• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

[USA] [Custom] ⭐ Cyntara Highrate ⭐ | July 10, 2026

Server Website/AAC
https://cyntara.org/ref/otland
Server Address
Cyntara.org
Server Port
7171
Client Protocol
15

Red

Cyntara.org & Evolunia.net
Staff member
Global Moderator
Premium User
Joined
Aug 9, 2008
Messages
4,497
Solutions
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Location
Ohio, USA

07 . 10 . 2026
Cyntara is a custom server developed and online since 2009!



Cyntara will launch in the United States on July 10, 2026 @ 16:00 EST.
Create your account and use the Promo Code: Hype
For a free Blueberry Cupcake (+50% Exp for 30 minutes)

Cyntara is a 100% custom server that provides fast-paced gameplay with a primary focus on fun.
Its origins are reminiscent of the original RoXoR server while also providing deeply engaging content and even some mysteriando!

Never played Cyntara?

  • 100+ Custom Spells
  • 150+ Quests
  • 530+ Bosses
  • 420+ Achievements
  • 46 Raids
  • 14 Dungeons
  • 10 World Bosses
  • 8 Rotating Automatic Events
  • 5 Siege Raids
  • 30+ Unique Systems
What kind of unique systems?
Alchemy​
Artifact Weapons​
Bestiary​
Charms​
Corruption System​
Cursed Charms​
Cursed Chests​
Daily Quests​
Diabolic Gateways​
Divination Cards​
Dungeons​
Empowered Monsters​
Events​
Cyntara Mansion​
Mining​
Nemesis System​
Play Points​
Power Runes​
Tasks System​
Prey System​
Rebirths​
Ring Crafting​
Shrines​
Siege Raids​
Talents​
Transmogs​
Treasure Hoarders​
Void Realms​
Weekly Quests​
World Bosses​

Join us!



The server will be online once the countdown timer ends on the website.
Red
 
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Cyntara v19 - Summer 2026 Update

This season delivers a wave of new spells, items and runes, several PvP-driven systems, a long-term progression journey that finally carries your effort between seasons, a reworked event schedule, a brand new Android client, vBot support, and much more.

New PvP, Conjure and Artifact Spells
A new arsenal for every vocation - tools to break a stalemate in PvP, and serious firepower for the grind.

Cyntara v19 introduces a large batch of new spells, runes, potions and ammunition that further expand our custom gameplay diversity. They split into three groups.

PvP Spells are aimed at shaking up the PvP meta and giving each vocation a way to control a fight. All six are learned from the Forge of the Titan endgame quest reward, and - with the sole exception of Demolish - they can only be cast while you are actively engaged in PvP combat (PZ-locked).
  • Demolish (Sorcerer) - "exevo demolish": Destroys a player-cast Magic Wall on the tile directly in front of the caster. Requirements: Level 700, 10% max mana, 100 soul; 30s cooldown (2s group cooldown). Unlike the others, Demolish can be cast at any time.
  • Death Ray (Sorcerer) - "exevo death ray": Channels for 3 seconds, then releases 6 beams of random elements at 500ms intervals; each beam restores 10% of the caster's maximum mana. The caster is Silenced for 3 seconds after the cast completes. Requirements: Level 700, 10% max mana, 100 soul; 30s cooldown (2s group); cast in the caster's facing direction; must be PZ-locked.
  • Entangling Roots (Druid) - "exevo entangling roots": Roots the target in place for 3 seconds. Requirements: Level 700, 10% max mana, 100 soul; 30s cooldown (2s group); target within 3 tiles; must be PZ-locked.
  • Soothe (Druid) - "exevo soothe": Silences the target, disabling spell casting for 5 seconds. Requirements: Level 700, 10% max mana, 100 soul; 30s cooldown (2s group); target within 3 tiles; must be PZ-locked.
  • Trauma (Paladin) - "exevo trauma": Pacifies the target, disabling its weapon attacks for 5 seconds. Requirements: Level 700, 10% max mana, 100 soul; 30s cooldown (2s group); target within 1 tile; must be PZ-locked.
  • Charge Toss (Knight) - "exevo charge toss": Charges toward the target one tile at a time, passing through other players when the line-of-sight is clear, and on arrival swaps places with the target - flinging them to the caster's starting tile while the caster takes theirs. Afterward the caster's healing and leeching are reduced by 50% for 30 seconds. Requirements: Level 700, 25% max mana, 100 soul; 20-minute cooldown (2s group); target within 6 tiles; must be PZ-locked.

Conjure Spells are aimed at the PvE side of the game and are unlocked as part of the vocation-specific reward at the end of the Spectral Awakening quest. The conjures (and the runes they produce) become available at level 850. Each conjure costs 100 soul and produces 25 items at a time; the Runes of Destruction are conjured from a Final Showdown Rune, while the Marvelous runes use a Blank Rune.
  • Runes of Destruction (Sorcerer & Druid): Five new high-power single-target attack runes - Frigid (Ice), Noxious (Earth), Fiery (Fire), Thunderous (Energy) and Lethal (Death) - each dealing 10% more damage than the Final Showdown rune. All five runes can be used by both Sorcerers and Druids; only the conjuring is split: Druids conjure the Frigid and Noxious variants, while Sorcerers conjure the Fiery, Thunderous and Lethal variants. Trade freely between the two vocations to round out your set.
  • Marvelous Mana Rune (Druid): A new top-tier mana rune restoring roughly 8,600-9,100 mana - about 10% more than the Ultimate Mana Rune.
  • Marvelous Health Potion (Knight): A new top-tier health potion restoring 15,400-17,600 health - about 10% more than the Supreme Health Potion. Usable by Knights of level 850 or higher.
  • Marvelous Healing Rune (Knight): A new top-tier healing rune, roughly 10% stronger than the Curaga rune.
  • Shadow Bolt (Paladin): A new top-tier crossbow ammunition with 477 Attack - 15% more than the Infernal Bolt, complete with its own new shot animation.

Artifact Spells are now expanded with two new tiers of automated combat spells. Each is learned from a Rebirth quest but can only be cast once you have reached the matching Rebirth tier - the Rebirth 1 spells from the An Alternate Fate (Rebirth 1) quest, and the Rebirth 2 spells from the The Kismet Lands (Rebirth 2) quest. Once cast, each spell summons an effect that auto-targets nearby monsters for the duration of the buff.
  • Voltaic Storm (Sorcerer, Rebirth 1): Summons a storm that follows the caster, periodically zapping enemies with bolts that chain between nearby targets dealing Energy damage.
  • Supernova (Sorcerer, Rebirth 2): Summons a roiling supernova that follows the caster, alternating Fire and Energy damage and periodically erupting in a screen-wide detonation.
  • Glacial Tempest (Druid, Rebirth 1): Summons a glacial tempest that follows the caster, barraging and freezing the closest non-player targets with Ice damage.
  • Frozen Cataclysm (Druid, Rebirth 2): Summons a frozen cataclysm that follows the caster, dealing Ice damage that grows colder over time and periodically erupting in an Absolute Zero nova.
  • Judgement (Paladin, Rebirth 1): Periodically brands the caster's closest non-player targets and detonates their marks in unison, dealing Holy damage in an area.
  • Empyrean Storm (Paladin, Rebirth 2): Summons a holy storm that follows the caster, smiting clustered enemies with Holy damage and consecrating the ground to heal the caster.
  • Crushing Gravity (Knight, Rebirth 1): Periodically wrenches nearby non-player enemies to the caster's side and crushes them, dealing Physical damage.
  • Titan's Wake (Knight, Rebirth 2): Summons a widening earthen eruption that follows the caster, dealing Physical damage to nearby enemies and growing stronger the longer it lasts.

WANTED! System
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There's a price on someone's head. Collect it - or become it.

The WANTED! system is a new PvP-centric feature in which the server automatically places a bounty on one of the server's top-level players. Every 6 hours, one eligible player (chosen at random from the highest-level players currently online and outside a Protection Zone) is designated the WANTED! player. The whole server is notified by a broadcast naming the target, and the target is marked with a floating yellow "WANTED!" tag above their head. For the duration of the bounty the WANTED! player is granted a combat buff that increases the damage they deal and reduces the damage they take.

If the WANTED! player is killed in a legitimate PvP fight, the killer is awarded 300 Cyntara Coins and a chance at a random Store item. If the WANTED! player instead survives the full cycle, they receive the same reward for evading the hunt - provided they spent at least half of the cycle (3 of the 6 hours) outside of Protection Zones, so there is no hiding in the temple. Kills do not pay out against the same IP/machine, members of your own guild, or your own party, to keep the bounty honest.

The system becomes active 6 hours after the Season Launch and runs for the following 10 days, after which it automatically deactivates so players can enjoy the PvE side of the game in peace during the post-launch phase.

Forsaken Hero Raid
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A fallen champion rises in the same peaks Orshabaal stalks - and his Spoils belong to whoever can hold the ground.

The Forsaken Hero is a new high-end raid boss that can rise in the same mountain range as Orshabaal, sharing the same rarity and the same level and player-count requirements. When slain, the Forsaken Hero drops his Spoils chest on a free tile near his corpse, alongside his regular Reward Chest of high-end loot.

Claiming the Spoils is the real challenge: stand on top of the chest and hold the tile for 7 seconds while a claim progress bar fills. Stepping off the tile - whether you walk away or get killed - cancels your claim, so you must out-survive any rivals. The first player to complete the channel takes the prize and the chest vanishes for everyone else, so if you see another player trying to claim it, you will have to contest the tile. A successful claim awards a random 200-350 Cyntara Coins and a chance at a bonus Store item. The chest lingers for 5 minutes after the boss dies, so do not take too long.

Season Journey
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Your effort should outlast the season. Now it does.

One of the downsides of a seasonal server is that everything you earn during a season is ephemeral, with no long-term reward for taking part year after year. The Season Journey changes that. It is a system of five Chapters, each a set of Objectives tied to in-game activities. Completing all of a Chapter's Objectives lets you claim its rewards, and finishing the final Chapter awards a Veteran Rank - which grants the "Veteran" Title, a Discord role, and a permanent +5% Experience Rate bonus that is shared across every character on your account and carries over between seasons. Finish the Journey again next season and your Veteran Rank (and its exp bonus) stacks higher. The early Chapters double as a gentle guide for new players, walking them through core features of the server.

Each Chapter also grants permanent account-wide buffs and a set of itemized rewards. The permanent buffs (Maximum Health, Maximum Mana, Damage and Damage Reduction) scale up Chapter by Chapter and apply to all characters on your account, while the itemized rewards - such as Orbs of Enchantment, Weapon Upgrader Crystals, Stamina Refillers, and even the Spirit of Purity mount in Chapter IV - are claimed once. Objectives are tracked across your entire account, so progress made on one character counts toward the same goal on another, and you never have to worry about splitting your effort.

Brawl Event
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No teams. No gear advantage. Last one standing wins.

The Brawl is a new free-for-all automated deathmatch. Participants are scattered to random spawn points across a compact, multi-level arena. Each player has 3 lives, and the last player standing is crowned the winner, earning the "The Enforcer" achievement and the "Enforcer" Title on top of the usual Event Points and Cyntara Coins.

A relentless debuff keeps the pace high: every 30 seconds, every player gains a stack that increases their outgoing damage by 15% while reducing their maximum health and mana by 10%. The longer the match drags on, the more lethal - and fragile - everyone becomes. To prevent stalling, if no one trades blows for a full minute the survivors are reshuffled to fresh spawns; do it too many times in a row and the match is called a stalemate with no winner. The Brawl requires at least 4 players and opens its lobby in the temple a few minutes before the match begins.

Alongside the Brawl, we have reworked how the Automated Events schedule is handled. Previously every event had a fixed time of day. We now use a rolling, deterministic rotation that advances one event per scheduled hour, persists across server restarts, and lets us schedule any number of events uniformly without hand-assigning time slots.

Reworked Daily Rewards and Weekly Quest
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More to claim every day, and a Weekly Quest that's finally worth the week.

The Daily Rewards and Weekly Quest systems have both been reworked.

Claiming your Daily Reward from Elise now always grants the following 3 rewards:
  • Magic Pouch - A bag of magical items to help you on your adventures.
  • Midnight Compass - A mysterious tool that grants you a random temporary buff (a Shrine power, a combat buff, or bonus experience).
  • +0.5% Exp Rate - Permanently increases your Experience Rate by 0.5% per claim. Stacks up to 14 times for a total of +7.0% permanent bonus.

The login-streak bonuses have also been adjusted. The old Dungeon-only streak bonus was removed, and the streak tiers now grant the following bonuses (including two new stacking Dungeon/Task level tiers at days 14 and 21):
  • Streak 4 days: Faster skill training and higher exp gain on training tiles.
  • Streak 5 days: Faster soul point regeneration.
  • Streak 6 days: Faster mana regeneration on training tiles.
  • Streak 7 days: Faster stamina regeneration on training tiles.
  • Streak 14 days: +1 daily Dungeon/Task level bonus. Reaching a 14-day streak also makes your streak permanent - it is no longer lost by missing a day.
  • Streak 21 days: A second +1 daily Dungeon/Task level bonus (stacks with the day-14 tier for +2 total).

The Weekly Quest has been completely reworked. We scrapped the old random mission system - which often produced low-quality quests that could be finished in a couple of minutes - in favor of a set of weekly goals you work toward over several days, for a quest that truly spans the week. You now pursue seven concurrent goals (tracked across the whole week), then claim your reward from Lucia (located right next to Elise in the temple):
  • Complete 15 high-level Tasks.
  • Complete 15 high-level Dungeons.
  • Complete 30 high-level Daily Quests.
  • Kill 10 high-level Nemesis monsters.
  • Participate in 4 Automated Events.
  • Kill 5 endgame Raid Bosses.
  • Kill 2 World Bosses.
The rewards were significantly improved and are all granted at once on claim:
  • A batch of free Levels, scaled to your level (60 below level 800, 40 from 800-1199, and 20 at 1200+).
  • 1x Tier Set Upgrade Token.
  • 2x Legendary Talent Points.
  • 10x Adventurer Talent Points.
  • 5x Magic Pouch.
  • 5x Midnight Compass.
Completing the Weekly Quest also unlocks the "Adventure Time" achievement, and completing it six times earns the "Adventurer" Title.

Terror Zones
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You decide where the danger - and the rewards - burn hottest.

Terror Zones replace the retired Boosted Creatures rotation. Instead of the server randomly picking which creatures get boosted, you decide - by sacrificing Terror Shards to the Terror Warden NPC to light up Terror Zone slots.

The monster roster is split into six escalating tiers - Dread, Nightmare, Anguish, Pain, Agony and Abyss - climbing from low-level fodder all the way up to the toughest endgame creatures. Each tier has its own Terror Shard, which drops only from Task Bosses (not regular monsters); the higher the boss's level, the more shards it can drop, fueling the higher tiers.

To activate a tier, talk to the Terror Warden to open the Terror Zones window and hand in that tier's shards. Each tier has 4 independent slots, and each slot lasts 1 hour. Costs scale with the tier - 3 shards for Dread, 5 for Nightmare, 10 for Anguish, 15 for Pain, 20 for Agony and 25 for Abyss per slot.

Every active slot stacks a server-wide bonus on every monster of that tier: +5% experience and +4% bonus player damage per slot, up to +20% experience and +16% damage with all 4 slots lit. Because the timers live in shared world state, the boosts benefit the entire server, so communities can pool their shards to keep the most popular hunting grounds blazing. Every activation is broadcast server-wide and shown with live countdown timers, and on login you get a summary of which tiers are currently active.

Terror Zones run independently alongside the Siege feature's monster buffs, so a creature inside a lit Terror Zone during an active Siege benefits from both. Lighting up slots also unlocks three achievements - First Shard, Veilbreaker, and Sovereign of Terror - the last of which grants the "Sovereign" Title.

Enchanting Changes
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Smarter enchants, tied to the gear they belong on.

The Enchanting System has received a number of changes. The headline change is that enchant stats are now tied to the type of item they belong on - weapon stats only roll on weapons, shield stats only on shields, and armor stats only on body armor - and a handful of armor stats can only be applied once per piece.
  • Removed the Skills enchant type; the Skill enchants have been moved to the Utility category.
  • Removed the Endurance stat from the Enchanting system (and from Cyntara in general).
  • Buffed the values of various Enchantments across the tiers and types - including a notable bump to offensive enchants - so full Enchants are now more powerful in general.
  • NEW: Weapons can now be enchanted with "Attack Damage" and "Attack Speed" stats.
  • Life Leech and Mana Leech enchants are now restricted to weapons and can roll at every tier.
  • NEW: Body armor (armor, helmets and legs) can now be enchanted with "+1% Maximum Element Resistance" (Grand and Ultimate tiers only); a given element can be applied only once per piece, but different elements can stack on the same piece.
  • NEW: Body armor can now be enchanted with the "Resonance" stat.
  • NEW: Shields can now be enchanted with "Spell Block Chance" and "Spell Block Reduction" stats, joining the existing Block Chance and Block Reduction enchants which are now also shield-restricted.

Tier Set Changes
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Every tier and every piece, rebalanced from the ground up.

Previously, Tier Set upgrades from T1 through T6 were gated solely behind Tier Set Upgrade Tokens, and only handed out a meaningful stat boost every second tier. We have completely rebalanced the stats on all Tier Set items, giving them a proper linear progression across both tiers and equipment pieces, and fixed a number of stat inconsistencies between pieces and tiers along the way.

The upgrade paths have also changed. The regular Tier Set Upgrade Token can now only carry a piece up to Tier 4; the final two upgrades are gated behind two new soulbound token types: the Grand Tier Set Upgrade Token (T4 to T5), awarded by the Spectral Rebirth (the Rebirth 3 unlock) quest, and the Ultimate Tier Set Upgrade Token (T5 to T6), awarded by the Caverns of the Accursed (the Rebirth 4 unlock) quest. Note that T5 and T6 equipment can no longer be reclaimed, so top-tier gear stays bound to its owner.

Continued in the next post...

Red
 
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Client Improvements - Android Client, vBot, high-res monitor support and more
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A new platform, a faster renderer, and the quality-of-life features you've been asking for.
  • Android Client: This season we are introducing official support for an Android client, with a dedicated, slimmed-down mobile UI built for touch. The goal is to bring the Cyntara experience to mobile, but since this is the first release it may be rough around the edges, and some desktop features are pared back. We will keep updating the client and improving the mobile experience based on player feedback.
  • Performance Overhaul: The client now uses a batched renderer with a sprite atlas and an outfit composite cache, coalescing draw calls for a meaningful FPS improvement - especially in busy areas - and is enabled by default.
  • Default Upscaler: We have implemented console-emulator-style pixel-art upscaling shaders for the game view, defaulting to HQ4x. When an upscaler is active it takes over the map filtering (and replaces Anti-Aliasing, since the two are mutually exclusive), making the game look noticeably crisper - especially on larger and high-DPI screens.
  • UI Scaling: We have added support for scaling up the UI, with presets up to 400% (Standard, Standard Large, 4K, 4K Large and 8K), making the client far more ergonomic on 4K and 8K displays.
  • vBot Support: Cyntara was one of the first servers to adopt OTClient some years ago. While that move let us accelerate Cyntara's custom development, it also meant we diverged from the fork that ultimately became the de-facto "OTClient" most players use - one that ships with vBot out of the box. Bringing in vBot was not originally part of our plans, but due to popular demand, especially from players who would otherwise not play Cyntara, we are adding vBot support. This support is currently experimental: there may be some issues (which we will address based on player reports) or features that may not be a perfect fit for Cyntara (which we will monitor for feedback).
  • Side Actionbars: In addition to the bottom bars, action bars can now be enabled along the left and right edges of the game screen - four independent vertical bars in total, each toggled separately.
  • In-Game Guild Management: It is now possible to fully manage your guild from an in-game interface, without using the website - create or disband a guild, manage ranks, members and invites, edit the MOTD and description, transfer ownership, and run the full guild-war lifecycle. You can also invite guildless players directly from the right-click context menu. The Guild Management interface will be expanded later with guild rewards.

New Store Offers
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Title Shaders: Title Shaders are a new cosmetic feature that let players apply a custom animated shader to their displayed in-game title. Purchased Title Shaders are account-wide, and the purchases are permanent - they persist between seasons.
Loot Tracker: The Loot Tracker is a brand new item that keeps track of all the rare loot your account collects while carrying it, split into per-season and all-time (season-persistent) statistics.
New Outfit Effects: Arcane, Hexed, Radiant, Molten, Crystalline, Quicksilver.
New Title Shaders: Crystalline, Arcane, Hexed, Molten, Quicksilver.
New Footprints: Arcane, Hexed, Radiant, Molten, Crystalline, Quicksilver.

Minor Server Changes:
  • Added a new Level 2400 / Rebirth 3 Gargoyle spawn.
  • Mirroring items now broadcasts the item including its exact stats.
  • Weapon bases can no longer be found in Nemesis loot pool for players with an equipped Artifact Weapon.
  • Non-charm Nemesis items now have a small chance to roll an Enchantment Slot.
  • The Loot Cache Device can now continue looting stacking items even when there are no remaining non-stacking slots left.
  • Updated the Dungeon Talisman tooltips to include the Dungeon Stats.
  • Conjurable runes now show their base-item requirement (e.g. the rune needed to conjure them) in the look text and item tooltip.
  • Equipment now shows an Estimated Power rating (Power / Might / Resilience) in item tooltips, the look text, and as a sortable column in the Armory, for at-a-glance, vocation-independent gear comparison.
  • Fixed an issue where players could see Loot messages from other Dungeon runs happening at the same time.
  • Added a potential workaround for a bug where using the Daily Streak Voucher to advance past the minimum required streak for permanent bonuses would sometimes roll the bonus back on the next daily reset.
  • Expanded the Corruption stat pool with Block, Spell Block, Maximum Resistances and Resonance.
  • Removed the Shrine experience bonus from the Experience Bonuses list; that bonus did not exist since the Shrines rework a few seasons back.
  • Fixed the Golden Archangel Statue and its Augmented version not granting stat bonuses when equipped.
  • Removed the "Reset Dungeon Limit" Event Points reward; the limit system was completely removed when the random normal dungeon feature was introduced.
  • Several outfits and mounts are now redeemable directly with Event Points, Dungeon Tokens and Frag Tokens.
  • The Super Soul Potion can now only be used on yourself.
  • Berserk, Bullseye and Mastermind potions now display a buff cooldown icon with their stat effects.
  • Deprecated the Hall of Heroes. This feature had not been maintained, the feats were not aligned with the ever-changing shape of Cyntara, and it is superseded by the Title System and the Season Journey for long-term season-based goals. The Hall of Heroes room is still accessible and its historical records have been immortalized on the map.
  • Fixed an issue where the Bestiary system would not save properly in rare circumstances.
  • Added extra Daily Quest and Quest information to the Teleport Room System. Entering a quest teleport or looking at the associated teleport tile/monster will now show the Daily Quest and Quest status.
  • Improved stat handling for Tier Set items, reforged Artifact Weapons and Charms upgraded in the Riches Vault. Upgrading corrupted Tier Set items, item-swapping reforged Artifact Weapons and upgrading Corrupted Charms in the Riches Vault will now carry over stat bonuses properly. It only carries over the old bonus (additive) and does not recalculate the bonus multiplication against the new base item stats.
  • Increased Siege interval from 4.5h to 6.5h.
  • Replaced the Behemoth Pillar part of the Alternate Fate quest with a new Flamethrower Gauntlet.
  • Removed the Daily Content Bonus feature; players had no agency over this feature and it provided minimal bonuses to mostly irrelevant things that made more sense years ago.
  • Fixed a rare crash issue with teleports from different systems looping each other.
  • Fixed the Ultimate tier of Enchanting Crystals not being properly gated behind the "Ultimate Challenger" achievement.
  • Adjusted the Eldritch Augments system:
    • Augments are now separate from regular item Stats, similar to Enchantments. This allows Augments to exist without getting in the way of item upgrades, corruption and things like Artifact rerolls.
    • Added a new rare drop to Eldritch Lord - the Poet's Pen. The Poet's Pen can be used to erase all existing Augments from an item.
  • Adjusted the Eclipse event:
    • The cooldown is now randomized between 2 and 4 days.
    • The delay to make the boss portal accessible is now randomized between 2 and 7 minutes.
  • Adjusted Goblin King and Harbinger of Death experience rates:
    • Goblin King (Global): 35% => 25%
    • Goblin King (Personal): 25% => 20%
    • Harbinger of Death: 50% 24h => 25% 12h
Minor Client Changes:
  • Optimized a number of low hanging fruit features that were inherently slow.
  • The selected waypoint highlight is now properly synchronized when switching Walker presets.
  • Added a "Jump To Waypoint" button to the Walker waypoints list.
  • The Death Recap now shows the date and time of death.
  • Added a default Looter inclusion preset for new characters that contains most of the valuable items.
  • Added read-only split-chat mirror tabs to the console, letting you pin a live read-only copy of any channel into its own side tab (right-click to create or remove).
  • Fixed a window snap bug on first click.
  • Fixed side panel window drag-reorder to swap on the leading edge.
  • Added a potential workaround for the auto patcher not working properly sometimes on Linux.
  • Improved the Options window; the panes are now scrollable instead of an ever-increasing window, and there is now a search box for quickly searching for options.
  • Improved the Outfit window to make it less cluttered and easier to use.
  • Fixed the "Walk Preview" checkbox in the Outfit window not working properly.
  • Fixed an issue where Tile tooltips would persist on the screen until the mouse cursor was moved when an item with a tooltip disappeared from a tile (i.e. when mining an ore).

Also, check out our album of screenshots from previous advertisement threads on Imgur!
Cyntara

Red
 
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I recently read "A Brave New World" teaser on the website. I'm very very impressed, it was well written Red.
I will definitely play the server. Go Cyntara!! :D
 
i was trying to check out the library of the server, but it seems that all of the game guides redirect me back to the homepage.
 
Cyntara 11 Client

Cyntara v11 will boast a custom client that is aesthetically similar to the vanilla client that you have become accustomed to over the past 9 years. A massive amount of time in our new client was invested in adding quality of life features to improve gameplay and customizability. A few notable options to improve quality of life and customizability...

» Options to edit the color of all types of text messages
» Action Bars
» Auto Functions (Auto Eat/Loot/Screenshot/Refill/Haste)
» Conditions window
» Task Tracker
» Hunting Analyzer
» Locate NPC
» Cam System

And of course many other features.

12-1.png


Inventory Revamp

With this season, a critical eye was taken to equipment and weapon progression. Now, players will be able to progress at a steady rate without plateauing for hundreds of levels at a time. For example, in the past few seasons, if a player looted a royal helmet, the player would continue to use that helmet until the player obtained the demon helmet then used that for the rest of the game. Now, that will not be the case; through monster drops and quests, players will be exposed to more varied equipment. In addition, we have added three new tiers of weapons to the weapon upgrade system and have implemented a level gate in addition to the Annihilator gate where players will not be able to upgrade their weapons until they can wield them properly. This is to help avoid a level 100 from having a nightmare blade where they should be using a fire sword.
But along with v11 client comes new items entirely! We've added dozens of new items with many more ready to be released in the future. But these items don't solely just pop in, we have completely new attributes applied to new and existing items. Keep an eye out on any equipment drops, you might be surprised to see what you find!

All weapons in the weapon upgrade system now have unique attributes. Typically, swords can be found with Mana Leech, clubs commonly hold the ability to reduce damage from boss monsters, axes often boast a Life Leech ability, bows tend to carry a critical hit chance and critical damage perk, and crossbows oftentimes have both Mana Leech and Life Leech! To allow for equipment pieces to be more situational, we have also merged sword, club, and axe fighting into one single fighting type - melee; as a knight, players are free to wield any sword, club, or axe as you wish.

We believe that with the inventory changes listed above, it will drastically improve the gameplay experience and players should no longer lack new equipment during the development of their character. We have adjusted every common monster drop and common quest reward to account for these changes.

A few of the new item attributes are as follows: Life Leech, Mana Leech, Critical Damage, Endurance, Mana Cost Reduction, Increased Damage vs. Bosses, Decreased Damage from Bosses, Increased Damage to Blood/Venom/Fire/Energy/Undead Race, Increased Item Effectiveness.
These new attributes are exclusive to the inventory found in-game and cannot be obtained through the enchanting system at this time.

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Monsters Revamp

Version 11 features a radical revamp to monster spawns. The first adjustment we looked into was adding notable equipment drops that can be looted. As stated in the previous section, the variety of monster spawns ranging from early game all the way to late game now drop loot that will contribute to the progression of your equipment. In addition, certain spawns now will drop items that will be needed to aid players in later game. For example, Fire Devils now drop Trapped Lightning, which grants its user access to the Wyrm spawn.

In v10-s2, we found that a lot of spawns were underutilized. With that in mind, we completely overhauled the stats and abilities of almost every monster. Their experience, health, damage, and defenses have all been reworked to lessen the number of underutilized spawns; in addition, certain spawns have a completely new map to call home. A few spawns with new homes include Outlaws, Black Knight Bosses, and Ghastly Dragons. A lot of these changes stemmed from the feedback provided by the community, and for that, we thank you. Cyntara v11 will feature many spawn changes that players requested specifically. A few notable examples include: Additional Mad Mage spawns, multiple open floors in the Mad Mage and Outlaw Spawns. We have also adjusted a number of areas to accommodate for the popular request for more higher level mage spawns; Yielothaxes, and Demi Liches are both now a level 800 spawn, and will fit this category nicely. Nightmayers are now an additional level 800 spawn, and will be a good spawn to hunt for all vocations. Drakens have had a complete overhaul and are now targeted toward AoEing hunting. In addition, all the Spectral Awakening monsters have a chance to drop AP tokens (Commendation and Royal Commendations).

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Additionally, players will also notice that all monster spawns have been moved to the first floor of the teleport room. The left side of the teleport room will continue to house lower level monster spawns, and the right side of the teleport room will now be home to all higher level monsters.
Finally, bosses of each monster have had their loot adjusted, including task monsters, boss monsters, and raid monsters; to name one example, Ghazbaran now has a chance to drop one of the best equipment in the game.

Finally, we have added two brand new hunting spots to the map: Flying Books and Shadow Dragons. Both spawns are targeted toward players level 1000 or higher and employ different, unique hunting style strategies.

Spawn revamping and monster balancing continues to be an ongoing process and will continue to happen periodically, but with v11, this is our biggest monster revamp yet. For all of the aforementioned reasons, be certain to keep an eye out for all monsters and bosses come next season!

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Artifact Weapons

Cyntara v10-s2 introduced Artifact Weapons, and with Cyntara v11 we are pleased to announce that we have tackled two glaring issues with the system.

The first issue that was noticed was that the upgrade progression was harsh and unrewarding in its early phases; this issue is being addressed by introducing an additional tier to the Artifact Weapons as well as spacing out the upgrade tiers better. Previously, the Artifact Weapons had 4 tiers: Level 0, 20, 35 and 50. We have adjusted the progression to follow a 5-tier formula at Artifact Level 0, 5, 15, 30 and 50 instead.

The second issue was that was noticed was that with the introduction of the Artifact Weapons, a duality between the Artifact Weapons and the traditional weapon progression was created as well. Our solution - players will now be able to infuse their Artifact Weapon with their regular weapon to receive additional damage bonuses. For example, infusing the Artifact Weapon with a Nightmare Blade will destroy the Nightmare Blade and increase your Artifact Blade's attack by +5; infusing the Artifact Weapon with a Clement Sword, which is a sword obtained later in the game, yields a +10 attack bonus to the Artifact Blade. These damage bonuses are not additive; you receive the highest bonus applied to your Artifact Weapon. You also cannot downgrade nor remove the infusion to receive the item back. Additionally, the infusion process requires sacrificial material items that can be obtained through the Mining profession.

Artifact Spells

The Artifact Power system introduced last season will now boast a new benefit in Cyntara v11 - additional spells tied to the Artifact Weapon for each vocation.
Each vocation will receive 2 spells that unlock at Artifact Level 5 and 15.

Sorcerer
» Thunder Storm ("utori mas vis") - Periodically zaps up to 4 of the closest, reachable PvE targets dealing energy damage and electrifying them over time.
» Transcend ("utori rai sio") - Increases all PvE damage by 20-25% for 60 seconds for the caster and all guild and party members within 30 SQM range. This spell applies a 30 minute debuff for everyone affected making them unable to benefit from the spell again while still under the effect of the debuff.

Druid - Druids have received two new spells in the past season, we are moving them to the Artifact instead to even it out.
» Rejuvenation ("utura sio") - Apply a healing over time buff to a friendly target that heals them 40 times every 2 seconds. This buff can be applied up to 3 targets.
» Healing Totem ("utevo res vita") - Summon a healing totem that periodically mass heals friendly players around.

Paladin
» Volley ("exevo con hur") - Shoots a volley of arrows in front of the caster dealing physical damage.
» Strafe ("exori mas con") - Shoots arrows/bolts at up to 3 closest, reachable PvE targets dealing physical damage and applies static bleeding damage over time.

Knight
» Cleave ("utito mas tempo") - Your auto attacks will splash in a 3x3 area around the target for 35% of the original damage for the next 60 seconds.
» Fortitude ("utamo rai tempo") - Reduces all incoming damage by 75% for the next 10 seconds.

Take a moment to check out this video on the Artifact Level 5 ability for Knights - Cleave!

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Transmogrification

Last season the Transmogrification System was introduced which allows players to change the appearance of items. This system was massively underutilized, primarily by its high entry level requirement as well as its requirement to sacrifice a useful item for a non-beneficial perk.

With Cyntara v11, Item Transmogrification will be a ubiquitous, inline gameplay feature. We have removed the quest completion requirement, and removed Transmog stations completely. The Transmog menu can be reached from the client directly and equipment pieces can be Transmogrified from anywhere. Additionally, any item you loot or obtain as a quest reward is automatically added to the list of equipment you can use. Further, to Transmogrify your equipment piece no longer requires an item to be sacrificed. In the event that players are hunting in a party, everyone that is eligible to loot the corpse will unlock appearances for their collection.

To access the new Transmog menu, players can simply press the "More" tab on their client, and select "Transmog" from the "More" menu. This button will provide a clean, intuitive window to walk you through the process and allow you to browse your collections.

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Professions

A few changes have been made to all three professions. The most notable changes are as follows...

Alchemy
» Players that have reached Alchemy Level 20 will now have a chance to loot an Alchemy Mount Recipe from bosses. Once learned, players will be able to craft an item that grants an exclusive mount. This item can be traded and sold to other players.
» Added "learned" recipes and brewed elixirs statistics that can be viewed in the More -> Professions client window.
» Added new elixirs that grant new item attribute buffs (ie. Life Leech, Mana Leech, etc).

Enchanting
» Players that have reached Enchanting Level 20 will now have a chance to loot an Enchanting Mount Recipe from bosses. Once learned, players will be able to craft an item that grants an exclusive mount. This item can be traded and sold to other players.
» Added personal enchantment crystal and orb of enchantment usage statistics that can be viewed in the More -> Professions client window.
» The values of physical and death protection received from enchantments have been reduced.

Mining
» Players that have reached Mining Level 20 will now have a chance to loot an Mining Mount Recipe from bosses. Once learned, players will be able to craft an item that grants an exclusive mount. This item can be traded and sold to other players.
» Added personal mining statistics that can be viewed in the More -> Professions client window.
» Mining ores will now have an exclamation mark icon above them to make them easier to notice.

Shrines

Cyntara v11 boasts a brand new "Shrine System" that will encourage more active engagement in hunting and provide for a more interactive hunting experience.

Shrines will randomly appear in common spawns and grant a random buff when used; shrines will disappear after use. The buffs that can be found include resistances, bonus stats/skills, increased experience rate, and many others. Players will not find more than a single Shrine in any given spawn, but the Shrine type and location may vary. Shrines are not guaranteed to exist in any spawn at any specific time, the locations and times are chosen at random. Shrines, like mining ore, will display an exclamation mark icon above them to make them easily visible; a tooltip with the Shrine's name and effect can be viewed by hovering over the icon with your mouse.

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Dungeons

The Cyntara Team is quite content with how the Dungeon System has turned out and are eager to continue improving on it. As expected, with Cyntara v11 we have done just that - by addressing two critical issues.

First, the fashion in which the Dungeon Talisman works has been changed. Last season, when a team abandoned a Dungeon or ran out of time, their Talisman became depleted; a depleted Talisman meant that your next run (and possibly more) yielded no loot or rewards. This mechanic discouraged players from continuing to participate in Dungeons for that week - so, we axed depleted Talismans all-together. Instead, when a team abandons a dungeon, their talisman will downgrade by one level for the same dungeon - however, if a team runs out of time but complete the Dungeon, their Talisman will be downgraded by one level for a random dungeon in the same difficulty bracket. Further, using a downgraded Talisman to access a dungeon will yield loot and rewards.

Second, we are addressing the issue of Dungeons feeling repetitive by adding brand new Dungeons! This season brings 3 new dungeons.

» The Fay Peak (lower bracket) (This dungeon can be accessed in the basic Dungeon Lobby in the Teleport Room.)
» The Tomb of Anubis (higher bracket)
» The Battlefields of Glory (higher bracket)

Having created a solid foundation with the Dungeon System, the Development Team is eager to create even more Dungeons in the near future.

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Weekly Quests

A new face has set up shop in Cyntara City this season. NPC Lucia will provide players with a different quest every week to provide players additional rewards for engaging in regular activities such as completing Dungeons, Tasks, and more. Lucia can be found in the Oceanfilter Apts north-east of the temple. Of course, the Locate NPC feature can be used to find her as well! Players will receive notifications as they progress through the weekly quest and the quest will be automatically turned in once completed.

Built-in Proxy

Cyntara v11 will additionally offer a free, built-in proxy located in the Central Europe to help with latency in some cases.

Please keep in mind that there is a chance that your connection is already being routed through the most optimal path to the Cyntara server and that the proxy may increase your latency.
You should conduct your own test and see which option works best of you. The proxy can be enabled in the character list window by checking the "Proxy - Central Europe" checkbox before logging in.

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Red
 
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Hi @dotsh, sorry the game guides page isn't ready for public view yet. These pages may not be ready by the time of the server's launch. We've still got quite a bit to do to get Cyntara ready for the release. I'm scheduled to work my real job tonight and the next night, unfortunately that really cuts into time I could have put into Cyntara.

I wrote up a quick description for a member of our Discord chat (maybe it's you) that explains the premise of each one. It doesn't have in-depth detail and fancy pictures, but it should do just enough. You won't be behind on much of anything by not being familiar with these guides; they're all highlighting new features that nobody has seen before.

You can see my quick write-up here: https://paste.diath.net/55481318/raw

Red

Yea, that was me. thank u very much
 
Just one question (never played Cyntara before) it is getting a common thing in evos to make monsters way too OP, causing players to lvl up "inpz - outpz - spell - inpz - repeat". Please tell me this one is not like that. If not, count me in! <3

Also, can't see anything regarding bots in the rules, it is okay to use it?
 
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Just one question (never played Cyntara before) it is getting a common thing in evos to make monsters way too OP, causing players to lvl up "inpz - outpz - spell - inpz - repeat". Please tell me this one is not like that. If not, count me in! <3

Also, can't see anything regarding bots in the rules, it is okay to use it?

@XzXGAC

Regarding your "inpz - outpz - spell - inpz - repeat" question - Honestly, I'm not 100% sure with how most other Evo servers are (our main city in the general shape of an Evo map) the rest is completely custom. Our aim for our monsters are to be challenging, hopefully not too "grindy" (some bosses will appear this way, though.) If you're forced to jump in and out of pz to kill a monster, you likely need to be hunting in an easier spawn.
I'd like to say "no" that Cyntara is definitely not like this, I don't have years of play time under my belt; most of my time is spent developing! Perhaps @Dark199 or @Azur Mayne can help me here!

Regarding bots - Botting is allowed; in a perfect world where bots had never existed, we would enforce rules against them. Unfortunately, we do not live in this world.
That being said, we have a few gameplay mechanics that bring favor to players that diversify their time online and hunt manually.
If you want to cavebot to get some of the grind out of the way, go for it. There will be plenty of unique, well-crafted content waiting for you when you want to play the game. You will almost always find a challenge whether it be a quest or in your journey to attain power.

Red
 
well @XzXGAC good luck afk botting if u were thinking it would work really well. The server pop isnt super high so if someone bots people will know within 1-2h and ull be dead because there arent tons of spawns. U might get lucky tho because who knows the people playing maybe are busy fighting



that being said I hope cyntara has a good run and i will be there maybe saturday night/sunday morning playing an ms instead of rp(I have already shared my reasons why). #cyntarahype

also if everyone could take the time and go to http://www.strawpoll.me/10731346
i would really appreciate it. I personally dont think rs should only be 12 frags since a lot of people already know how this server works, they level up for a day then they will fight a lot. I would personally love a hardcore pvp version since it is already pvp-e(getting xp for killing people) and I feel it would suite this version better. I know cyntara has tried hardcore in the past and it didn't work because people pkd the lower lvls, but thats why there is a lvl 400 pvp prot which is decent at lower lvl. If a lvl 400 is trying to fight its stupid as fuck wasting my frag on him if he is just skull bashing because even a lvl 400 with full donars can do decent damage. Also I know you have added that whole skull system shit to prevent taking tons of frags(I personally think its awful and doesnt work), but I just thought I would put the poll on otland to see if hardcore is what they want.

Also another reason I suggested this for this version is because I don't really see that much of a difference between v8,v8-s2, and now v9. Cyntara was known for changing it up every version but these last few versions have been the same thing over and over again and its time for change in v9.

#Cyntara2016hardcorepvp
 
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Ill be there!

Edit: Just saw its an evo server... :(
 
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Just one question (never played Cyntara before) it is getting a common thing in evos to make monsters way too OP, causing players to lvl up "inpz - outpz - spell - inpz - repeat". Please tell me this one is not like that. If not, count me in!

Hunting on Cyntara is more Tibia like. Buy supplies, go to a spawn and kill stuff without pz hopping. There are a few monsters that you will need a couple of friends to hunt but besides that most everything is pretty soloable if you're smart about it. There will be a few monsters you can't hunt efficiently without pz hopping until higher level but there are tons of spawns you can test out!

If this is your first Cyntara run I'd suggest not aiming for top level and just being a casual, stroll around and test out spawns. I'm sure you can find a group to hunt with! Or you know, invite friends ^_^
 
Just one question (never played Cyntara before) it is getting a common thing in evos to make monsters way too OP, causing players to lvl up "inpz - outpz - spell - inpz - repeat". Please tell me this one is not like that. If not, count me in! <3

Also, can't see anything regarding bots in the rules, it is okay to use it?

In my experience, there are some monsters like that but it's because those monsters are meant to be hunted as a group. For instance, a level 1,000 knight and 900 mage could go hunt demons but if a 1,200 mage tries to go solo they won't be able to tank the hits. Cyntara puts emphasis on teamplay and rewards players for doing so but the server is perfectly playable if you prefer to go solo, as most of the time I have been.
If you're pz hopping then you're in the wrong spawn and should come back later, either with someone who can tank the hits or when you've leveled up a bit.


Also another reason I suggested this for this version is because I don't really see that much of a difference between v8,v8-s2, and now v9. Cyntara was known for changing it up every version but these last few versions have been the same thing over and over again and its time for change in v9.

There has been a lot that's changed between v8 and v9, the only real exception of that not happening was v8-v8-2. Usually between each version there are huge changes and this version isn't breaking that trend. I don't know if you were on the test server in April, but there players were able to see a decent bit of the changes that have come, one of the more major ones being enchanting.
Players are now able to enchant their equipment with resistances, skills, regen, or crit chance/speed/luck with three different tiers and each of these stats having a limit to what they can overall have. For instance, a player cannot have more than 100% critical chance to hit even if it allows you to socket over it, I personally got it to about 180% crit chance.
There is also the charm system which allows players to basically have 'easy' enchants.
A good number of the spawns have been revamped and new secrets were added to them.
There's a lot more but I'm not going to go into further details, just know that a lot has changed, even if it doesn't seem like it on the surface.
 
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