Steel remembers the fire. A knight axe is still a knight axe after the rune, after the powder, after the fifth temper. The old name stays. What you add sits in the grain of the metal, and it only wakes when the piece is worn where it belongs.
Sorcerer, druid, paladin and their promotions. No teacher. Stand still, keep a
blank rune, speak. Knights cannot make these. A blank laid on armour does nothing.
adito gemora
Magic level 22. 2600 mana. 170 soul. One blank.
Opens one slot. Medium roll: thirty in a hundred hit the top of the range.
arcana crysta
Magic level 45. 4000 mana. 200 soul. One blank.
Opens one slot. Strong roll: eighty in a hundred hit the top.
remova crysta
Magic level 9. 1000 mana. 140 soul. One blank.
Removes only the last slot. The tier and the marked attack stay. Use it again to peel the next slot.
Use the imbuement rune on the equipment, not on a beast. One use, one roll from that piece's list. Maximum three. The same bonus never twice.
Look writes the slots on one line: 3% maximum health, 4% physical protection. A helmet in the hand is dead weight. Wear it on the head.
Worn caps, so three lucky rolls cannot break the climate: critical chance 60%, double damage 40%, physical damage 40%, physical protection 40%, fire/energy/poison protection 15% each, fire/energy burst 20%, life/mana leech 8%, magic damage 20%, loot find 15%, marked attack 20%, attack speed down to 1.0 sec.
These names do not explain themselves. Read once.
Rolled on each of your melee or distance swings (and wand hits that count as a hit). Chance is the sum of crit chance on worn pieces, cap 60%. Damage is multiplied by 100% + crit damage (default +50% if you have chance but no damage slot). You see a red magic flash and a hit-area burst on the target. No text.
Only if the swing was not already a crit. A second physical blow lands ~0.3 sec later for the same amount, with a hit-area flash. Cap 40%.
Only on sword, axe, club and bows (not shields, not jewelry). After a melee or distance hit, the game rolls the burst chance (5–8% per slot, worn cap 20%). Success deals extra fire or energy damage: about (chance × 4) to 1.5 times that (minimum 8). Example: 8% fire burst hits for 32–48 fire. Fire shows hit-by-fire plus a fire area. Energy shows an energy hit. No text. A marked rune and a burst will not fire on the same heartbeat (about 0.9 sec apart).
An attack rune laid on a weapon. While you hit, that spell may fire without taking a rune from the pack. Blue magic flash on the target. Chance is written on the look (3–10% depending on the rune). Fields, walls, bombs and utility runes cannot mark.
Only on weapons: melee, distance, wand and rod. Not on helmets or armor. When a monster you damaged dies, you gain the listed health and/or mana (flat). Explosion on kill is melee only: a small blast on the corpse tile (percent of the dead creature's max health) that can hurt nearby monsters. Green flash for HP, blue for mana, explosion effect for the blast.
Life leech: melee only, a percent of the damage you just dealt returns as health. Mana leech: wand and rod, percent of spell damage returns as mana. Cap 8% worn.
Jewelry only. Raises the extra GearForge pass on corpses (more chance of slots and powder). It does not add gold to the ordinary table. Cap 15%.
Any colour of bag or backpack, one slot, +25 to +175 cap. Wear it in the backpack slot on your back, not inside another bag. Chests and baskets cannot take it. No !forge. You should see the extra oz on your capacity as soon as it sits on your back.
Not every blessing belongs on every piece. Speed is a boot. A shield turns fire. A wand drinks mana. That is the old way.
Attack speed is the rarest weapon roll (5% medium, 8% superior). Look prints it as -0.3sec attack speed. The swing will not fall below 1.0 second.
Every roll, every range, every place it may land. This is the ledger.
| Bonus | Type | Min | Max | Can appear on | Worn cap |
|---|---|---|---|---|---|
| maximum health | % | 1 | 3 | helmet, armor, legs, boots, jewelry | |
| maximum mana | % | 1 | 3 | helmet, armor, legs, boots, jewelry | |
| magic level | + | 1 | 3 | wand, helmet, armor, legs, boots, jewelry, shield | |
| melee skills | + | 1 | 2 | melee weapons | |
| sword / axe / club fighting | + | 1 | 3 | melee weapons | |
| distance fighting | + | 1 | 3 | bows and distance weapons | |
| shielding | + | 1 | 4 | shields | |
| physical damage | % | 2 | 5 | melee and distance weapons | 40% |
| physical protection | % | 1 | 6 | helmet, armor, legs, boots, jewelry, shield | 40% |
| critical chance | % | 6 | 18 | weapons, helmet, armor, legs, boots | 60% |
| critical damage | % | 5 | 15 | weapons, helmet, armor, legs, boots | |
| double damage | % | 8 | 20 | weapons | 40% |
| HP on kill | flat | 8 | 35 | melee, distance, wand and rod only | |
| mana on kill | flat | 8 | 25 | melee, distance, wand and rod only | |
| explosion on kill | flat | 2 | 5 | melee weapons only | |
| fire burst | % | 5 | 8 | melee and distance weapons | 20% |
| energy burst | % | 5 | 8 | melee and distance weapons | 20% |
| gold find | % | 2 | 8 | helmet, armor, legs, boots, jewelry | |
| experience | % | 1 | 2 | melee and distance weapons | |
| attack speed | sec | -0.2 | -0.4 | sword, axe, club, distance, wand, rod (rare) | floor 1.0 sec |
| capacity | flat | 25 | 175 | bag and backpack (any colour), one slot | one slot |
| duration | hours | +4 | +4 | time-bound rings only (one slot) | one slot |
| charges | flat / % | +10 | +10% if base 101+ | charged items only (stone skin amulet) | one slot |
| speed | + | 2 | 6 | boots only | |
| regeneration | + | 1 | 2 | jewelry (not duration rings) | 8 with tier |
| fire protection | % | 2 | 5 | shields only | 15% |
| energy protection | % | 2 | 5 | shields only | 15% |
| poison protection | % | 2 | 5 | shields only | 15% |
| life leech | % | 1 | 3 | melee weapons | 8% |
| mana leech | % | 1 | 3 | wand and rod | 8% |
| magic damage | % | 2 | 5 | wand and rod | 20% |
| loot find | % | 2 | 6 | jewelry | 15% |
Lay an attack rune on a weapon. The steel is marked. While you hit, that spell may fire without taking a rune from the pack. The same rune thrown at a monster still works as it always did. Loot never comes marked. You put that on yourself.
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Allowed: light magic missile, heavy magic missile, fireball, great fireball, explosion, sudden death, soulfire, envenom.
Not allowed: fields, walls, bombs, paralyze, chameleon, convince creature, animate dead, destroy field, desintegrate.
Helmets and armor cannot take a mark. One mark per weapon; another attack rune replaces the old one. Extraction does not remove the mark, only the last slot.
Wear the piece and say !forge. A window lists what you have on. Pick it. !forge info is the short reminder in the game.
Five attempts in twenty-four hours. Powder is always spent. A small chance returns one powder (8% on success, 12% on fail). If red was used, the refund is red.
| From | To | You need | May fail |
|---|---|---|---|
| tier I | tier II | 25% | |
| tier II | tier III | 25 yellow powder | 40% |
| tier III | tier IV | 20 yellow and | 60% |
| tier IV | tier V | 40 yellow and 30 red powder | 80% |
Each step above tier I stacks (tier V is four steps):
Slots sit on top of the tier. Look: you see a knight axe (Atk:33 Def:21). It weighs 59.00 oz. tier I. !forge: 10 yellow powder.
The ordinary table runs first. Gold. A dragon scale mail. A steel helmet. After that the corpse is rolled again. Equipment already inside may come out upgraded. Powder may appear. Nothing is thrown into your backpack. You pick it from the body.
Powder is never sold, never in a quest, never from an NPC. Yellow and red are separate rolls.
Each piece in the corpse is its own roll. Gold, bolts, gems, keys, bags and food never take slots or a tier. Duration rings may only gain hours.
A kill counts as a boss if it is a named threat (Ferumbras, Orshabaal, Morgaroth, Bazir, Apocalypse, Infernatil, Demodras, Necropharus, Dharalion, The Old Widow, Grorlam, The Horned Fox) or a creature with a very large amount of health. A dragon, a demon or a giant is not a boss. Boss slots use the superior roll.
| 1 slot | 2 slots | 3 slots | Plain | |
|---|---|---|---|---|
| ordinary monster | 6% | 1.6% | 0.4% | 92% |
| boss | 8% | 3.2% | 0.8% | 88% |
Loot never comes as tier IV or V. Those you forge. Ordinary: 0.25% already tier II. Boss: 0.72% tier II, 0.08% tier III.
| Material | Ordinary | Boss | Used for |
|---|---|---|---|
| yellow powder | 1% | 3% | tier II and III (and part of IV / V) |
| red powder | 0.3% | 1% | tier IV and V, with yellow |
Stamina 14 hours or less: this extra pass does not run. Ordinary loot is still in the corpse.
The Loot channel opens on login. Read-only. Killer and party see the same line. Yellow ordinary. Orange: slots, yellow powder, or already tier II. Red: red powder or already tier III. A green sparkle hangs over the body every two seconds while that loot remains.
loot of a dragon: a kingslayer knight axe [tier II] [2 slots: +3 axe fighting, 8% critical chance], 48 gold coins, yellow powder [forge II-III]
Slots, a marked rune or a tier above I add a lowercase prefix. The original name stays.
Energy ring, life ring, time ring, sword ring and the like cannot be tempered and do not take fighting slots. An imbuement rune on them adds one duration slot (+4 hours). When the time is gone the ring disappears.
Charged items (stone skin amulet, elven amulet, garlic necklace) still absorb and spend charges when worn, slot or no slot. An imbuement rune adds one charges slot: +10 if the base is under 101, or +10% if 101 or more. Extra charges are spent first, then the amulet's own. They never take a duration slot and cannot be tempered.
Copper, silver and golden keys still open doors. They do not enchant anything.
Retro Mirage. Old Tibia climate. All product names belong to their owners.