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[USA] TibiaLight 8.60 CUSTOM/FUN/LEGENDARY

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Actually ya don't gotta grind. There's more than meets the eye here, players just don't realize it. I'm going 151-157 on 1x EXP, haven't grinded at all.
 
Yep, I don't even try to level and I've went from 150 to 166 in a few days.
 
Just keep at it guys! More stuff soon. If you're tired, take a break, and come back :p


An automatic Hunting quest staRts for players once they reach lEVEl 45, and 60 that WIll rewaRd them with deceNt weapons THat will prepare them for the next SEt of monstErs!

- Minotaur area has been reworkedY
 
- Gems now display the orange glowing box whenever dropped in corpses
- Level 100+ teleport is now accessible from the spawning position
- Once you reach level 120, a message notifies you of the updated legendary dropping rules
- {Askiel's Fist of Power} added
- {Favnir's Madness} added
- {Favnir's Calmness} added
- {Midnight Shard} has been replaced by {Ammel's Judgement}
- Exp stages are a bit lower for new players
- Fixed Cyclops map to make it less annoying
- {Ammel's Judgement} buffed
 
can i get that loot scrip off of you please. the Dilabo style loot.
 
- Guardians' health gain has been reduced from 200 to 150
- Guardians' auto attack damage has been increased by 10%
- The top 3 highest levels each receive a special trophy, however the highest level will get an additional item along with that trophy.
- New way of looting legendaries in parties for regular monsters
-- Everyone in team of the person's party who killed the monster has a chance to roll for the legendary if one drops, only party members within 18 squares will be eligible to roll
- Exp now remains at a constant x65 instead of stages
- Legendary items has either been buffed, nerfed, or unchanged
- New way of looting legendaries
-- Now, any monster could drop any tier of legendary--however higher tiers are more rare to loot.
-- Harder monsters also have more chances of dropping legendaries than lower monsters.
- Promotions no longer resets your level to 18.
- Chances of looting legendaries has been lowered
- Bonus exp from hunting in a party

---
In Progress
- Boat NPC
- Weapon Reroll NPC
- Armor Reroll NPC
- Weapons Seller NPC
- Armors Seller NPC
- Daily Tasks NPC
---
 
Bump.

- - - Updated - - -

---
Update:

- Legendary items now have a level requirement to wield them
- Shenlong's Fury and Shenlong's Endless Waves can only be used by ninjas now!
- Added {the Great Cleaver} (2 handed Sword) usable only by the Barbarian
- Added {Asgril's Earthsplitter} (2 handed Axe) usable only by the Barbarian
- Most legendary weapons have been nerfed-However, some have been buffed in terms of bonus damage. (Ex: 12% to deal 1711 physical damage, etc)
- All wands are now working properly, with their damage improved


--
NOTE: EVERYTHING IS SUBJECT TO CHANGE, IF YOU DON'T LIKE SOMETHING, POST A THREAD ON THE FORUMS AND ODIN WILL SEE TO IT!
--

- - - Updated - - -

-Update-

- The Hellforge has been re-added
- The Hellforge Expert has been re-added
-- All items now take 2 less hellsteel to craft--with the exception of the {Ring of Midas}
- Trainers have now been added in!

-Fixes-

- {the Phase Ring} has been fixed
- {The Highelf's Relentless Power} has been fixed
- {The Highelf's Endless Wisdom} has been fixed
 
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So if theres going to be reset? atleast most voted for it at forums
 
That is just confusing. people got 200 within the first 2 days... not really in the right mood to grind up entire Legendarys again.. gonna give it one more chance sometime tho..
 
Yeah I agree, older server was more active than this one, and when this server started some people had certain advantages over others. I asked odin if he ever saw a reset in the future and he siad, "uh, 3 years?"...I'm pretty sure most new players won't want to join with how it is right now, but I guess that's just my opinion.
 
I've realized that most players actually only equip 1 spell strong on purpose, and that is not intended at all...

With the new spell system, you should fill all of your slots with spells, because here's how it works:

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Old Spell System:

For example... (Dark Mage)
Slot 1 - Torment (3 second cd)
Slot 2 - Death Explosion (4 second cd)
Slot 3 - Shadowbeam (1 second cd)

If you cast slot 2 (Death Explosion), you won't be able to cast any spells at all for 4 seconds.
---

Now for the new spell system...

---
New spell system:

Slot 1 - Torment (3 second cd)
Slot 2 - Death Explosion (4 second cd)
Slot 3 - Shadowbeam (1 second cd)

If you cast Death Explosion (4 second cd), you won't be able to cast that spell again for 4 seconds, however you can still cast shadow beam and torment.
---

Meaning, spells now have their individual cooldowns.

tl;dr fill all of ur 3 spell slots, it's better that way now


- Spell system reworked heavily

- All spell cooldowns below 3 seconds has been increased to 3 seconds
-- Buff and healing spells remain at 1 second cooldown
-- Furthermore, all spell cooldowns has been multiplied by 2.
--- So buff & healing spells will have a cooldown of 2 seconds and 3 second spells will have 6 second cooldowns and such.

- You may not unequip or equip a spell onto a slot which is in cooldown
 
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