Your browser does not support JavaScript or its disabled!
Please turn it on, or be aware that some features on this website will not work correctly.
Server online 7 online World: Beta v1Beta v2 Login Register
OurTibia
Server start 6 Nov · 18:00 CET14days00hours39min34sec

Bonuses & Crafting

On OurTibia your character gets stronger in more ways than levels and skills: stat points you spend yourself, rarity items with random bonuses, the Item Forge where you upgrade and reroll them, and bonuses from outfits, mounts, talents and weapon proficiency. This page explains all of them in one place. New here? Read the new player guide first.

Stat points

Every level after level 1 gives 10 stat points (the Task Shop can give extra ones). Spend them in Skills window. On OurTibia health and mana do not simply grow with your level - a big part comes from Constitution and Willpower, so plan how you spend your points.

StatWhat one point gives
Strength
+0.085% physical damage
+0.012 armor
+0.25 oz capacity
+0.016% minimum hit (base 10%, max 50%)
Dexterity
+0.035% attack speed (max 35%)
ignores 0.05% of enemy armor (max 50%)
ignores 0.015% of enemy physical resistance (max 15%)
Intelligence
Magic damage and mana potion power (differs by vocation - see the table below)
+0.035% healing power
ignores 0.015% of enemy elemental resistance (max 10%)
Constitution
Max HP (differs by vocation - see the table below)
+0.42% health regeneration
Willpower
Max mana (differs by vocation - see the table below)
+0.26% mana regeneration
Luck
+0.06% critical chance (max 50% from Luck)
+0.025% critical damage (max +20%)
+0.05% loot chance

Differences between vocations

What one point gives, for each vocation:

VocationIntelligenceConstitutionWillpower
Magic damageMana potion powerMax HPMax mana
Sorcerer+0.065%+0.07%0.54
Druid+0.058%+0.07%0.653.5
Paladin+0.04%+0.055%11.5
Knight+0.04%+0.055%1.71

Mana potion power is added together with potion efficiency from items, talents and outfits.

Damage over time and Intelligence

Damage over time (burn and poison) scales with Intelligence, including bleed. Paladins and knights get more out of Intelligence for damage over time than for their normal spells: paladins x2 and knights x1.5. The table shows the damage bonus of one Intelligence point:

VocationSpellsDamage over timeCompared to spells
Sorcerer+0.065%+0.065%x1
Druid+0.058%+0.058%x1
Paladin+0.04%+0.08%x2
Knight+0.04%+0.06%x1.5

Example: with 500 Intelligence a paladin's burn or poison deals +40% damage (500 × 0.08%), a knight's +30%, while their normal spells get only +20%.

The paladin spells Exori san and Exevo mas san count your Intelligence twice: +0.08% damage per point instead of +0.04%.

Critical hits and regeneration

A critical hit deals 130% damage; Luck adds +0.025% critical damage per point (up to +20%), talents and proficiency can add more. Critical chance from Luck is capped at 50%; critical chance from items, talents and outfits is added on top without a cap. Health and mana regenerate every 5 s (every 4 s after promotion) while you are fed and outside protection zones.

Knights and magic level: a knight gets only 1 mana per Willpower point, and characters start with no mana at all. Put about 20 points into Willpower early so you have enough mana to cast your first spells and train magic level.

Item rarity & tiers

Equipment dropped by monsters has a 15% chance to be Unidentified (the corpse flashes purple). Right-click it (Use) to identify it: it rolls a rarity and random bonuses. Quest rewards are always unidentified.

Tier (T1-T15) is the strength of the item and is fixed when it drops. It depends on the monster (stronger monsters drop higher tiers) - rare monsters add +1 (Rare, Epic, Legendary), +2 (Mythic) or +3 (World Ending). Quest items get T1 (Rookgaard) up to T10 (Annihilator, Pits of Inferno, Warlord arena), T11 (The Inquisition) and T12 (Wrath of the Emperor). The tier sets how strong the bonuses can be and how far the item can be upgraded. Rarity and tier are independent.

RarityAttributesChance
Common1~80%
Rare2~10.6%
Epic3~7.2%
Legendary4~1.8%
Mythical5~0.4%
World Ending5~0.1%
World Ending items have +25% values for all rolled attributes.
  • Rarity also raises the base stats: attack, defense and armor get +1 (Common), +2 (Rare), +3 (Epic), +4 (Legendary), +5 (Mythical) or +6 (World Ending); bows and crossbows get it as attack. Wands and rods get bonus damage instead: +5%, +8%, +11%, +15%, +20% or +45%.
  • Two-handed melee weapons roll one extra bonus.
  • Bonuses of the same group never repeat on one item: one skill, one leech, one regeneration, one resistance element, one damage element, one creature race, one status effect (burn/bleed/poison).
  • Bonuses work only while the item is worn in its proper slot.

Item bonuses (affixes)

Every bonus has a value per tier. The best possible roll is per-tier value × tier, the worst is 40% of that. So a T10 item rolls Max HP between 24 and 60. Each upgrade level raises every range by +5%, World Ending items by +25%. Item bonuses have no cap. The table shows the ranges at tier 5, 10 and 15 (no upgrade).

BonusT5T10T15Can roll onWhat it does
Max HP12-3024-6036-90All equipmentMore maximum health.
Max Mana16-4032-8048-120All equipmentMore maximum mana.
Mana potion efficiency4-10%8-20%12-30%All equipmentMana potions restore this much more. Added to the Intelligence potion bonus (one stat).
Melee / Distance / Shielding skill1-22-43-6Weapons of that kind, shields, boots, rings, amuletsExtra skill levels. One skill per item.
Magic level1-22-43-6Distance weapons, wands, rods, spellbooks, rings, amuletsExtra magic levels (shares the "one skill" slot). Magic level is the only skill spellbooks can roll.
Magic level (mage armor)1-22-53-7Armors that already give magic levelRolls instead of Guardian.
Critical chance2-5%4-10%6-15%Weapons, boots, rings, amuletsChance for a critical hit (x1.3 damage). Not capped.
Life leech / Mana leech0.2-0.5%0.4-1%0.6-1.5%Weapons, rings, amuletsEvery hit on a monster gives back this % of the damage as HP or mana. Only one of the two per item. Not on training dummies.
Experience bonus1-2.5%2-5%3-7.5%Weapons, boots, rings, amuletsMore experience from monsters.
Healing power2-5%4-10%6-15%Wands, rods, shields, spellbooks, helmets, armors, legs, boots, rings, amuletsYour heals are stronger.
HP / Mana regen1-22-53-7Boots, rings, amulets (mana also on wands)Flat HP (mana: 0.3 per tier) on every regeneration tick. One of the two per item.
Soul regeneration11-22-3Rings, amuletsSoul points every 30 seconds.
HP on kill8-2016-4024-60WeaponsHeals you on every monster kill.
Movement speed4-108-2012-30Boots, rings, amuletsFaster walking.
Attack1-22-43-6Melee and distance weaponsAdded to the weapon attack.
Defense1-22-43-6Shields, spellbooksAdded to the defense value.
Armor1-22-53-7Helmets, armors, legsAdded to the armor value.
Burn / Bleed / Poison chance2-5%4-10%6-15%Weapons (one of the three)On hit: 3 ticks every 2 s dealing your level in total (1/2, 1/3, 1/6). Scales with Intelligence.
Paralyze chance2-5%4-10%6-15%WeaponsOn hit: paralyzes like a Paralyze Rune (20 s).
Double attack chance4-10%8-20%12-30%Melee weaponsOn a melee hit: an extra whirlwind hit for 30% of your max weapon damage, also hitting up to 2 more monsters next to you.
Multi shot chance4-10%8-20%12-30%Bows, crossbowsOn a shot: an extra volley for 30% of your max weapon damage, also hitting up to 2 more monsters nearby.
Attack speed20-50 ms40-100 ms60-150 msMelee and distance weaponsTime between your attacks is shorter (minimum 0.1 s).
Double conjure1.2-3%2.4-6%3.6-9%Wands, rods, rings, amuletsConjuring spells create their runes or ammo twice.
Reflect2-5%4-10%6-15%Shields, spellbooksWhen a monster hits you: returns 30% of the damage to it.
Absorb mana0.8-2%1.6-4%2.4-6%SpellbooksWhen you take damage: absorbs 50% of it as mana.
Mark chance2-5%4-10%6-15%HelmetsMarks the target for 10 s - the next spell, rune, wand/rod hit (or knight/paladin weapon hit) on it is a sure critical.
Guardian1-2.5%2-5%3-7.5%ArmorsChance when hit: all damage taken is reduced by the same % for 10 s.
Physical / Magic dodge0.4-1%0.8-2%1.2-3%Legs (one of the two)Chance to avoid a hit completely.
Adrenaline Rush1-2.5%2-5%3-7.5%Legs, bootsChance when hit: +50% base speed for 3 s, and physical and magic dodge raised by 5x the chance for that time.
Resilience1-2.5%2-5%3-7.5%Weapons, shields, spellbooks, helmetsPvP only: less damage taken from players, half of it as extra damage to players.
Monster Slayer1-2.5%2-5%3-7.5%Weapons, shields, spellbooks, helmetsMore damage to monsters, half of it as less damage taken from monsters.
Elemental resistance1-2.5%2-5%3-7.5%Shields, spellbooks, helmets, armors, legs, rings, amuletsLess damage from one element. One element per item.
Elemental damage1.6-4%3.2-8%4.8-12%Weapons (physical, distance also holy; wands, rods and spellbooks: energy, earth, fire, ice, death)More damage of that element. One element per item.
Damage vs creature race2-5%4-10%6-15%Weapons, rings, amuletsMore damage against one race (dragons, demons, undead...).

"Weapons" means melee weapons, distance weapons, wands and rods unless said otherwise. Look at an item to see each bonus with its possible range, e.g. Max HP +41 (24-60).

Upgrading items

An identified rarity item can be upgraded at a crafting station. The upgrade level is determined by the item tier: up to +its tier (a T7 item up to +7, a T15 item up to +15). Every level:

  • raises all bonus values and ranges by 5%,
  • adds base stats: melee weapons +1 attack and +1 defense, distance weapons +0.5 attack, shields and spellbooks +1 defense, other equipment +1 armor (only if the item has that stat), wands and rods +5% damage.

Upgrades cost gold. If an upgrade fails, the item has a 50% chance to drop one level - unless you use an Astral Protector.

Chance to upgrade

Upgrade+0→+1+1→+2+2→+3+3→+4+4→+5
Success90%77%65%55%47%
Upgrade+5→+6+6→+7+7→+8+8→+9+9→+10
Success40%34%29%25%21%
Upgrade+10→+11+11→+12+12→+13+13→+14+14→+15
Success18%15%13%11%9%

Upgrade cost

The cost depends on the item tier: the first upgrade has a base price and every further level costs a fixed percentage more.

TierMaxFirst upgradeEach levelLast upgradeAll levels, no fails
T1+11,000 gp+50%1,000 gp1,000 gp
T2+21,500 gp+50%2,250 gp3,750 gp
T3+33,000 gp+45%6,308 gp13,658 gp
T4+45,000 gp+40%13,720 gp35,520 gp
T5+57,000 gp+35%23,251 gp69,682 gp
T6+610,000 gp+30%37,129 gp127,560 gp
T7+720,000 gp+25%76,294 gp301,470 gp
T8+840,000 gp+23%170,371 gp737,202 gp
T9+970,000 gp+21%321,648 gp1,519,972 gp
T10+10100,000 gp+19%478,545 gp2,470,887 gp
T11+11150,000 gp+17%721,024 gp4,079,990 gp
T12+12220,000 gp+15%1,023,526 gp6,380,366 gp
T13+13300,000 gp+14%1,445,371 gp9,626,596 gp
T14+14500,000 gp+13%2,449,006 gp17,441,358 gp
T15+15700,000 gp+12%3,420,979 gp26,095,801 gp

"All levels, no fails" is the lowest possible price. Failed attempts are paid too, so expect to spend much more on high levels.

Stones

Stones change the bonuses of an identified rarity item. Use them with Use with... on the item, or apply them in the crafting station window. The item must be in your backpack or depot (not equipped) and must not be protected. Every stone comes in two sizes: Minor stones work on tier 1-6 items, Major stones on tier 7+ items.

StoneWhat it doesMinor (T1-6)Major (T7+)
Stone of ReforgeMakes the item Unidentified again - identify it for a completely new rarity and bonuses. Tier and upgrade level stay. Release locked bonuses first.48 frag. + 4,550 gp144 frag. + 40,000 gp
Stone of InsightRerolls the types of all unlocked bonuses (new bonuses with new values).36 frag. + 2,275 gp108 frag. + 28,000 gp
Stone of PowerRerolls the values of all unlocked bonuses (same bonuses, new numbers).42 frag. + 3,250 gp126 frag. + 28,000 gp
Stone of ReleaseUnlocks all locked bonuses.50 frag. + 5,200 gp150 frag. + 50,000 gp
Stone of LockLocks bonuses so Insight and Power never change them (shown as [L]): 50% the stone shatters, 35% one random bonus is locked, 15% two.60 frag. + 5,800 gp128 frag. + 52,000 gp

Where to get them: craft them at a crafting station from magical stone fragments and gold (prices above), or loot them from rare monsters: on average about 0.3 stones per Rare kill up to 1.3 per World Ending kill (multiplied by the server loot rate). Monsters worth 1,500+ experience drop only Major stones, weaker ones only Minor stones. Raid monsters drop like a Rare monster, but 4 times less often.

Typical use: roll Power until a good bonus has a high value → Lock it → Insight or Power for the rest → Release when you want to start over.

Fragments, protectors & infusers

Everything below is dropped by rare monsters or crafted at a crafting station from magical stone fragments and gold. Chances are per kill at loot rate x1 (up to 1.5x higher from strong monsters); raid monsters drop 4 times less often.

ItemWhat it doesCraftingRare monster drop
Magical stone fragmentsThe material for every stone, protector and infuser.-Every rare monster drops them - see the table below.
Astral ProtectorTick Use Astral Protector in the upgrade window: a failed upgrade never drops a level. One protector is used on every protected attempt, success or not.100 fragments + 25,000 gp12% (Rare) to 50% (World Ending)
Super Astral Protector+20% upgrade success chance (of the base) and a failed upgrade never drops a level. On each attempt it has a 20% chance to burn out.10 Astral Protectors + 260,000 gp0.1% (Rare) to 0.45% (World Ending)
Rarity InfuserTurns an ordinary item (no rarity) into an unidentified one. Its tier is the tier of the monster it dropped from minus 1; bought or starting equipment becomes tier 1.100 fragments + 25,000 gp10% (Rare) to 45% (World Ending)
Super Rarity InfuserDoes the same as the Rarity Infuser, but keeps the tier of the item.10 Rarity Infusers + 190,000 gp0.1% (Rare) to 0.45% (World Ending)

Stone Sack: a Store item (100 coins) that holds any number of stones and fragments. Looted and crafted ones go straight into it, so they never fill your backpack.

Fragments from rare monsters

Each kill drops a random number of fragments within the range shown below. The higher the rarity of the monster and the more experience it gives, the more fragments you get.

Rarity100 exp1,000 exp5,000 exp20,000+ exp
Rare16-3331-6342-8451-102
Epic22-4443-8557-11469-139
Legendary28-5554-10872-14488-176
Mythic33-6665-13087-175107-213
World Ending39-7876-153103-205125-250

Monsters with experience between the listed values drop an amount in between. Rare monsters also always drop some platinum coins.

Where to craft

There is a crafting station at every depot - the first one stands next to the Thais depot. Use it to open the forge window:

  • Stone Crafting - pick a stone, choose how many (1-100) and craft it from fragments and gold (backpack and bank). If your backpack is full, the items go to your depot inbox.
  • Item Upgrading - put in an identified item from your backpack or depot to see its level, cost and success chance, tick the Astral Protector box and upgrade. You can also apply stones from here and link the item to the chat.

Walking away from the station closes the window. Equipped items cannot be changed - put them in your backpack first. Items with Toggle protection on cannot be sold, identified, upgraded or changed with stones - a good habit for your best gear.

Other bonuses

Outfits and mounts

The outfit you wear and the mount you ride each give a bonus that works exactly like the same bonus on an item. Outfit bonuses count only for the full outfit (both addons). Every outfit except the starting ones also gives +20 speed, every mount +10 speed. You can keep the bonus of one owned outfit while wearing another one for the looks (bonus outfit setting in the outfit window). Every outfit and every mount grants a different bonus - you can see the bonus of each one in the outfit window.

Talent trees

After the promotion (level 20) you get talent points: 1 at level 20 and 1 more every 10 levels. Every vocation has three trees (offense, defense, utility) that you can develop together. A row needs 4 more points spent in the same tree than the row before, and the final perk of a tree needs 20 points in it. Talents give the same kind of bonuses as items (skills, damage, resistances, leech...) plus some talent-only ones like critical damage or curse. Open them with Ctrl+I; a reset costs 5 times the blessing price for your level. If you lose levels and have more points spent than earned, the talents stop working until you level up again or reset.

Weapon proficiency

Every weapon has a 7-star perk tree. Experience from monsters while you wield it also goes to that weapon (hitting a training dummy gives a little too). Each star unlocks one perk of your choice; only the perks of the weapon in your hand count. Stronger weapons need more experience (300,000 up to 90,000,000 for all 7 stars) and have stronger perks. Enchanted melee weapons (fiery, icy, earth and energy versions) hit physically, so their perks are physical too. Right-click the weapon to open it; resetting the perks costs 2,000 gp per star level of each chosen perk.

Boosts and boosted creatures

TypeEffect
Experience Boost+10% experience
Loot Boost+30% loot chance
Skill Boost+50% skill progress
Spawn Boost+10% faster respawns
Loot Rarity Boost+35% chance for dropped item to be unidentified
Monster Rarity Boost+25% rare monster chance

Community Boost: a mutual contribution of all players. Every 1,000,000 gold donated together gives everyone an Experience Boost (+10% experience) and a Loot Boost (+30% loot chance) for 1 hour. You can donate any amount of gold (backpack and bank, at least 1,000 gold) through the store window - the gold collected so far is shown in the boost bar above the chat. Donations keep adding up, so every full 1,000,000 gold starts or extends the boost by one more hour.

Boosted creatures: every day at 09:00 three creatures are boosted - one easy, one medium, one hard. Each gets an experience bonus (easy +10 to +40%, medium 0 to +30%, hard 0 to +20%) and an extra loot roll of 40% minus the experience bonus. A creature with a big experience bonus also resists a bit more damage. Today's list is shown when you log in and on the home page.

Rare monsters

Every kill of a normal monster has about a 1 in 45 chance to call a rare version of it, which appears where the monster died after a few element flashes. Rare monsters have an element with own attacks, more HP and damage, give more experience and loot, drop higher item tiers and are the only source of fragments, stones, protectors and infusers.

TierChance per killHP & damageExp & LootItem tier
Rare1 in 63+20%+40%+1
Epic1 in 250+40%+80%+1
Legendary1 in 714+60%+120%+1
Mythic1 in 1,667+100%+160%+2
World Ending1 in 5,000+150%+300%+3

Kill Tracker and Hall of Legends

Every Kill Tracker star of a monster gives +1% damage and +2% loot chance against it. Achievement points unlock permanent bonuses in the Hall of Legends.

Practical tips

  • Spend your stat points at once - a fresh mage needs Willpower before it can even shoot a wand. Knights: about 20 Willpower for spells and magic level training.
  • Identify everything, but don't sell Common items blindly: a high tier matters more than rarity for the bonus values and the maximum upgrade.
  • Upgrade low levels freely - +0 to +3 succeed 55-90% of the time and cost little. From about +5 use Astral Protectors.
  • Use Stone of Power on items with good bonus types and Stone of Insight on items with bad ones. Lock a great roll before rerolling the rest.
  • Reforge only items that are worth it (high tier) - it throws away all bonuses and rolls a new rarity.
  • Hunt where rare monsters are worth it: monsters with 1,500+ experience drop Major stones, weaker ones Minor stones. Watch for the element flashes after a kill.
  • Turn on Toggle protection for your best gear so you never sell or reforge it by mistake.
  • Pick an outfit whose bonus fits your build and get both addons; plan everything in the Build Simulator.