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. The number lands in the lower part of that stat's range. It does not roll a marked attack, and it does not spend the weapon's one try.
arcana crysta
Magic level 45. 4000 mana. 200 soul. One blank.
Opens one slot. The number lands in the upper part of the same range. On a weapon, the first time this rune opens a slot, it also rolls a marked attack at 1%. One try. A miss is final on that weapon.
remova crysta
Magic level 9. 1000 mana. 140 soul. One blank.
Removes only the last slot. The tier stays. A marked attack stays. Peeling the slot does not grant another try.
Use the imbuement rune on the equipment, not on a beast. One use, one stat from that piece's list. Maximum three. The same stat never twice.
Look writes the slots on one line. The words are the whole bonus:
imbued with +4 weapon attack, +15% faster attacks (0.3 seconds off a 2.0 second swing) and +26 maximum health.
A helmet in the hand is dead weight. Wear it where it belongs. The Atk, Arm and Def number in the first line already includes the tier and the slots. The lines under the weight say where those points came from.
Worn caps, so three pieces cannot stack without end. Maximum health from slots stops at +240, then tiers add up to +160 (about +400). Maximum mana from slots stops at +480, then tiers add up to +180 (about +660). Movement speed from slots stops at +100, then tiers add up to +20 (about +120). Regeneration from slots stops at +22 health and +22 mana on each tick, then tiers add up to +4 (about +26). Distance and weapon skill stop at 15. Shielding stops at 12. Damage returned stops at 8. Health kept and mana turned each stop at 8%, and together at 10% of one hit, never more than 15 points. Spell damage stops at 15%, and only a sorcerer or a druid gains it. Faster attacks stop at 40% (0.8 seconds off), and the swing never goes under 1.0 second. Weapon attack, armor and defense sit on the item itself. A marked rune stays at 20% chance. Magic level is not a slot.
Read the line on the item. Each kind of number means one thing. A percent is always named.
Look: +4 weapon attack. That 4 is added to the Atk number on a sword, axe, club, bow, wand or rod. A weapon that was Atk:28 shows Atk:32. Range on a slot: +1 to +8. The temper adds its own weapon attack on top, +5 per tier above I, and that also shows in Atk.
Look: +5 armor. Added to the Arm number on a helmet, armor, legs or boots. Range on a slot: +1 to +10. Golden legs start at armor 9. Tier V adds +20 armor, so the look shows Arm:29 when the slots did not add armor.
Look: +6 defense. Added to the Def number on a weapon or a shield. On a shield the temper also adds defense, +5 per tier above I, and both show in Def. On a weapon the temper does not add defense. Only the slot does. Range on a slot: +2 to +14.
Look: +3 distance fighting, +2 sword fighting, +2 axe fighting, +2 club fighting, +1 shielding. The number is added to that skill while you wear the piece. It is skill points, the same kind you train. A sword takes sword fighting only. An axe takes axe fighting. A club takes club fighting. A bow takes distance fighting. A shield takes shielding. Skills run from +1 to +5. Shielding runs from +1 to +6. Worn cap: 15 for the fighting skills, 12 for shielding. Magic level is not a slot.
Shields only. Look: +4 damage returned. When a monster or a player hits you, and you are still standing, the shield answers with 4 physical damage. It never answers with more than the hit that just landed, and a blow that kills you answers with nothing. A rat that hits for 2 gets 2 back, not 4. Fields and poison ticks do not answer. The number is flat, from +1 to +6. Two shields together stop at 8. It works in a fight with players. It does nothing in a protection zone, and it does not turn around and hit your own party.
Shields only. Look: +4% of a hit kept as health. Four percent of that hit does not land. You are not healed on top of it. A hit for 100 becomes 96. One slot rolls from +1% to +6%. Everything worn stops at 8%. Health kept and mana turned together never pass 10% of one hit, and never pass 15 points on that hit. A sudden death does not turn into a potion.
Shields only. Look: +4% of a hit turned into mana. Four percent of that hit does not land, and that same part comes back as mana. A hit for 100 becomes 96, and you gain 4 mana. The range, the worn cap and the shared cap with health kept are the same. Mana shield still spends mana on whatever is left of the hit.
Wands and rods only. Look: +8% spell damage (sorcerer and druid). That 8 is a percent of the damage from spells and runes. Sudden death, ultimate explosion, waves, beams and attack runes all count, including the ones that hit as physical. Healing does not. The magic level in the skill window does not move. A knight or a paladin wearing the wand gains nothing, not even on berserk. Range on a slot: +1% to +12%. Everything worn together stops at 15%.
Weapons only. Look: +15% faster attacks (0.3 seconds off a 2.0 second swing). Every vocation swings every 2.0 seconds. The percent is taken from those 2.0 seconds, and the parentheses show the exact cut for the roll you got.
The swing never goes under 1.0 second. Several weapons add only up to 40%. Range: +5% to +40%.
Look: +26 maximum health. Your health bar goes up by 26 while the piece is worn. It is a bigger bar, not a heal, and not a percent of your health. Range on a slot: +10 to +80. All worn slots together stop at +240. Tiers across the whole set add up to +160 more. Together that is about +400 maximum health.
Look: +70 maximum mana. Your mana bar goes up by 70 while the piece is worn. Range on a slot: +20 to +160. All worn slots together stop at +480. Tiers across the whole set add up to +180 more. Together that is about +660 maximum mana.
Look: +12 movement speed. This is the same speed boots of haste use. Boots of haste are +20, so +12 is a little over half a pair, and +50 is two and a half. The slot lives on boots. All worn slots together stop at +100. Tiers across the whole set add up to +20 more. Together that is about +120 movement speed. Range on a slot: +4 to +50.
Look: +4 health and +4 mana on every regeneration. Your vocation still regenerates on its own clock. This is extra, on that same clock: the number in health when health ticks, and the same number in mana when mana ticks. A promoted knight with +4 gains the normal 1 health plus 4 every 4 seconds, and the normal 2 mana plus 4 every 6 seconds.
| Vocation | Health, on its own | Mana, on its own |
|---|---|---|
| Knight | 1 every 6 seconds | 2 every 6 seconds |
| Elite knight | 1 every 4 seconds | 2 every 6 seconds |
| Paladin | 1 every 8 seconds | 2 every 4 seconds |
| Royal paladin | 1 every 6 seconds | 2 every 3 seconds |
| Sorcerer, druid | 1 every 12 seconds | 2 every 3 seconds |
| Master sorcerer, elder druid | 1 every 12 seconds | 2 every 2 seconds |
Range on a slot: +2 to +22, so the look can say +22 health and +22 mana on every regeneration. All worn jewelry together stops at +22. Tiers across the whole set add up to +4 more. Together that is about +26 health and +26 mana on those ticks. Jewelry only, including rings that run out and charged amulets. That regeneration is one slot. It is not split, so a ring cannot take it twice.
Not every blessing belongs on every piece. Movement speed is a boot. A shield takes defense. A wand takes spell damage. That is the old way.
Faster attacks is one roll among the weapon's stats. Look prints +15% faster attacks (0.3 seconds off a 2.0 second swing). The swing never goes under 1.0 second.
The words in the first column are the words on the item. The range is what one rune can roll.
| On the item | Range | What you get | Can appear on | Worn cap |
|---|---|---|---|---|
| +N weapon attack | +1 to +8 | Added to the Atk number. Points. | melee, distance, wand, rod | on the weapon |
| +N armor | +1 to +10 | Added to the Arm number. Points. | helmet, armor, legs, boots | on the piece |
| +N defense | +2 to +14 | Added to the Def number. Points. | weapons and shields | on the piece |
| +N shielding | +1 to +6 | Shielding skill, while worn. | shields | 12 |
| +N damage returned | +1 to +6 | Physical damage back to the monster or player who hit you. Never more than that hit. Nothing if the hit kills you. | shields | 8 |
| +N% of a hit kept as health | +1% to +6% | That percent does not land. No second heal. | shields | 8%, and 10% together with mana, max 15 points on one hit |
| +N% of a hit turned into mana | +1% to +6% | That percent does not land, and the same amount comes back as mana. | shields | 8%, shared with health kept |
| +N sword / axe / club fighting | +1 to +5 | That weapon's skill, while worn. | that weapon only | 15 |
| +N distance fighting | +1 to +5 | Distance skill, while worn. | bows and distance weapons | 15 |
| +N% spell damage (sorcerer and druid) | +1% to +12% | Percent of spell and rune damage. Not healing. Not magic level. Knights and paladins gain nothing. | wand and rod only | 15% |
| +N% faster attacks (seconds in parentheses) | +5% to +40% | Percent of the 2.0 second swing. +15% is 0.3 seconds off, a hit every 1.7 seconds. +40% is 0.8 seconds off. | sword, axe, club, distance, wand, rod | 40%. Swing never under 1.0 second. |
| +N health and +N mana on every regeneration | +2 to +22 | One slot. Extra health on your health tick and the same extra mana on your mana tick. | jewelry, including time rings and charged amulets | 22, then tier +4 |
| +N minutes | +5 to +60 | Added once to the hourglass. Logging in does not refill it. The piece still disappears, or soft boots still become worn. | rings and boots that already run out | 60 on that piece, for its life |
| +N charges | +1 to +15 | Added once to the charges already on the piece. The last charge still destroys it. | charged amulets and rings | 15 on that piece, for its life |
| +N movement speed | +4 to +50 | Same speed as boots of haste. Boots of haste are +20. | boots | 100, then tier +20 |
| +N maximum health | +10 to +80 | Bigger health bar while worn. | helmet, armor, legs, boots, jewelry | 240, then tier +160 |
| +N maximum mana | +20 to +160 | Bigger mana bar while worn. | wand, rod, helmet, armor, legs, jewelry | 480, then tier +180 |
A marked sudden death is not a slot, and it is not +4 armor. An attack rune is thrown at a creature. It does not write this mark onto a weapon.
The mark is rolled by the superior imbuement rune, arcana crysta, and only on a weapon: a sword, an axe, a club, a distance weapon, a wand or a rod. A helmet, armor, legs, boots, a shield and jewelry cannot take it. adito gemora opens a slot and does not roll the mark, and it does not spend the try. A corpse rolls 0%. A quest chest rolls 0%.
Chance: 1%, once. The try is the first time arcana crysta opens a slot on that weapon. The rune still opens the slot either way. If the 1% hits, the weapon gains one marked attack, a spell drawn from the list below. If it misses, that weapon will not be marked. A later superior rune only opens another slot. Peeling a slot with remova crysta does not give the try back. A weapon that already has three slots does not spend the try, because that rune does not open a slot.
The percent in parentheses is not the 1%. The 1% already happened. The number on the weapon is how often that spell fires on a hit:
| Spell that may be written | Number on the weapon if the 1% hits |
|---|---|
| light magic missile, heavy magic missile, fireball, great fireball, envenom | 4% to 10% |
| explosion, soulfire | 4% to 8% |
| sudden death | 3% to 6% |
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If the mark lands, one of these eight is written, each as likely as the others: light magic missile, heavy magic missile, fireball, great fireball, envenom, explosion, soulfire, sudden death.
Not written: fields, walls, bombs, paralyze, chameleon, convince creature, animate dead, destroy field, desintegrate.
Wear the piece and say !forge. A window lists what you have on. Pick it. !forge info explains every number in the game.
Five attempts in twenty-four hours. Powder is always spent. A small chance returns one powder (8% when the temper holds, 12% when it fails). If red was used, the refund is red. May fail, in the table, is the chance the tier does not rise and the powder is still gone.
| 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 (tier V is four steps, so multiply by four):
Life rings, soft boots and a stone skin amulet can be tempered. A timed piece can roll minutes, up to 60, once in its life. A charged piece can roll charges, up to 15, once in its life. The hourglass is not refilled by logging in. The last charge still destroys the piece, and a finished life ring still disappears.
Weapon attack, defense and armor from the temper stay on each piece. Maximum health, maximum mana, movement speed and regeneration from tiers, added across everything you wear, stop at one tier V: +160 maximum health, +180 maximum mana, +20 movement speed, and +4 health and +4 mana on every regeneration. Slots sit on top of that.
Look on golden legs, armor 9, tempered to tier V, with three slots:
You see a relentless golden legs (Arm:29).
It weighs 56.00 oz.
tier V: +20 armor, +160 maximum health, +180 maximum mana, +20 movement speed, +4 health and +4 mana on every regeneration.
imbued with +3 distance fighting, +26 maximum health and +70 maximum mana.
Arm:29 is the legs' own 9 plus the +20 armor from tier V. Those slots do not add armor. +160 maximum health is the temper. +26 maximum health is the slot. Both raise the health bar. +3 distance fighting is +3 distance skill while the legs are worn.
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. Rings that run out, and charged amulets, can take the same three slots as other jewelry. A timed piece may roll minutes instead of one of those. A charged piece may roll charges. The clock still ends, and the last charge still destroys the piece.
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. A marked attack is not in this roll. The chance a corpse leaves one is 0%.
| 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: +4 weapon attack, +2 axe fighting], 48 gold coins, yellow powder [forge II-III]
+4 weapon attack is +4 on the Atk number. +2 axe fighting is +2 axe skill while that axe is worn. [forge II-III] on yellow powder means it is spent tempering toward tier II and III.
A quest chest is not a corpse. When the piece you take can hold GearForge slots, it always leaves with some. Gold, runes, keys, food and the backpack itself stay plain. If the reward is a backpack, every piece inside is rolled, and a bag inside that bag as well. Powder is still never in a quest.
The slots are only from that piece's own list. A shield rolls among defense, shielding, damage returned, health kept and mana turned, and it still stops at three slots. A sword does not come out with maximum health. The number on each slot is the ordinary roll, the same ranges a monster can leave. A boss still rolls higher inside that range.
| 1 slot | 2 slots | 3 slots | |
|---|---|---|---|
| quest reward | 60% | 30% | 10% |
Tier IV and tier V stay at the forge. A quest piece can already be tempered, and the chance falls as the tier rises. A marked attack is not among these rolls. The chance a quest leaves one is 0%.
| Tier | Chance |
|---|---|
| tier I | 70% |
| tier II | 24% |
| tier III | 6% |
One character, one opening. The chest remembers you. Opening it again does not roll a second piece.
Slots, a marked rune or a tier above I add a lowercase prefix. The original name stays.
Energy ring, life ring, time ring and sword ring can take three slots. The pool is maximum health, maximum mana, and regeneration, plus minutes from +5 to +60. Regeneration is one slot for both bars. Minutes are written once. Putting the ring on again, or logging in, does not add them a second time. When the time is gone the ring still disappears. !forge tempers them. Soft boots stay boots: movement speed, armor, maximum health, and minutes. They still become worn when the time ends.
Charged items (stone skin amulet, elven amulet, garlic necklace) still absorb and spend their own charges. They take the same three jewelry slots, and they can also roll charges from +1 to +15, once in the life of that piece. The last charge still destroys it. They can 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.