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 (Alt+S) → Attributes. On OurTibia health and mana do not simply grow with your level - a big part comes from Constitution and Willpower, so plan your points for your vocation.
| Stat | What one point gives |
|---|---|
| Strength | +0.085% physical damage, +0.012 armor, minimum hit 10% + 0.016% per point (max 50%). |
| Dexterity | +0.06% attack speed (max 30%), ignores 0.064% of enemy armor (max 50%) and 0.028% of enemy physical resistance (max 15%). |
| Intelligence | Magic (elemental) damage: sorcerer +0.065%, druid +0.058%, paladin and knight +0.04%. Healing power +0.035%. Ignores 0.015% of enemy elemental resistance (max 10%). Mana potions restore more: +0.07% (sorcerer, druid) or +0.055% (paladin, knight) - added together with potion efficiency from items, talents and outfits. |
| Constitution | Max health: sorcerer 0.5, druid 0.65, paladin 1, knight 1.7. +0.42% health regeneration, +0.25 oz capacity. |
| Willpower | Max mana: sorcerer 4, druid 3.5, paladin 1.5, knight 1. +0.26% mana regeneration. |
| Luck | +0.06% critical chance (the Luck part is capped at 50%), +0.025% critical damage (capped at 20%) and +0.05% loot chance. |
Damage over time and Intelligence
All damage over time - spell effects like curse, envenom, ignite or inflict wound and the burn, bleed and poison procs of items - scales with Intelligence, even physical bleeding. Weapon classes get more out of it: paladins x2 and knights x1.5 of their normal Intelligence bonus (paladin +0.08%, knight +0.06% DoT damage per point). Exori san and exevo mas san count Intelligence twice.
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.
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 (The Inquisition, Wrath of the Emperor, Warlord arena). The tier sets how strong the bonuses can be and how far the item can be upgraded. Rarity and tier are independent.
| Rarity | Chance | Bonuses | Base stat bonus | Wand / rod damage |
|---|---|---|---|---|
| Common | ~80% | 1 | +1 | +5% |
| Rare | ~10.6% | 2 | +2 | +8% |
| Epic | ~7.2% | 3 | +3 | +11% |
| Legendary | ~1.8% | 4 | +4 | +15% |
| Mythical | ~0.4% | 5 | +5 | +20% |
| World Ending | 1 in 1000 | 5, all values +25% | +6 | +45% |
- Base stat bonus is added to the item's own attack, defense and armor (whichever it has; bows and crossbows get it as attack).
- 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).
| Bonus | T5 | T10 | T15 | Can roll on | What it does |
|---|---|---|---|---|---|
| Max HP | 12-30 | 24-60 | 36-90 | All equipment | More maximum health. |
| Max Mana | 16-40 | 32-80 | 48-120 | All equipment | More maximum mana. |
| Mana potion efficiency | 4-10% | 8-20% | 12-30% | All equipment | Mana potions restore this much more. Added to the Intelligence potion bonus (one stat). |
| Melee / Distance / Shielding skill | 1-2 | 2-4 | 3-6 | Weapons of that kind, shields, spellbooks, boots, rings, amulets | Extra skill levels. One skill per item. |
| Magic level | 1-2 | 2-4 | 3-6 | Distance weapons, wands, rods, spellbooks, rings, amulets | Extra magic levels (shares the "one skill" slot). |
| Magic level (mage armor) | 1-2 | 2-5 | 3-7 | Armors that already give magic level | Rolls instead of Guardian. |
| Critical chance | 2-5% | 4-10% | 6-15% | Weapons, boots, rings, amulets | Chance for a critical hit (x1.3 damage). Not capped. |
| Life leech / Mana leech | 0.2-0.5% | 0.4-1% | 0.6-1.5% | Weapons, rings, amulets | Every 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 bonus | 1-2.5% | 2-5% | 3-7.5% | Weapons, boots, rings, amulets | More experience from monsters. |
| Healing power | 2-5% | 4-10% | 6-15% | Wands, rods, shields, spellbooks, helmets, armors, legs, boots, rings, amulets | Your heals are stronger. |
| HP / Mana per regeneration tick | 1-2 | 2-5 | 3-7 | Boots, rings, amulets (mana also on wands) | Flat HP (mana: 0.3 per tier) on every regeneration tick. One of the two per item. |
| Soul regeneration | 1 | 1-2 | 2-3 | Rings, amulets | Soul points every 30 seconds. |
| HP on kill | 8-20 | 16-40 | 24-60 | Weapons | Heals you on every monster kill. |
| Movement speed | 4-10 | 8-20 | 12-30 | Boots, rings, amulets | Faster walking. |
| Attack | 1-2 | 2-4 | 3-6 | Melee and distance weapons | Added to the weapon attack. |
| Defense | 1-2 | 2-4 | 3-6 | Shields, spellbooks | Added to the defense value. |
| Armor | 1-2 | 2-5 | 3-7 | Helmets, armors, legs | Added to the armor value. |
| Burn / Bleed / Poison chance | 2-5% | 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 chance | 2-5% | 4-10% | 6-15% | Weapons | On hit: paralyzes like a Paralyze Rune (20 s). |
| Double attack chance | 4-10% | 8-20% | 12-30% | Melee weapons | On 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 chance | 4-10% | 8-20% | 12-30% | Bows, crossbows | On a shot: an extra volley for 30% of your max weapon damage, also hitting up to 2 more monsters nearby. |
| Attack speed | 20-50 ms | 40-100 ms | 60-150 ms | Melee and distance weapons | Time between your attacks is shorter (minimum 0.1 s). |
| Double conjure | 1.2-3% | 2.4-6% | 3.6-9% | Wands, rods, rings, amulets | Conjuring spells create their runes or ammo twice. |
| Reflect | 2-5% | 4-10% | 6-15% | Shields, spellbooks | When a monster hits you: returns 30% of the damage to it. |
| Absorb mana | 0.8-2% | 1.6-4% | 2.4-6% | Spellbooks | When you take damage: absorbs 50% of it as mana. |
| Mark chance | 2-5% | 4-10% | 6-15% | Helmets | Marks the target for 10 s - the next spell (or knight/paladin weapon hit) on it is a sure critical. |
| Guardian | 1-2.5% | 2-5% | 3-7.5% | Armors | Chance when hit: all damage taken is reduced by the same % for 10 s. |
| Physical / Magic dodge | 0.4-1% | 0.8-2% | 1.2-3% | Legs (one of the two) | Chance to avoid a hit completely. |
| Adrenaline Rush | 1-2.5% | 2-5% | 3-7.5% | Legs, boots | Chance when hit: +50% base speed for 3 s, and physical and magic dodge raised by 5x the chance for that time. |
| Resilience | 1-2.5% | 2-5% | 3-7.5% | Weapons, shields, spellbooks, helmets | PvP only: less damage taken from players, half of it as extra damage to players. |
| Monster Slayer | 1-2.5% | 2-5% | 3-7.5% | Weapons, shields, spellbooks, helmets | More damage to monsters, half of it as less damage taken from monsters. |
| Elemental resistance | 1-2.5% | 2-5% | 3-7.5% | Shields, spellbooks, helmets, armors, legs, rings, amulets | Less damage from one element. One element per item. |
| Elemental damage | 1.6-4% | 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 race | 2-5% | 4-10% | 6-15% | Weapons, rings, amulets | More 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 (+1 ... +tier)
An identified rarity item can be upgraded at a crafting station 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 (backpack and bank). If an upgrade fails, the item has a 50% chance to drop one level - unless you use an Astral Protector. The chance falls with every level:
| Upgrade | +0→+1 | +1→+2 | +2→+3 | +3→+4 | +4→+5 | +5→+6 | +6→+7 | +7→+8 | +8→+9 | +9→+10 | +10→+11 | +11→+12 | +12→+13 | +13→+14 | +14→+15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Success | 90% | 77% | 65% | 55% | 47% | 40% | 34% | 29% | 25% | 21% | 18% | 15% | 13% | 11% | 9% |
The cost depends on the item tier: the first upgrade has a base price and every further level costs a fixed percentage more.
| Tier | Max | First upgrade | Each level | Last upgrade | All levels, no fails |
|---|---|---|---|---|---|
| T1 | +1 | 1,000 gp | +50% | 1,000 gp | 1,000 gp |
| T2 | +2 | 1,500 gp | +50% | 2,250 gp | 3,750 gp |
| T3 | +3 | 3,000 gp | +45% | 6,308 gp | 13,658 gp |
| T4 | +4 | 5,000 gp | +40% | 13,720 gp | 35,520 gp |
| T5 | +5 | 7,000 gp | +35% | 23,251 gp | 69,682 gp |
| T6 | +6 | 10,000 gp | +30% | 37,129 gp | 127,560 gp |
| T7 | +7 | 20,000 gp | +25% | 76,294 gp | 301,470 gp |
| T8 | +8 | 40,000 gp | +23% | 170,371 gp | 737,202 gp |
| T9 | +9 | 70,000 gp | +21% | 321,648 gp | 1,519,972 gp |
| T10 | +10 | 100,000 gp | +19% | 478,545 gp | 2,470,887 gp |
| T11 | +11 | 150,000 gp | +17% | 721,024 gp | 4,079,990 gp |
| T12 | +12 | 220,000 gp | +15% | 1,023,526 gp | 6,380,366 gp |
| T13 | +13 | 300,000 gp | +14% | 1,445,371 gp | 9,626,596 gp |
| T14 | +14 | 500,000 gp | +13% | 2,449,006 gp | 17,441,358 gp |
| T15 | +15 | 700,000 gp | +12% | 3,420,979 gp | 26,095,801 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.
| Stone | What it does | Minor (T1-6) | Major (T7+) |
|---|---|---|---|
| Stone of Reforge | Makes 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 gp | 144 frag. + 40,000 gp |
| Stone of Insight | Rerolls the types of all unlocked bonuses (new bonuses with new values). | 36 frag. + 2,275 gp | 108 frag. + 28,000 gp |
| Stone of Power | Rerolls the values of all unlocked bonuses (same bonuses, new numbers). | 42 frag. + 3,250 gp | 126 frag. + 28,000 gp |
| Stone of Lock | Locks 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. + 10,000 gp | 180 frag. + 60,000 gp |
| Stone of Release | Unlocks all locked bonuses. | 50 frag. + 5,200 gp | 150 frag. + 50,000 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 1 stone per Rare kill up to 4 per World Ending kill (more with 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.
Fragments, Astral Protector, Rarity Infuser
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 grow with addons: 50% without addons, 75% with one, 100% with both. 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). Store outfits cost 120/240/360 coins with both addons, tameable mounts give one bonus each. Quest outfits with both addons:
| Outfit | Bonus (both addons) | Outfit | Bonus (both addons) |
|---|---|---|---|
| Citizen | +0.16% life leech | Hunter | +1 distance |
| Mage | +1 mana per regen tick | Knight | +1 melee |
| Nobleman | +1% experience | Summoner | +21 max mana |
| Warrior | +0.4% life leech | Barbarian | +1 shielding |
| Druid | +3.3% healing | Wizard | +2 magic level |
| Oriental | +7 speed | Beggar | +11 HP on kill |
| Newly Wed | +1% Adrenaline Rush | Jester | +3.3% critical chance |
| Pirate | +8% multi shot | Assassin | +9.3% double attack |
| Shaman | +0.6% mana leech | Norseman | +2.7% ice resistance |
| Wayfarer | -120 ms attack speed | Nightmare | +6.7% reflect |
| Brotherhood | +6.7% death damage | Yalaharian | +7.3% Monster Slayer |
| Warmaster | +3.7% Guardian | Demon Hunter | +48 max HP |
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
| Global boost (store, 1 hour, for everyone) | Effect |
|---|---|
| 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 unidentified items |
| Monster Rarity Boost | +25% rare monster chance |
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.
| Tier | Chance per kill | HP & damage | Experience & loot | Item tier |
|---|---|---|---|---|
| Rare | 1 in 63 | +20% | +40% | +1 |
| Epic | 1 in 250 | +40% | +80% | +1 |
| Legendary | 1 in 714 | +60% | +120% | +1 |
| Mythic | 1 in 1,667 | +100% | +160% | +2 |
| World Ending | 1 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.
