The server settings for 2021 finally arrived, many of these settings had a big impact on the gameplay for players and for security reasons everyone was sent to his temple.
Please carefully read the table with the changes and news:
Knight
Gladiator
Druid
Biochemist
Sorcerer
Sorcerer and Druid
Alchemist and Biochemist
Paladin
Ninja
All Vocations
War System
Knight
Chivalrous Challenge (exeta amp res)
Ranged monsters have been difficult to control and combat for knights in solo as well as teamhunts for a while. Thus we felt a need to give knights a way to deal with them.
This new spell Chivalrous Challenge (exeta amp res) chains up to 5 creatures prioritising ranged creatures. Creatures hit are turned into melee fighters for 12 seconds and change their target to the caster for 6 seconds. An icon visualises that a creature is affected by this spell. This spell cannot be used when fighting lever bosses.
- Mana: 80
- Cooldown: 6s
- Group CD: 2s
- Level: 250
Fair Wound Cleansing (exura med ico)
We wanted to give the knights a stronger healing spell at high levels that serves as a boost to their regular healing capabilities. Intense Wound Cleansing (exura gran ico) will stay the strongest one time heal they can cast.
This new spell Fair Wound Cleansing (exura med ico) restores health to the caster. It restores more health than exura ico but less than exura gran ico.
- Mana: 90
- Cooldown: 1s
- Group CD: 1s
- Level: 300
Blood Rage (utito tempo)
Our goal was to recapture the original spirit of Blood Rage: Sacrificing your defence for better offence.
Blood Rage now increases all damage the knight receives by 15%. This is in addition to already existing downsides of the spell. Casting Protector will now remove Blood Rage from yourself. This magic came back as originally.
- Mana: 290
- Cooldown: 2s
- Group CD: 2s
- Level: 60
Protector (utamo tempo)
Our goal was to recapture the original spirit of Protector: Sacrificing your offence for better defence.
Protector now reduces all damage the knight receives by 15%. It no longer prevents the knight from attacking and instead reduces all outgoing damage by 35%. Casting Blood Rage will now remove Protector from yourself.
- Mana: 200
- Cooldown: 2s
- Group CD: 2s
- Level: 55
Increased Damage of Attack Spells
To increase the overall offensive prowess of knights, due to no longer being expected to always use Blood Rage, the attack spells have been strengthened.
The damage of Front Sweep (exori min), Berserk (exori) and Fierce Berserk (exori gran) has been increased by ~10%, while the damage of Brutal Strike (exori ico), Annihilation (exori gran ico), Groundshaker (exori mas) and Whirlwind Throw (exori hur) has been increased by ~28%.
Gladiator
Power Smithe (revo gran hur)
A powerful blow that will knock it back your target 1 step.
- Mana: 300
- Cooldown: 12s
- Group CD: 2s
- Level: 200
Rapid Smithing (revo max hur)
Increases attack speed by 25% for 10 seconds.
- Mana: 360
- Cooldown: 12s
- Group CD: 2s
- Level: 250
Druid
Nature's Embrace (exura gran sio)
Our goal was to give druids a way to react to unexpected damage spikes while healing allies and put further emphasis on their role as a master of healing for both their allies as well as themselves in high level content.
We added a new spell Nature's Embrace (exura gran sio) which restores a very large amount of health to the target. This spell can not be cast on yourself.
- Mana: 400
- Cooldown: 60s
- Group CD: 1s
- Level: 300
Heal Friend (exura sio)
Due to adding an alternative for exura sio when healing yourself in the form of Restoration (exura max vita), we decided to remove the possibility of healing yourself with Heal Friend (exura sio) to bring it more in line with the intended use of this ability.
Waste Reduction
Druids have the highest waste compared to the other 3 vocations. These changes will slightly reduce this gap:
The manacost of Terra Wave (exevo tera hur) has been reduced from 210 to 170 and the manacost of Heal Friend (exura sio) has been reduced from 140 to 120.
Biochemist
Back Slide (adeta grav)
Instantly walks 5 steps backwards of the current character direction.
- Mana: 260
- Cooldown: 6s
- Group CD: 1s
- Level: 25
Energy Fence (utevo rexo vis)
Creates a wall of energy in front of the caster with health based on 50% of the caster's mana and can reflect 10% to 20% of attacks. Energy Fence can last up to 3 minutes if no one destroys it.
- Mana: 50%
- Cooldown: 10s
- Group CD: 2s
- Level: 200
Sorcerer
Great Fire Wave (exevo gran flam hur)
Our goal was to give sorcerers a second wave spell to reduce the disparity in the number of waves between sorcerers and druids.
This new spell Great Fire Wave (exevo gran flam hur) deals fire damage in an area directly in front of the caster. The spell deals more damage than a Fireball Rune but less than an Energy Wave.
- Mana: 120
- Cooldown: 4s
- Group CD: 2s
- Level: 38
Expose Weakness (exori moe)
Sorcerers lacked a distinct role in full teamhunts. Expose Weakness and Sap Strength should make them a staple in any group.
This new spell Expose Weakness (exori moe) increases the sensitivity of all creatures hit to all elements for 16 seconds. An icon visualises that a creature is affected by this spell.
- Mana: 400
- Cooldown: 12s
- Group CD: 2s
- Secondary Group CD: 12s
- Level: 275
Sap Strength (exori kor)
This new spell Sap Strength (exori kor) reduces all damage dealt by creatures hit for 16 seconds. An icon visualises that a creature is affected by this spell.
- Mana: 300
- Cooldown: 12s
- Group CD: 2s
- Secondary Group CD: 12s
- Level: 175
Expose Weakness and Sap Strength are support spells and share a cooldown. Creatures can only suffer from one instance of Expose Weakness and from one instance of Sap Strength at a time.
Wand of Darkness
Based on feedback we have gathered over the years we adjusted the power of the wand of darkness.
The critical extra damage it grants has been reduced from +50% to +35%.
Sorcerer and Druid
Restoration (exura max vita)
We aimed to enhance the healing capabilities of both druids and sorcerers with the introduction of a spell which is meant to complement their already existing assortment of healing spells.
This new spell Restoration (exura max vita) is now the strongest healing spell available to mages.
- Mana: 230
- Cooldown: 6s
- Group CD: 1s
- Level: 300
Magic Shield (utamo vita)
Up until now, sorcerers and druids with active Magic Shield (utamo vita) had more effective hitpoints than knights as well as paladins. Our goal was to keep Magic Shield as a defensive option for sorcerers and druids but to no longer have it eclipse the sturdiness of knights. In our opinion, Magic Shield works well for knights and paladins, so we decided to keep the energy ring unchanged for these vocations.
Consequently, the spell Magic Shield (utamo vita) has been reworked. It now only absorbs a limited amount of damage before breaking.
- The amount is based on the caster's level and magic level.
- The cooldown of utamo vita has been increased from 2 seconds to 14 seconds.
- The duration has been reduced from 200 seconds to 60 seconds.
- The shield also breaks when your mana pool is depleted. Casting utamo vita while the shield is still active refreshes the amount of damage that can be absorbed. We added a way to track the active shield amount in the UI to help the affected vocations adjust to their new defensive capabilities.
In addition to this change, energy rings can no longer be used by sorcerers or druids. We added a new consumable item (Magic Shield Potion) that gives these vocations an option in dangerous situations to gain this new Magic Shield without casting it (cost: 1 silver token).
Cancel Magic Shield (exana vita)
Since Magic Shield has been reworked quite thoroughly, we wanted to give sorcerers and druids more control over the shield.
This new spell removes an active magic shield from yourself.
- Mana: 50
- Cooldown: 2s
- Group CD: 2s
- Level: 14
Alchemist and Biochemist
Enhance Wand (adeta res)
Enhance Wand had its name changed to Enhance Magic and will not only increase the damage of your wands or rods, but the magic level. For 10 seconds, increases the user's magic level by 35%. In addition, it increases all damage taken by the user by 15%.
- Mana: 340
- Cooldown: 2s
- Group CD: 2s
- Level: 35
Paladin
Great Mana Potions
Paladins can now use great mana potions, as knights can now make use of bigger mana potions as well.
Quiver
Our goal was to improve the quality of life when using bows or crossbows. This includes the ease of refilling ammunition as well as granting paladins the same extra inventory slot that the other vocations have. Now the quivers are now equipped in the same slots as the shields, thus gaining extra space for other items, such as dolls.
It will also not be possible to add Vampirism or Void Imbuiments, just Featherweight with increased capacity as well as other containers such as backpacks.
Quivers that previously contained other containers inside of them with ammunition will not work, and quivers could be customized only with warlock quiver makers, quivers that already had warlock doll makers have been changed with the new maker.
As a result of this change, all other vocations can no longer use bows and crossbows to shoot ammunition.
Elemental Imbuements
Paladins have long been the vocation that only had a very limited potential to adjust to sensitivities of enemies. Our goal was to allow paladins the same flexibility that knights currently have.
Ranged weapons can now be imbued with elemental imbuements. These imbuements do neither apply to ammunition which already deals any elemental damage nor to diamond arrows.
Divine Dazzle (exana amp res)
With knights getting a way to control and fight ranged monsters we felt the need to give paladins a similar, albeit weaker, way to interact with them in regards to their role in teamhunts.
We added a new spell Divine Dazzle (exana amp res) that chains up to 3 creatures prioritising ranged creatures. Creatures hit are turned into melee fighters for 8 seconds. An icon visualises that a creature is affected by this spell. This spell cannot be used when fighting lever bosses.
- Mana: 80
- Cooldown: 16s
- Group CD: 2s
- Level: 250
Diamond Arrows and Spectral Bolts
Diamond arrows and spectral bolts are now sold by NPCs. Diamond arrows cost 100 gold each, while spectral bolts cost 70 gold each.
Divine Dazzle replaces these spells as the new promotion spell.
Sharpshooter
Sharpshooter's distance skill bonus was often mentioned as too high and with other buffs that the vocation received we felt it natural to slightly nerf it. This magic came back as originally.
The distance skill bonus of Sharpshooter (utito tempo san) has been reduced from 50% to 40%.
Ninja
Bombs
Massacre, Toxic and Fiery Bombs had their 3-second cooldown to explode removed, so they will explode immediately when used.
Daze Bombs
Daze Bomb could not be used as click and reuse, as the description, a daze bomb can be used by dragging the bomb from your inventory to a reachable place in your screen. After 3 seconds the bomb will activate, stun and push back 3 sqm all creatures affected. Bombs cannot be stacked, and can harm the caster. They cannot be used while a Thrower spell is active.
Shadow (exiva ocultus)
This spell takes the caster to shadow making it impossible for others to find it with the Find Person spell. It cannot be used in conjunction with Stealth. Duration: 30 seconds.
- Mana: 400
- Cooldown: 10s
- Group CD: 2s
- Level: 200
Reaper of Souls (pectus cruentus)
Murderous and instantaneous ability, capable of reaping the heart of the enemy. This ability can only be activated if the target has 20% of his life points, he will die instantly, it requires a total of 75% of the user's mana. Note: it can only be applied to players with a level lower than the user.
- Mana: 75%
- Cooldown: 12s
- Group CD: 2s
- Level: 200
All Vocations
Death Penalty
Since getting level was very easy, it was decided to return to the old formula of losing skills and experience, and also making pvp deaths more interesting. In addition the !bless command has been removed and it is possible to acquire all blessings through npcs or store.
Party Protection
Return of the "Green Skull": Friendly fire in "party" will be possible.
Spells Cooldowns
Each vocation has many attack spells, but players only use 2 or 3, with this change they will use more other spells and increase their attack rotation. When implementing the new Charmed Amulet maker at the beginning of the server, the spells 'cooldowns were supposed to come back originally, so we did, we returned the spells' cooldown and exhaustion as original and the spells of the new vocations followed their example, making it possible to see the cooldown and exhaustion only in the Spells List. In addition, the charmed amulet maker will now only reduce cooldown of spells and runes over 1 second, with 1 second cooldown limit.
Note that the spell cooldown icon, the one seen in the footer of the client, like the vip spells does not exist in tibia rl, so there is no icon for them and it is not possible to create for client 10 it is only possible to create for otclient, but this would cause badges in client 10, then an icon from other spells was used, take into account only the reported exhaustion.
Increased Baseheal
Impact of Intense Healing (exura gran) and the Intense Healing Rune was not in line with the other healing spells. Hence, we slightly increased the heal impact of Intense Healing (exura gran) and the Intense Healing Rune. In addition, all other healing spells and health potions have increased by 30%.
War System
Guild Wars
Guilds that have members with Pvp-Disabled, can now participate in wars can be attacked or attack only by the opposing guild. And the war system cannot be canceled after accepting a war with another guild.
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