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General Information
Balance Changes
Attributes
Skill Points

Attributes can be found on items and provide various effects to your character. There's no complicated crafting system or bloated creature products to manage - just pure old-school action. Kill monsters, loot items, get attributes. Every item has a fixed set of possible attributes, which means you can hunt for attributes just like you hunt for specific items. Do you want to play Druid and hunt with summons early on? You can start looking for a Brass Shield with the summon aggression attribute while you're still in Rookgaard.

Once you've found an item with the attributes you're looking for, you can start enhancing them with magic scrolls. This is not an end-game mechanic - but something you'll start engaging with in Rookgaard. There are four types of magic scrolls that enchance your items (and others that re-roll and cleanse your item, but those are late-game content). The first magic scroll you’ll loot is the yellow scroll. This item is quite common and gets replaced by stronger scrolls (from > 60~ exp mobs), so you’re encouraged to use it in the early game with low level items.

You can view the effects of all your items in the Attributes Panel in-game.

Equipment Panel Attributes Panel

A text will appear above the killed creature, notifying the players that a 'rare' (1 attribute), 'epic' (2 attributes), or 'legendary' (3 attributes) item has been dropped.

Rare Epic Legendary
Attributes Effects
Skills Melee/Distance/Shielding Fighting are flat increases. Magic level is percentage increase.
Stats Health/Mana/Capacity/Speed Points.
Magic Fire/Energy/Poison/Physical/Healing magic points that enhance the effectiveness of spells or runes of the corresponding element. The enchance is a flat damage increase, giving it a higher percentage effect if your player has low magic power to begin with. For example, a level 8 mage with and ML 33 will gain 4~% magic damage (for that element) from 1 point, while a level 70 mage with ML 61 only will gain a 1.1~% magic damage increase. This is similar to how a melee ring (+5 melee fighting) gives a 50% skill increase to a player with 10 melee fighting, but only a 5% increase to a player with 100 melee fighting.
Resistance Life Drain/Mana Drain/Paralyze/Fire/Poison/Energy/Physical Resistance. A players resistance to any single type cannot exceed 35% (with exception for stone skin amulet, paralyze resistance and mana drain resistance). Notice, that damage reduction from resistances is multiplicative (ensuring it never reaches 100%), meaning that as a player equips more items with the same resistance, their effectiveness diminishes slightly (2 items with 5% res, give 9.8% res). This will be visible when viewing your characters attributes in-game.
Regeneration Increases health or mana regeneration.
Critical Hit Chance to deal 50% more damage on hit (can't hit less than 75% of your regular max dmg) with weapons.
Double Hit Chance to hit twice with your weapon.
Range Adds range to wands/rods. The value rounds up, so for example + 0.25 range adds 1 range, +1.5 range adds 2 range, and so on.
Minimum Damage Increases the min roll on your weapon during an attack, giving you a higher minimum and average damage.
Life Steal Damage dealt with weapons is converted to health.
Hit Chance Increased hit chance with distance weapons.
Elemental DoT Fire/Poison/Energy/Physical damage dealt 4 times. The first tick occurs after 1 second, followed by ticks at 5 second intervals. The DoT tick damage is based percentage of weapon max damage, and is trigged on blood-hit. It does at least 5 damage per tick. It takes into consideration anything that effects your maximum damage (such as your attack stance and any bonus damage for target creature) and is applied before armor and defense reduction.
Attack Increased attack on your weapon.
Defense Increased defense on your weapon/shield.
Summon Aggression Increases damage and speed for your summons. Attribute only needs to be equiped during the summoning/convincing phase.
Summon Durability Increases health, armor and shielding for your summons. Attribute only needs to be equiped during the summoning/convincing phase.
Dragonslayer Deals additional damage to dragon-type monsters with your weapon.
Reflect Chance to reflect melee/distance damage back to your enemy, sending back 75% of the blocked damage.
Chain Lightning Chance to deal energy damage that jumps to nearby tiles with creatures, bouncing only once per tile.
Inferno Strike Chance to deal fire AoE damage in a cross pattern.
Toxic Pulse Chance to deal poison AoE damage in a small pulse.
Death Coil Chance to deal physical damage twice, ignoring armor and defense. The second strike occurs on the same tile but with a one second delay.
Bow Mastery Increased damage for all ammunition used with a bow.
Conjure Cost Reduction Reduces the mana cost to conjure runes and ammunition.
All Skills Increases value (%) for all skills (melee, shielding, distance and magic level).
Reflect DoT Critical Hit Double Hit
Chain Lightning Inferno Strike Toxic Pulse Death Coil

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