ShadeCores -Support
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A game by Core-Series
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 11 hours ago. Cheaters: Latest cheater deleted 6 minutes ago.
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Features -Game Health Balance (equipment)
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This is how we've balanced the game!

Paladins:

  • Increased bow price to 500 gp.
  • Increased crossbow price to 2,000 gp.
  • Increase arrow price to 3 gp/each.
  • Removed bolts from stores.
  • Keeping spears at 25 atk (originally 30 atk).


This will force paladins to use spears a little longer making the earlier levels even trickier.
After that it will make paladins stay with bow for a longer period of time.
Paladins will also on a bigger scale make their own ammunition to profit better.
The removal of bolts from store will make arrows the primary weapon for paladins there they will only use bolts when they prefer damage over profit.
Making paladins more likely to create bolts when mana-sitting.

Normally, smart paladins would make Hmms and sell, and buy arrows and bolts from store and get at least 50% extra ammo in arrows, or 2-3 times as many bolts than if they spent same mana on their ammo spells.
These changes, remove paladins from flushing the game with "free supplies" because buying ammo at store was always cheaper and more efficient than making ammo themselves when runes are much more valuable per mana spent.
Additionally it make it more attractive for paladins to create ammo to sell as players will on larger scale buy ammo from players rather than from NPCs.

Mages:

  • No vocation limit aspect needed, the slow pace, anti-cheat and scarce supplies in general together with "knight" based modifications will slow mages down enough.


Knights and melee based balances:

  • Removed fire sword from dragons.

Fire sword is after all a powerful melee weapon, that shouldn't be too easy to get a hold of.

Removed the following items as buyable from NPCs:

  • Barbarian Axe
  • Clerical Mace
  • Two Handed Sword
  • Battle Axe
  • Morning Star
  • Battle Hammer
  • Soldier Helmet
  • Steel Helmet
  • Chain Armor
  • Brass Armor
  • Scale Armor
  • Plate Armor
  • Chain Legs
  • Brass Legs
  • Steel Shield
  • Viking Shield
  • Dwarven Shield

This will make it additionally harder to get a "quick start", and it will also stimulate an open market for lower-level items.

Additionally, monster loot of the following items have been reduced by 50%.

  • All weapons starting from 30 atk.
  • All helmets starting from 7 arm.
  • All Armors starting from 10 arm.
  • All Legs starting from 7 arm.
  • All Boots starting from 2 arm (including boots of haste and bunny slippers).
  • All Shields starting from 26 def.

This will make looting "good equipment" extra rewarding.
Looting something should feel rewarding, even if it's just a plate armor!

The following quests have been made harder to complete by added and/or modified monsters:

  • The Queen of Banshees Quest.
  • Medusa Shield Quest.
  • Orc Fortress Quest.
  • Naginata Quest.


The following quests have been modified with mystery, additionally some of them have modified monsters.

  • The Annihilator Quest (mystery only, quest itself remain classic).
  • Bright Sword Quest.
  • Fire Axe Quest.
  • Behemoth Quest (additionally made into lvl 80 due to the high rewards).
  • Vampire Shield Quest.
  • Crusader Helmet Quest.
  • Noble Armor Quest.
  • Black Knight Villa Quest.
  • Deeper Fibula Quest.
  • Demon Helmet Quest.


This will cause the game to:

  • Make it harder for knights and paladins to speed-game the early levels.
  • Make mages not able to "power-level" the first levels in their life.
  • Slowing down the general pace of early levels.
  • Make equipment flowing more naturally as "good equipment" is scarce.
  • Cause good equipment to be a true mid-game items rather than early-game through rushing.
  • Cause end-game content to remain absence for much longer.


Generally speaking, these changes will make the game much more healthy.
It will slow the pace and make people open their eyes for "noob quests" and items and make plans on more equipment rather than rushing for C-Set the first few days.
Good items which is supposed to be closer to "end-game" rather than "early game" will remain in their own stage rather than inflate the game in the early stages.
Even after good equipment becomes available, it will be a slow pace before majority can get their hands on good equipment.

Normally in Tibia, experienced players rush in such manner that they're "jumping" content.
By the first day they've normally already skipped 30% of all equipment.
By the first week they've normally jumped 90% of the content.
And by the second week, they only have a very few things left to upgrade themselves, and from that point they live in a loop of actions there nothing changes until they got enough money or power to take the final item.

But in ShadeCores, even the most experienced player, will to some extent be forced to step down the game, and go through the content in a slower pace, exploring areas and quests they normally ignore, live the game as it's supposed to be lived.

You'll enjoy a slower, balanced game much more than you'd think!
Just because the pace is slow, doesn't mean the entire game is slow, it's actually a state of mind if a game is slow or not.
Like stated elsewhere, if your goal is to get lvl 150 and hunt dragon lords on daily basis then the game will be horrible..
But if you can adapt your mindset, throw out the idea that you should be able to profit from demons shortly.. you'll find you might like the game much better.

In a slow game like ShadeCores are being designed to be, doesn't mean "slow" as in you'll be forever stuck on same mission for days.
No.. it actually means that you'll experience more aspects of the game than you'd do in a "high pace game".
If you.. get out of the bubble there you must get certain lvl as fast as possible, and just level up as you explore the game you're going to have a great time!

According to statistics, only 5% of the players complete quests such as Spike Sword Quest in mainland.
It's a fairly simple quest.. yet almost nobody does it.. and question as of why is simple.
Because Tibia today is designed as a high-pace game, and spike sword is nothing, not even worth the time.

In ShadeCores, spike sword will be very valuable for anyone wishing to be a sword fighter.
It will be the high level weapon for the lower levels.

When did you last make a "noob quest" for the sake of the items in it? and not because you were "nearby anyway"?
The goal in ShadeCores is so that you will and want to explore the forgotten content!

Rediscover tibia in ShadeCores!
In addition to the modified quests listed above, we've also made various changes on many other quests.
The quests that's been modified with mystery of various degrees are:
(this list contains some key quests, but far from all modified quests)

  • Desert Quest.
  • Paradox Tower Quest.
  • Circle Room Quest.
  • Crystal Wand Quest.
  • Griffin Shield Quest.
  • Sam's Old Backpack Quest.
  • Thais Lighthouse Quest.
  • Scale Armor Quest.
  • Battle Axe Quest.


These quests could be different in any way imaginable.
Some are easily solved, while others are trickier.
Rest assured, the lore for the quests have been adjusted as well, so it's possible to discover their secrets by exploring the game.

Stay tuned for follow up news!
We're in a near future going to announce a stream there we'll make a short stream with questions and answers, and little revealing how the game looks like!
The stream is to make you able to ask questions that's unclear, voice concerns about something or whatever you like that's within the topic of ShadeCores.

Until then, stay sharp, stay hyped.. we're on our way!

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