ShadeCores -Support
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A game by Core-Series
May 27 2024
Today we have an extra server-save at 11:25 to load an upgraded version of the anticheat into the game.
May 03 2024
Client version 1.02 has been released, if you are using the Wine client you will need to download the latest version manually.
Apr 16 2024
ShadeCores will officially launch on April 24 at 17:00 CEST
Mar 14 2024
Website of ShadeCores is being prepared to become public sometime during March 14.
Jan 26 2024
ShadeCores private test-phase will start today there select people with invites will be able to login and test out the game.
Changelog: Latest entry was made 6 days ago. Cheaters: Latest cheater deleted 3 hours ago.
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Features -Game Health Balance (creatures, supplies, gold)
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To ensure that ShadeCores become as perfect as possible, a lot has to be considered and corrected.

Our goal is to make a long lasting and functional game that doesn't run a course of being broken after a few years.
In ShadeCores, you're not meant to get unlimited supplies, hunting dragons, dragon lords, demons or other demonic critters, we don't fancy the rushed pace much of Tibia has become along with the community.
It's not healthy for neither the game nor the players, rushing rushing, screen filled with effects and texts in such manner that you get dizzy and headache trying to keep up.
And many can agree, the rushing could be fun.. for a little while.. but then you get bored.. once your screen is spammed down with effects, how much more intense can it become?.. not much.. in best scenario you'd end up hunting a new form of creature with new colors of outfit and effects, you'd trade a red flashing screen for a blue, and soon enough you'd get bored anyway.

No.. in ShadeCores we value a slow pace, we value a game there a "high level" isn't level 300.. 200 or not even 100.
We want to see a game there a level 50 is considered high level.. the game there a level 100 is epic level while that bastard who manage to pull of level 150 is legendary.
We want the game, there majority of the players you face, ranges between level 15 and 40, players who spend time in cities talking, making supplies, planning and preparing their epic hunt for the weekend, hoping to loot something good or just hoping to have a good time.
A game there you find players playing chess in the cellars of Thais.

It's time for a game that jolt our memories of old tibia, in the age there the main focus wasn't making new exp-records on daily basis, but a game of friendship and hardship, a game there happiness, anger and sorrow once more can take place.

To ensure the game becomes the slow paced utopia

  • Supplies must be scarce.
  • Money must be hard earned.
  • Experience must be slowly earned.
  • Monsters must be ruthless.

To ensure scarce supplies

  • A slow regen.
  • You cannot login more than one character per time.
  • You cannot use any cheats or all your progress will be thrown into a dustbin.


Additionally, we've made that you can only use beds with maximum 2 characters on your account,
to prevent "bed mages" from making too much supplies.

To ensure money remains hard earned

  • Low loot drop.
  • No NPCs that purchases "high value" items.
  • Houses that adapt their rent depending on city-popularity and become increasingly expensive if almost all houses are taken.

To ensure slowly earned experience

  • There's no party experience (exp-share), which force teams to be more creative, while making it harder to "boost" friends.
  • Slower spawn (CipSoft's accurate spawn time + spawn modification based on player numbers).
  • No "OT hunting places" there many monsters exist in a small place with fast respawn.

To ensure ruthless monsters

  • CipSoft's based exhaustion, making monsters able to combo you in a way they can't in OT's.
  • Monsters being able to hurt you even if you're stair-jumping them. (in OT's monsters become semi-retarded when being stair-jumped).
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