This is a very custom project with VERY stupid choices for onboarding new players.
Thank you for the reply! Please allow me the chance to mend your issues if you don't mind! As for connecting, we have a whole section on the website to get you up and running at HERE and then for your 'what a character means you can once again find that information at THIS link. If you still have a issue please don't waste a second reaching out on the website, this thread or for the fastest way is the discord channel which can be joined by click ME.

I am very sorry for ANY issue you found as I am a solo dev and work a 80+ hour a job irl also.. So I fix bugs, issues asap and is most usually after a 14+ hour shift. Thank you for giving my project a chance either way though!
Post automatically merged:

Download the client, instantly doesnt have auto connect, you have to fill in the IP and Port, all that crap.... Instantly tuns you off.

Create a character? No logical information for what the character even means....


This is a very custom project with VERY stupid choices for onboarding new players.
I would like to let you know I have updated the client with those things you mentioned and more. Also I have created a 'Getting Started' section on the site! Thank you!
 
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its 2026. since 2017, custom servers have its connection info automatically integrated into the client. its a point of friction otherwise.

For every time friction is created with what should be a simple process, you lose players.

so many good things die because of poor User experiences in this world.
 
its 2026. since 2017, custom servers have its connection info automatically integrated into the client. its a point of friction otherwise.

For every time friction is created with what should be a simple process, you lose players.

so many good things die because of poor User experiences in this world.
Hi, as I recently stated. This has been fixed. I do not plan on keeping OTC hence why I honestly never did this.
 
Server is currently closed. I will be reopening it soon with a fresh look and many fixes!
However you can still get updates here or keep playing the old version if you would like. I will not be placing the server on the back burner, it will be a fresh new look once the main update comes and server reopens in a months time. If you did play, and would like to be a inside tester you are more then welcome, however you must accept the server will go up and down. Thank you to ANYONE who has played, tried, logged in, criticized, encouraged, or anything else I do truly appreciate it!
 
Map update:
~ This is the actual map for the server.
~ All class issues have been fixed, all ladders, stairs, steps, ramps fixed. Much more to come!

Screenshot 2026-01-14 200657.webp
Screenshot 2026-01-15 212041.webp
Screenshot 2026-01-15 212508.webp
Screenshot 2026-01-15 212719.webpScreenshot 2026-01-15 212540.webp
 
I have updated the server with the new map and re-introduced the old vocations for now. Please be aware that I have cut systems and I am fine tuning them so you will see them come back 1 at a time!
 
I must say, absolute trash, well Numbers of online confirm it, and as much as i hate profesorek, I have to agree with him, Ots is bad. I lasted 5 minutes ahahah and considering you have been here since 2007, thats 19 years down the drain. More AI shite.
Server Response:

Hi there! You seem to always have some rather hard to swallow replies I have noticed. There is nothing in game that's AI at all currently. Yes, some systems I plan on using has been helped created with AI but that is it. I currently only use AI for the images on the site and that is it. The core server is Black-Tek... As for numbers I use to host games that had allot of players and that was because I created simple OpenTibia-Variants with high exp, or freebies which I don't plan to on this one. Your mentioned OTS in your signature was once mine way before 2004, after that I had Aros Online which was a server hailed for its Forging system.


Now to a more direct response:

Allot of you forget that some people are solo dev's and work alone, does everything alone... I have a family which means I have a full time job weekly. That does not allow me to sit around, and I refuse to pay others to do things also when I know I can do it and do it on my own time. I gain ZERO money from doing ANY of this stuff. I want people to enjoy EVERYTHING on my servers and not spend a DIME/PENNY unless you absolutely simply wanna buy me a coffee or w/e with that comes trade off's...systems that need testing, maps seem boring or to open. Most of you want a download are run server, or expect things to drop in your lap. I typically say sorry for how you feel but I'm done doing it. I hope you check around are see updates. Thank you!
 

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