[USA] [Custom] [OTC] Shadow Realm Online - Relaunch 8/Jan/2019 10 PST

Ashtar

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August 12/08/2018 12PM PT (9PM CET)

Finally, after around 4 years of development I'm glad to announce that the project Shadow Realm will finally see the light of day.

Shadow Realm is a custom EVO - RPG (hybrid) using OTC and around 1000 custom epic sprites with the goal of providing an awesome custom server, keeping the essence of tibia alive (PvP - Hunting - Questing) but also providing fun custom systems so the player feels a constant sensation of progress and improvement on this character based on the effort and time they invest into the game.


Connection Information

Website: Shadow Realm - Latest News
IP: shadowrealm.online
Wiki Link: Shadow Realm
Discord Server: Discord - Free voice and text chat for gamers

Stages

Exp: Custom (Semi - Low)
Skill: 15x
Magic: 5x
Loot: Custom (Special items on all creatures)
Type: Open PvP (Expert PvP available)
Frags to red skull: 10 on a day, 1 frag removed every 4 hours

Systems

Let's begin with the very basics, awesome hunting spawns, quests, areas with wonderful mapping, providing a real RPGish feeling of exploring a mythical universe filled with dangerous creatures and endless dangers.



In Shadow Realm, we have 10 custom continents, but obviously to make things interesting, each continent besides the first (main) are considered "Expansions", to reach a new continent you and your team must beat the ultimate challenge at the end of each continent which is called Continental Quest.


To make things real interesting we created a special monster level system, each level represents a special boost in monster's values which allow us to provide amazing spawns which always represent a challenge for your level range!



Be careful though, facing monsters stronger than your level will represent a huge risk, but of course will also be worth the hard work



In shadow realm one very spawn you have the risk to face custom and stronger variations of usual monster with special power, these special monsters are usually the most powerful warriors of each race so their strength is different than usual. Killing special monsters of this system will provide you useful to epic items and obviously an experience reward



There are 3 classes in this system

Veteran: are usually the strongest monsters from a race, but they are easy to fight in low amounts by a single player.

Elites: Very powerful foes, usually too hard to kill by a single player, these monsters are rare to be found in a spawn, the yield lots of experience and will provide special loot.

Champions: This sort of monsters are extremely powerful, they are anomalies in the space time, born from the chaotic void itself, these monsters are very, very rare to find and they are considered mini bosses, soloing one of these creatures is extremely hard, a small to large team is required. Killing these creatures will grant 50x more experience than a normal spawn monster and it will also drop unique loot sent to the reward chest.



With all the dangerous monsters and adventures you can find around our world, it's very important to upgrade your equipment as you progress in the game, doing that will make you way stronger and allow you to dive into the most dangerous places in each continent!



Using the crystals on weapons will increase your damage considerably, while upgrading your equipment and shield will make your character stronger, tankier and with a higher survival rate!


As you get experienced on the game you will be able to use and high benefit from the ancient powers hidden in shadow realm, the mystic forge will allow you to boost your equipment to a further and way more powerful state, allowing you the chance to become as powerful as your desire!



Work hard and unlock the best ranks for your item and conquer any dangers or any enemies!



In your daily life in Shadow Realm, you will face all sorts of challenges that will reward you with special points or stones which will unlock special points for your character that can be used in the ultimate mastery tree.



Each mastery will unlock a permanent bonus on your character and will also allow you to reach 3 different stages, each one harder to achieve for a permanent and challenging improvement of your character .

The mastery tree will give lots of possibilities to boost your char to fit your specific purposes, you can choose to raise your character as a tank, off tank, damage, survival, assassin, based on your mastery choices.



Like every awesome RPG game, the possibility of training your skills as a smith, gathering the proper materials and learning special knowledge is essential, in Shadow Realm, we provide you a very awesome way to create special and more powerful gear with our epic crafting system!



The possibilities with this system are endless, your progress in the game will allow you to gather the requirements to build your own gear, becoming the ultimate warrior in the world if your power of will is strong enough.


Beat our epic systems!

In Shadow Realm, we have several special systems which will allow you to face epic challenges every single day, one of those is the Dungeon System

The dungeon system will allow the players to choose among a huge pool of locations with scaling powerful challenges based on your level.

Choose the stage you desire to beat for any dungeon in your level range and be ready to fight!



Besides choosing a dungeon difficulty we have a wide variety of dungeons with a core difficulty level, which means even if you are a high level there will be always dungeons that meet your strength standards!

You can choose between soling a dungeon and teaming up to beat the challenges these places have to offer!



What we just mentioned is not even the 50% of all the available systems in Shadow Realm, unfortunately we're limited to the size allowed by otland on a thread so below I will list some of our other custom features.

Custom Systems

- Autoloot System
- Lots of custom spells
- Gladiator's Arenas
- Champion Challenge
- World Bosses (Events)
- Monster Extraction Mechanic
- Smelting System
- Training Tiles (with automatic mana waste)
- Area Bosses
- Imbuiment System (temporal bonuses on weapons)
- Enchantment System (temporal bonuses on weapons)
- Epic Guild System (Guild levels/honor/reputation/shop/perks/boosts)
- Spell Leveling (3 stages)
- Daily Rewards
- Several Custom Shops
- Addons and Mounts bonuses
- Automatic frags - lives - CTF PvP tournaments
- Customs Skills (Mining, Fishing, Lumberjacking, Crafting, Scribe, Tailoring and more)
- Prey

and much more!


Client wise, we provide the classic feel of tibia 11 absolutely adapted to OTC.

You can use the side bars, health bars, action bars and most of the tibia's possible configuration.

(The image is shrinked in order to fit in the thread)


We also have several custom screens like the ones displayed on previous systems (Mastery Tree, Crafting, Daily Rewards, Imbument, Prey)

And also, we're aware the nowadays most of the tibia players are adults with jobs, making it impossible to spend all day long ingame, so, inspired by xenobot we created custom functionality to aid you in your daily server life.



Conditions Manager



And several other bot features which you will find out on the server release!


We are really excited for everyone to try out this project that has been under development so long, we'd really appreciate if you jump by on the release to give it a try and enjoy of the epicness.

Special thanks to @Slavi Dodo @hellpsy @Slec @Leshrot @xmiller @Nekiro and to all our alpha/beta testers for all the hard work and time invested in this project.

Last but not least, i'd like to honor @Limos and @RokojoM for inspiring me so many years ago into creating this project.



Any suggestions, feedback or positive criticism is always welcome!​
 
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Ashtar

Ashtar

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5 months ago we released our project for the first time, unfortunately even after 3 months of beta testing we were unable to foresee many of the unfortunate and complicated circumstances we were going to face during our first 3 months online, despite the critical bugs, the balancement issues and the heavy lag - freezes situation, slowly but steady we managed to fix the problems but it was inevitably too late, most of our players got fairly upset and decided to leave for the time being until a relaunch happened.

I am glad to say that our most loyal players were excited to finally start experiencing improvements mostly focused on new features, events, balancement, enhancements of already existing features, etc.

After a couple more months passed a poll was created and it was decided by majority to relaunch the server with a new approach, preventing people from abusing multi clients and making the game more oriented to focus mostly on your main character, due to that we reworked most of our systems in order to be more rewarding by constantly adapting to your current progress stage instead of the old static difficulties on several systems.

That being said let me introduce the new and enhanced Shadow Realm!


Relaunch Date 08/January/2019 at 10 AM Pacific Time

Stages

Exp: Custom (After level 500 the required experience per level increases exponentially every certain amount of levels)
Skill: 15x
Magic: 5x
Loot: Custom (Special items on all creatures)
Type: Open PvP (Expert PvP available)
Frags to red skull: 8 on a day, 1 frag removed every 4 hours


Hunting Grounds

View attachment 33660

Regarding hunting grounds we have implemented custom enhanced spawns rates on every creature ingame, this feature is designed to provide a fluent hunting experience even on the most transitated spawns ingame.

Besides the spawning rate we have also implemented a new feature called monster traps which can be found on every spawn, by clicking on this traps you will release the monsters inside resulting on increased monsters and better hunting experience when manual playing.

(To prevent abuses on this system we also implemented a de-spawn feature after 5 minutes to monsters spawned by this system)

View attachment 33653

Continental Quests

During the past months we noticed an important problem in continental quest which is related to how easy it was for some players to solo the quests without the need of any other player.

Since that problem totally breaks the concept of this system we have decided to enhance the mechanics of every continental quests bosses. From now on each boss will have an increased healing rate plus special spells targeting either players attacking from a considerable range and also for the blocker, these changes will prevent quests to be soloed while keeping a balance.

View attachment 33654

Mystic Forge Upgrading System

View attachment 33661

On this system we decided change most of the materials required per stage, previously this system was oriented to hardcore farming and grinding which resulted impossible by many players to ever achieving them plus benefiting people using a heavy amount of multi accouns and characters.

Our decision was to highly reduce the materials required plus making the current requirements achievable by doing daily challenges likes dungeons, arenas, world bosses and champion challenges instead of requiring a intense monster farming for days.

View attachment 33655

Upgrade Crystals System

This system's functionaly remains the same but we have decided to implement crystals upgrading via crafting in order to allow players to make good use of all those low tier upgrades that are no longer useful for them.

We also implemented the drop of tier 2 crystals on several systems like mid-high level spawn bosses, arenas, champion challenge and dungeons.

View attachment 33656

Mastery Tree System

View attachment 33663

Masteries system is designed to be a long term progress system ingame allowing you to choose how to enhance specific aspects of your character to be stronger and more effective on the situations you decide, unfortunately a heavy amount of players managed to increase or max their masteries on a very early point of the game due to how easely was to obtain them.

To address the mentioned issue we decided to change the requirements of mastery stones required per stage on all masteries.


Endurance:

Stage 1 will now be maxed with 80 stones instead of 100

Stage 2 will now be maxed with 40 exotic stones instead of 20

Stage 3 will remain on 30 legendary stones to be maxed.

Domination:

Stage 1 will now be maxed with 80 stones instead of 100

Stage 2 will now be maxed with 40 exotic stones instead of 20

Stage 3 will remain on 30 legendary stones to be maxed.

Fortitude:

Stage 1 will now be maxed with 60 stones instead of 80

Stage 2 will now be maxed with 40 exotic stones instead of 20

Stage 3 will remain on 20 legendary stones to be maxed.

Wizardry:

Stage 1 will now be maxed with 60 stones instead of 80

Stage 2 will now be maxed with 40 exotic stones instead of 20

Stage 3 will remain on 20 legendary stones to be maxed.

Vitality:

Stage 1 will now be maxed with 60 stones instead of 80

Stage 2 will now be maxed with 40 exotic stones instead of 20

Stage 3 will remain on 20 legendary stones to be maxed.

Dexterity:

Stage 1 will now be maxed with 80 stones instead of 100

Stage 2 will now be maxed with 40 exotic stones instead of 20

Stage 3 will remain on 30 legendary stones to be maxed.

Recovery:

Stage 1 will now be maxed with 100 stones instead of 125

Stage 2 will now be maxed with 50 exotic stones instead of 25

Stage 3 will remain on 50 legendary stones to be maxed.

Wisdom:

Stage 1 will now be maxed with 100 stones instead of 125

Stage 2 will now be maxed with 50 exotic stones instead of 25

Stage 3 will remain on 50 legendary stones to be maxed.


Crafting System

Over time we have implemented the possibility of upgrading all the items used for character upgrading to higher tiers requiring several skills.
Investing on increasing your character crafting skills will result on the very usefull power to upgrade your mastery stones, upgrade crystals and spell stones to higher states.

Item Crafting:
By popular decision we have highly reduced the materials required to craft equipment using this system focusing mostly on doing continental quests to get the requirements instead of the constant non stop grinding.

Interface:
Overall we have highly improved our crafting interface providing more clear and understandable description of each craftable item.

View attachment 33658

System Changes

Solo dungeons:

This system was totally reworked, instead of the old system with static levels of every dungeon difficulty, the new system now randomly selects a dungeon for you, each dungeon will read your current level and strength level using that as parameter to match you against monsters that actually will represent a better challenge for you resulting as well in better and more worth rewards as you progress with your character.

Gladiators arena:

Based on your current level and strength level the arena will now automatically adapt the monster levels to your character providing a better challenge and experience, resulting aswell in a better rewards the stronger your are.

Arena boxes rewards were removed from the server, from now on by finishing arena you gain gladiator arena points which can be spent on the gladiator arena shop.

Champion Challenge:

It is now possible to invest larget amount of money for your champion challenge, the more money invested will represend on a higher amount of champion boxes as reward when beating the callenge. The only limitation is your power!

View attachment 33659

New Systems

Throughout the past two months several new systems have been implemented to the game in order to make your daily life in the server more fun and interesting, our goal is to provide as much fun content as we can to allow you to keep enhancing your character to whatever point you decide!

Fun Events:

Firestorm event: Survive by dodging the fireballs falling from the skies! the last 3 persons to survive are rewarded.

Safe Zone event: Beat your foes into stepping into the protection zone when the mightly powers of nature wreack havoc on unprotected tiles!

Zombie event: Run from the zombies and survive! every person bitten by the zombies die and loose their chance to win!

Snowball War event: Use your dexterity and movement abilities to prevent bein struck by enemy snowballs, last 3 players to survive win!

Guild Events:

King of the Hill: Fight with your enemy guilds in order to conquer the throne! The player from any guild who manages to survive for 5 minutes standing on the throne will unlock a 15% experience bonus for all the members of their guild for 3 hours!

PowerExp Systems:

Battlefields Event: Twice a day the mages of nocturnia open the portals to the battlefields, arenas filled with evil creatures trying to lurk in to the realm of the humans, fight with courage and gain massive amounts of experience for a full hour! (System adapts by reading the levels of all the players inside the event)

Catacombs System: Catacombs are special locations below nocturnia guarded by powerful monsters on crazy amounts yielding heavy amounts of experience, fight them and beat them with your team in order to gain heavy amounts of experience. (one catacomb per continent)

World Boss Raids:

Every 10 hours powerful bosses attempt to destroy the world of the humans, figth their minions and defeat the bosses! Every player who manages to fight and survive the boss fight will be rewarded!​
 
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Zasranets

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This here is the reason why I still check Otland every day. I anxiously await for these beautiful masterpieces to be released. I really can't believe what I'm seeing here. I did not know you were still around and working on the project. Finally a server with so many features I really enjoy, let's see if they are as exciting as they look! I can't say I'm a fan of the added bot feature, but I can understand where you are coming from. Just hope that cave botting isn't permitted.

If only I was still in my youth days.. I would be able to sink so much time into this. Going to try and enjoy this with the little time I do have to play.
Good luck my friend!
 

Sev

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Good work! It's been a long road for you to get to this point and I hope I get more free time in my schedule to finally be able to play properly. :)
 

kosan100

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The server looks great! Lots of unique custom features that brings a server to life. Nice to see all the types of mastery points and upgrades that you can do to improve your character! This server will do well. I won't on the other hand be playing considering I saw at the end you're supporting bots, but I wish you good luck in your project!
 
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Ashtar

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@Zasranets @kosan100

I really appreciate the feedback, thanks a lot for the possitive comments.

Regarding the bot, I really understand the point. I used to hate bots big time (I kinda still do) but by reading and understanding the facts of how tibia player's do things now, I noticed that bots now a days are neccesary, unfortunately people got massively used to bots so it became a community habit, without a bot the chances for a server to succeed are really low, plus as stated earlier, most of the actual community is around 19-26 y/o, most of them have jobs and lots of responsabilities, so I figured, if bots are absolutely unfair when just a few players use them, the fair thing would be allowing everyone to access it.

Anyhow, I'm always willing to remove it if the community chooses to be bot free!
 

Wazzup88

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unfortunately, Providing a bot is more beneficial. People will still bot anyway so you might as well give everyone one. This server looks wonderful though. May stop by to see what it's all about!
 
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Ashtar

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Thanks a lot for the possitive comments guys, I really appreciate it, I hope to see you all on the launch date!
 
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Jacobs

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Really love the mapping and all those various systems implemented.
Not sure whether you ran a tester server or not, hoping everything's well balanced, as that might be a pain in the ass :D
Will definitely take a closer look sometime next week.
 

Evolunia

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it does looks awesomes but somethings worry me,,,

it starts in 2 days? its just betas or will there be some bigger advertisements than on only here? if its real launch i think there will be few players because on this fourm there not many players
this server rly remind me of what i working on, and im excited to try it and see it

im also wondering on otclient, did u fixed all errors such as idle animations and walking animations in here? because in official otclient this is very bugged!
i also am not fan of dungeons system, there is some kind of limit or something? because its very boring when servers have places where u can't reach certain players, for example if u want to kill someone and they can just be in dungeon all the time it kinda ruins what tibia is i think
 
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Ashtar

Ashtar

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it does looks awesomes but somethings worry me,,,

it starts in 2 days? its just betas or will there be some bigger advertisements than on only here? if its real launch i think there will be few players because on this fourm there not many players
this server rly remind me of what i working on, and im excited to try it and see it

im also wondering on otclient, did u fixed all errors such as idle animations and walking animations in here? because in official otclient this is very bugged!
i also am not fan of dungeons system, there is some kind of limit or something? because its very boring when servers have places where u can't reach certain players, for example if u want to kill someone and they can just be in dungeon all the time it kinda ruins what tibia is i think
https://i.gyazo.com/e3091a7090be94a36994e7f4b4002ee1.mp4

We did fixed most of OTC issues including idle animations and movements animations

Regarding dungeons, all dungeons are time limited and they have limitations like 6-12 hours cooldowns or out of dungeon charges (depending the dungeon) also internal time limit to finish the dungeon. None can remain on protected areas like those for long.

On the advertising, we will be using otservlist (countdown or already started) advertisement ontop for 3 days, along with golden highlight for 3 months.

Really love the mapping and all those various systems implemented.
Not sure whether you ran a tester server or not, hoping everything's well balanced, as that might be a pain in the ass :D
Will definitely take a closer look sometime next week.
We ran an alpha test which lasted 3 months and a beta which lasted 2 months, we did our very best balancing things out, although balance concept is relative, we will always be working towards the best possible and fair balancing.
 
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