Upgrade System
Tibia had a boring, uninteresting, and not very enjoyable item system, but on Fibulia, the mages decided to change that. Thanks to a ritual, items were modified to allow for more efficient grinding. No more useless items lying on the ground, now every item can be powerful. Remember to identify them to uncover their attributes or release trapped souls! Check the Quests section and obtain the rune of infinite identification to discover more secrets listed below!
New items
Name |
Description |
How to obtain |
Upgrade Crystal |
Can be used on a piece of equipment for a chance to upgrade it. |
Crystal Fossil |
Enchantment Crystal |
Can be used on a piece of equipment to add random attribute. |
Crystal Fossil |
Alteration Crystal |
Can be used on a piece of equipment to remove last attribute. |
Crystal Fossil |
vessel of Cleansing |
Can be used on a piece of equipment to remove all attributes. |
Crystal Fossil |
vessel of Fortune |
Can be used on a piece of equipment to change value of last attribute. |
Crystal Fossil |
vessel of Faith |
Can be used on a piece of equipment to change values of all attributes. |
Crystal Fossil |
vessel of Mind |
Used to extract all attributes and values and store in that crystal. Can be used again to place these attributes to a new item. Lower item rarity will remove exceeded attributes. |
Custom - NPC, Quests etc. |
Limitless Crystal |
Used to remove Item Level requirement to equip given item. |
Custom - NPC, Quests etc. |
Mirrored Gem |
Used to make a copy of any item. Copies can't be modified and mirrored again. |
Custom - NPC, Quests etc. |
Void Soul |
Used to transform item into random Unique type. |
Custom - NPC, Quests etc. |
Upgrade Catalyst Soul |
Prevents item destroy on upgrade. Consumed on item upgrade. |
Custom - NPC, Quests etc. |
Flask Fossil |
There is unknown crystal inside, try to use flask extractor. |
Randomly drops from monsters |
Flask Extractor |
Used to extract rare crystals from flask fossil. |
Custom - NPC, Quests etc. |
Identification Brooch |
Can be used on unidentified item to reveal hidden attributes. |
Custom - NPC, Quests etc.
|
Attributes
- Max HP
- Max MP
- Magic Level
- Melee Skills (all in one)
- Fist Fighting
- Sword Fighting
- Axe Fighting
- Club Fighting
- Distance Fighting
- Shielding
- Mana Shield
- Life Steal
- Experience
- Physical Damage
- Physical Protection
- Energy Damage
- Energy Protection
- Earth Damage
- Earth Protection
- Fire Damage
- Fire Protection
- Ice Damage
- Ice Protection
- Holy Damage
- Holy Protection
- Death Damage
- Death Protection
- Elemental Damage (every element in one except physical)
- Elemental Protection (every element in one except physical)
- Cast Flame Strike on Attack
- Cast Flame Strike on Hit
- Cast Ice Strike on Attack
- Cast Ice Strike on Hit
- Cast Terra Strike on Attack
- Cast Terra Strike on Hit
- Cast Death Strike on Attack
- Cast Death Strike on Hit
- Cast Energy Strike on Attack
- Cast Energy Strike on Hit
- Cast Divine Missile on Attack
- Cast Divine Missile on Hit
- Explosion on Kill
- Regenerate Health on Kill
- Regenerate Mana on Kill
- Mana Steal
- Chance to regenerate full HP on Kill
- Chance to regenerate full MP on Kill
- Chance to cast Mass Healing on Attack
- Increased healing from all sources
- Additional gold from monsters loot
- Chance to deal double damage
- Chance to be revived with 100% HP and MP upon death
- Chance to get Bonus Damage buff on Kill
- Chance to get Bonus Max HP buff on Kill
- Chance to get Bonus Max MP buff on Kill
Item Level
Item Level (iLvl) is set for every wearable item (excluding Stackable [spears, assassins stars, ammunition etc.] and Transformable [special rings or boots]) when dropped by a monster.
Default iLvl is calculated using special algorithm that determines monster level/power based on its Max HP and Experience.
Then additional iLvl value is given based on base item stats (Atk, Def, Armor, Hit Chance). After all of that, additional stats are calculated based on item iLvl.
Upgrading item level increases iLvl in addition to bonus stats and values for bonus attributes are based on iLvl of the item.
Given all of that I have made every item different. If you drop a Giant Sword from a Behemoth and a Giant Sword from a Ferumbras they will be different in stats.
You may ask "What if someone loots Sword from high level monster and a new player gets it? That's unbalanced." but don't be afraid.
If player level is lower than iLvl of given items, they can't equip them! Items can have up to 1030 level! And if you try to remove their limit, you will risk damaging the item, which may lose its properties even though you will still be able to see them.
Unique Items (with Spiryt)
Items with predefined attributes that can't be altered, only their values can be changed. Unidentified items can become Unique.