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17th of April - A'therys Public Test Server


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Hail, all!

It’s been quite some time since you’ve received any substantial communication from the staff team. We’re aware that we’ve been a bit too quiet over the last year on the state of A’therys and the status of our next iteration - A’therys Horizons. Well, today comes the most significant announcement we’ve had on this subject, probably since its announcement back in May of 2017.

Over the last 3 years, we’ve been working hard on producing Horizons. The one decision we took from the very start was that we would focus on quality above all else. Absolutely no shortcuts will be taken, and everything is to be done properly - just as A’therys deserves, and as you guys might expect.

We’ve accrued a number of finished features over that time that we need to test. The fact of the matter is, with a scope as large as Horizons, full scale testing can be quite difficult with a small staff team.

That’s where you guys come in! We want to finally get back into the habit of running an active minecraft server. Our primary goal is to introduce features one-by-one on the public test server, and have players try them out, play around with them, and find every possible issue.

How Will It Work?

The map that players will start on will not be the final Horizons map. We’re still keeping that one for Horizons release ( sometime in the future ). It’s a beautiful custom-designed 2kx2k map, hopefully small enough to allow for enough player interaction, but large enough to allow us to do more with it in the future.

To start with, we will release the RPG system we’ve been working on, along with a feature we had in the final days of Evo - then called “Conquest”. Since then, that system has been renamed to “Battlegrounds”. Combined with this, we will have multiple zones with custom mobs spawning, along with over a hundred customly designed items to fit in with the RPG system. More on all of this in the next section.

As was mentioned previously, we will be releasing extra features later on, one-by-one. We hope this will accomplish 2 things:

  • Firstly, to allow for plenty of time for testing. The features we’ve developed are quite large in scope, and we would ideally like them to be as bug-free and balanced as possible for Horizons release.
  • Secondly, to maintain player interest in the server over time.

The map that’s attached to this post shows how it looks, along with some more points of interest. There will be 2 sides to start off with, each having their own capital. In the middle you will find the battle points. Here’s a legend of the map colors:

  • Orange - Quest Locations
  • Blue - Dungeon Entrances
  • Red - Battle Points
  • Purple - Other Points Of Interest
  • Circle(s) - Battle Point Radius
  • Crown - Capital


What Can You Expect To See On The 17th Of April? ( Feature Preview )

Now this is the part I’m sure you’re all the most interested in. When you finally get to join the test server on the 17th of April - what will you see?

The Island Of Soltair


You will embark for the island of Soltair, a forgotten part of Yeor’s dream. It is a tumultuous time for A'therys. Set during the Winnowing, the public test server will explore what it’s like to exist in a world where Gods have a real effect on political events. The 2 city-states you will be able to join are called Mahkri and Lahgur. 

Lahgur to the north was established by refugees, running from the countless wars of the Winnowing. Their patron God, Jangur, the Spirit of Battle, holding also the portfolios of the Forge and the Mountains, led his people to build the beautiful city of Korghor.

To the south, the slumbering spirit of Jangur’s rival was slept in the form of a large monument, until others who found their way to Soltair discovered it. Zafahr, spirit of Victory, the patron god of Mahkri, was awoken after people built the city of Sharra. 

Expect a full lore overview of Soltair island some time in the future!

The Mod Pack
To start with, A’therys Horizons is still planned to be a modded experience. The version we will release the public test server on is Minecraft 1.12.2. We have a modpack set and ready to go, and you can find the download link on the Forums home page, and on Twitch. (Custom Launcher coming soon)

The note-worthy mods featured in this modpack are as follows:

  • Conquest Reforged
  • CustomNPCs
  • Macro Mod
  • Various other audio and visual enhancement mods

The RPG System
The RPG System is designed with inspiration from legendary role-playing games of past and present. 

Earn experience by killing mobs, completing quests and participating in other server activities. With this XP, you can purchase skills and attribute upgrades.

The defining stats of your character. Start off at the same point as everyone else. Give your character the attributes that fit your skill choices. 

  • Strength - Improves weapon and skill damage based on Strength. Slightly increases physical resistance.
  • Constitution - Increases max health, health regeneration and improves skills dependent on Constitution.
  • Dexterity - Improves weapon and skill damage based on Dexterity.
  • Intelligence - Increases energy regeneration and improves skills dependent on Intelligence.
  • Wisdom - Increases max energy and improves skills dependent on Wisdom. Slightly increases magical resistance.
  • Magical Resistance - Reduces the amount of physical damage taken from attacks.
  • Physical Resistance - Reduces the amount of magical damage taken from attacks.

Some of these you can upgrade, while others are only calculated based on your equipment and buffs. Yes, that’s right, weapons and armor can also carry attributes. Your off-hand, main hand and 4 armor slots are all taken into account when calculating your final attribute total.



Unique abilities that are influenced by your attributes. Deal damage, heal your friends, buff your allies and curse your enemies. All of this, arranged in a graph structure which allows for maximum freedom of choice. Build your own class based on your choices, customized to fit your specific playstyle.

Using skills is not free though - you use up Energy. Your total energy is determined by your attributes, as is your energy regeneration rate. 

There will be 18 skills in total, with 6 in tier 1, and 12 in tier 2. Tier 3 will be added in a future update.

Custom Damage System
Your weapon damage depends on your attributes as well. So does your total health, your passive health regeneration rate and so much more. All of this is thanks to our fully custom damage system. We completely circumvent the vanilla minecraft damage system.




Formerly known as “Conquest”, this is a system that we introduced in late Evo, and reinvented for Horizons. It’s an open-world PvP system based on the capturing and holding of areas out in the world.

Battle Points
Each battle point represents an area of the world that you can fight over, capture and hold. Awards are received from both capturing and holding. Each point has a very large radius around it, around which any PvP will be further awarded with reputation and currency.

For the Public Test Server, we have chosen to go with 3 battle points, each with a radius of 250 blocks. These will be the centers of combat and player interaction in these initial stages of the server.

Respawn Points
Every time you die within the radius of one of these battle points, you will be given the opportunity to randomly respawn at one of 3 locations, also within the radius of the battle point.

Reputation was thought up as an addition to the battlegrounds specifically for testing on the public test server. This is a concept we’ve been toying around with since late Evo, though nothing ever came of it, until now.

All players are sorted in a list. When you first join the server, you will be placed at the bottom of that list. The 1st position is the most valuable, as that is what determines who is at the very top. The higher up in the list you are, the higher Tier you will achieve. You will be able to climb the list by slaying opponents which are higher ranked than you.

Each PvP Tier provides you with a multiplier on currency rewards dropped from participating in PvP. Meaning, the better you are, the more rewards you’ll get. The money you earn from this can later go to purchasing better and better armor, more details on that below.


Item Sets
As you fight your way up the reputation tiers, you will gain access to more and more powerful items. They should allow you to progress further and faster.

The approach we’ve taken for the public test server is to have several tiered armor sets. Each tier will progressively cost more than the last, so the only way to get the best equipment is to participate in PvP or grind mobs ( at least for the time being ).

Items will be purchased from shops, one per capital.

The public test server won’t be purely PvP, though. We’ve also created a number of different types of mobs, which we hope will add a little bit more flavor to it all. You will be able to farm these mobs for experience, which you will require to progress through your attributes and skills. And who knows, maybe every once in a while, you might get an interesting rare bit of armor or weapon.

You will find these mobs scattered all around the test server. Eventually, they will play a larger role with the introduction of quests and dungeons to the test server, but more on that later.


What To Expect Later? ( Future Feature Sneak Peek )

You can expect all of the below mentioned features to eventually make their way on to the Public Test Server in one form or another. We need to test everything, including how different systems interact with each other and learn how to balance them properly.

As shown during the Seten-Nan event, the quests plugin is essentially complete. We have planned quest lines which we will put on the public test server as soon as they are ready to be presented to you. Expect to be sent on perilous adventures, defeat unruly foes and develop deep relationships with factions through the questing system.

People have been able to create their own communities on the A’therys server since its very inception. The custom towns plugin we’ve been developing for Horizons is almost ready to go, but it’s just not quite there yet. Eventually you will be able to form towns, join nations and participate in international politics and conflicts, so be on the lookout for that.

Dungeons have been one of those pipe dreams we’ve had since the days of V1. We hope to finally make them come true with a comprehensive dungeoneering system for Horizons. A combination of large packs of mobs, boss fights, quests, parkour and various redstone puzzles, you and a group of your friends will be able to take part in interesting adventures to challenge your skill and your wit.

The server economy is of paramount importance to maintaining a rewarding gameplay experience. We’re keenly aware of this fact, after having seen the consequences of an ill-managed economy in pretty much all of our previous versions. We plan to create an economic system for Horizons which will maintain itself over a long period of time.

Some of you might remember the professions of V1, which were crucial to the economy back in the day. We’ve always had plans to create an in-depth profession system, and for Horizons we intend to do just that. Eventually you will be able to pick out a specific area into which you can specialize your crafting, improve your items with your newly learned skills, or create artisan goods for yourself and others.

We haven’t forgotten about this part. We promised this all the way back in the A’therys Horizons announcement in 2017, and we haven’t given up on integrating the Valkyrien Warfare mod (now called Valkyrien Skies) into our gameplay. Do expect to be able to create, purchase and fly around in your very own airships eventually.



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1 hour ago, Destruct said:

Can you make towns and play or is it purely a test environment

EDIT: oh nvm i see it's a future thing

We haven't fully decided how towns will function on the test server, or if players will be able to create them.


I thought I would tease some of the UI components of the RPG system.

We've imagined a few ways to represent a skill tree in game, but for now it is all textual. You can see which skills will be unlocked should you unlock a skill. Also, skill descriptions are dynamic--their values can change based on your attributes.


Primary attributes can all be upgraded with experience, but resistances are only from your equipment or temporary effects. You can view where each attribute is getting its total from.

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Hi, that's all lovely to hear! My group of friends and I were planning on trying it out, but we were wondering around what time (and timezone) this would start on the 17th of April. Do you have any idea about that yet?

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