--== General Info ==--
The server is based on the original Kovloria project from its early development phase, with the main goal of recreating its core mechanics while refining and improving them where necessary to ensure better balance and overall gameplay experience.
--== Items ==-
Items on the server differ significantly from their counterparts in real Tibia. A large portion of them can still be obtained from standard monsters, however doing so requires considerable effort, progression, and dedication. This ensures that item acquisition feels more rewarding and closely tied to active gameplay rather than simple farming.
--== Weapons ==--
The server uses a custom weapon damage formula. Two-handed weapons receive additional bonuses to compensate for the lack of a shield, while wands deal damage based on attack power values. Weapons can also possess special properties such as mana drain instead of life damage, resistance reduction, increased attack speed, or area-of-effect damage, enabling highly diverse combat builds.
Axes focus on high single-target damage. They gain increased critical chance and critical damage, making them ideal for burst-oriented combat.
Swords are utility-oriented weapons, especially effective in PvP. They provide increased defense and healing, making them strong for survivability and tactical fights.
Clubs are designed for fighting large groups of monsters. They have a chance to deal area-of-effect damage, making them highly effective in mass combat.
Crossbows have increased attack speed and higher base damage, specializing in consistent single-target damage output.
Bows offer a wide variety of ammunition types, including many with area-of-effect effects, enabling versatile ranged combat.
Wands enhance elemental magical power, with damage scaling based on magic level.
Rods increase healing magic power, improving the effectiveness of supportive and restorative spells.
--== Monsters ==--
A significant portion of monsters has been adapted or fully reworked to better fit the server’s atmosphere and gameplay direction. Most encounters are designed to be challenging and require proper preparation, awareness, and strategy.
--== Spells ==--
All spells have been rebalanced and do not follow standard Tibia power scaling. The server also introduces entirely new spells, significantly expanding gameplay possibilities and build diversity.
--== Maps ==--
The world features a large and diverse map (approximately 95 MB), including both known and hidden locations, encouraging exploration and discovery.
--== Systems ==--
Shop System
The Unique Backpack System allows NPCs to present their full trade offers inside a backpack interface, enabling players to buy and sell items directly by moving them in and out of containers. Each item displays its price in the description, allowing easy evaluation before trading. The system also supports selling entire backpacks of loot, including nested backpacks, enabling fast bulk selling. The Legacy trading system is also supported for players preferring the classic interface.
Unique Items
The Unique Items System introduces rare drops from monsters with varying quality levels that determine how many attributes an item can roll. A wide pool of attributes exists, though not all are available for every profession or item type to maintain balance. Additionally, monsters can rarely drop Upgrade Potions, which allow rerolling a unique item’s attributes and level, with a risk of reducing item quality.
Set Items
Item Sets allow equipment to be grouped into collections that grant additional bonuses when worn together. Each set consists of a defined number of items, and equipping more pieces progressively increases the bonuses, encouraging collection and long-term progression.
Sets can be freely combined, and a single item can belong to multiple sets simultaneously.
Elite Monsters
Elite Monsters are enhanced versions of standard creatures that appear periodically. They can be tracked using the Find Elite Monster spell (Exiva Moe Res), which shows direction and remaining lifetime. While their base loot chances remain unchanged, the chance to obtain unique items is significantly increased. They can also drop SMS items and silver tokens, which can be exchanged for outfits, addons, and upgrade potions.
Boosted Creatures
The Boosted Creature System selects a monster every 2 hours and enhances it, creating dynamic hunting opportunities. Boosted monsters provide increased experience, better loot, reduced incoming damage, and bonus bestiary progression depending on the creature. Players are notified when a new boosted creature appears, encouraging active participation and adaptive hunting strategies.
Examples:
The server is based on the original Kovloria project from its early development phase, with the main goal of recreating its core mechanics while refining and improving them where necessary to ensure better balance and overall gameplay experience.
--== Items ==-
Items on the server differ significantly from their counterparts in real Tibia. A large portion of them can still be obtained from standard monsters, however doing so requires considerable effort, progression, and dedication. This ensures that item acquisition feels more rewarding and closely tied to active gameplay rather than simple farming.
--== Weapons ==--
The server uses a custom weapon damage formula. Two-handed weapons receive additional bonuses to compensate for the lack of a shield, while wands deal damage based on attack power values. Weapons can also possess special properties such as mana drain instead of life damage, resistance reduction, increased attack speed, or area-of-effect damage, enabling highly diverse combat builds.
Axes focus on high single-target damage. They gain increased critical chance and critical damage, making them ideal for burst-oriented combat.
Swords are utility-oriented weapons, especially effective in PvP. They provide increased defense and healing, making them strong for survivability and tactical fights.
Clubs are designed for fighting large groups of monsters. They have a chance to deal area-of-effect damage, making them highly effective in mass combat.
Crossbows have increased attack speed and higher base damage, specializing in consistent single-target damage output.
Bows offer a wide variety of ammunition types, including many with area-of-effect effects, enabling versatile ranged combat.
Wands enhance elemental magical power, with damage scaling based on magic level.
Rods increase healing magic power, improving the effectiveness of supportive and restorative spells.
--== Monsters ==--
A significant portion of monsters has been adapted or fully reworked to better fit the server’s atmosphere and gameplay direction. Most encounters are designed to be challenging and require proper preparation, awareness, and strategy.
--== Spells ==--
All spells have been rebalanced and do not follow standard Tibia power scaling. The server also introduces entirely new spells, significantly expanding gameplay possibilities and build diversity.
--== Maps ==--
The world features a large and diverse map (approximately 95 MB), including both known and hidden locations, encouraging exploration and discovery.
--== Systems ==--
Shop System
The Unique Backpack System allows NPCs to present their full trade offers inside a backpack interface, enabling players to buy and sell items directly by moving them in and out of containers. Each item displays its price in the description, allowing easy evaluation before trading. The system also supports selling entire backpacks of loot, including nested backpacks, enabling fast bulk selling. The Legacy trading system is also supported for players preferring the classic interface.
Unique Items
The Unique Items System introduces rare drops from monsters with varying quality levels that determine how many attributes an item can roll. A wide pool of attributes exists, though not all are available for every profession or item type to maintain balance. Additionally, monsters can rarely drop Upgrade Potions, which allow rerolling a unique item’s attributes and level, with a risk of reducing item quality.
Set Items
Item Sets allow equipment to be grouped into collections that grant additional bonuses when worn together. Each set consists of a defined number of items, and equipping more pieces progressively increases the bonuses, encouraging collection and long-term progression.
Sets can be freely combined, and a single item can belong to multiple sets simultaneously.
Elite Monsters
Elite Monsters are enhanced versions of standard creatures that appear periodically. They can be tracked using the Find Elite Monster spell (Exiva Moe Res), which shows direction and remaining lifetime. While their base loot chances remain unchanged, the chance to obtain unique items is significantly increased. They can also drop SMS items and silver tokens, which can be exchanged for outfits, addons, and upgrade potions.
Boosted Creatures
The Boosted Creature System selects a monster every 2 hours and enhances it, creating dynamic hunting opportunities. Boosted monsters provide increased experience, better loot, reduced incoming damage, and bonus bestiary progression depending on the creature. Players are notified when a new boosted creature appears, encouraging active participation and adaptive hunting strategies.
Examples:
Boosted creatures:
>> Crypt Warden: bonus exp - 1.3x
>> Raging Fire: bonus loot - 1.3x
>> Defiler: reduced damage dealt - 0.7x
>> Pirate Corsair: bonus bestiary - 2x
Proficiency System
The Proficiency system introduces weapon progression through experience gain and level unlocking. Each weapon contains randomly generated bonuses that can be gradually activated, allowing players to customize their build. This system adds depth, progression, and individuality to every weapon obtained.
Massacre System
The Massacre System rewards fast-paced combat and monster kill streaks. The quicker enemies are defeated, the higher the experience bonus becomes. This encourages efficient hunting routes, aggressive gameplay, and high-tempo combat.
Example:
Masssssssacre!
Killed monsters: 20
+EXP bonus gained!
Fist Fighting
Fist Fighting now increases base attack speed as the skill progresses, making it a more viable and dynamic combat style that rewards continuous development.
Double Rune
The Double Rune reduces all spell cooldowns by half for a limited duration, significantly increasing combat speed and efficiency. A visible timer near the mana bar indicates the remaining duration, encouraging strategic use.
City Guards
Guards are special monsters that attack both hostile creatures and players marked with skulls, acting as a world balancing system that punishes aggressive behavior.
On Turn Spell Cast
A system that allows wave spells to be cast automatically when turning, currently supporting wave-type spells only.
Healing Orb System
Inspired by Diablo 3 mechanics, healing orbs appear after defeating monsters and restore a percentage of max HP and Mana when collected. They remain on the ground for a limited time, encouraging fast-paced and reactive gameplay.
--== Ending ==--
If you want to see systems and development in action, visit:
Krecik on dexin
Note: not all videos are related directly to this project (e.g., Diablo 2 in Tibia experiments).
More images: