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New Item Modifiers

Created by Tibiasula. on 01 Jun 2021, 15:00

In order to distinguish equipment beyond the current possibilities, a number of new item modifiers are going to be introduced, which will already be added to the equipment introduced in the upcoming update. As with already existing modifiers, the effect only manifests when the respective item is equipped.

Specialised Magic Levels

Instead of raising the magic level flatout by a certain number, this modifier raises the magic level only for a certain group of spells and runes. These are: Fire, Earth, Energy, Ice, Holy, Death, Healing. All spells and runes have been assigned to the appropriate category. If none is applicable, they are part of the "various" category which cannot benefit from specialised magic level.

  • This modifier will be assigned to the same items as the normal magic level modifier.

  • An example for an item with this type of modifier would be a wand with "magic level +2" and additionally "fire magic level +2". All spells dealing fire damage would thus benefit from a +4 increase in magic level, while all other spells would benefit from a +2 increase in magic level.

Cleave

If a weapon has this modifier, regular attacks damage up to two creatures (secondary targets) for a certain percentage of the attack hitting the main target, if they are standing next to the main target and the player. Assuming the player is fully surrounded by creatures and an attack hits the main target, these are the secondary targets affected by Cleave:

Secondary target

Main target

Secondary target

Unaffected

PLAYER

Unaffected

Unaffected

Unaffected

Unaffected

Main target

Secondary target

Unaffected

Secondary target

PLAYER

Unaffected

Unaffected

Unaffected

Unaffected

Different types of damage will be dealt as a percentage as well. The damage the main monster receives before any reduction will be dealt as a percentage to the other creatures, where the damage might be reduced according to their defense (sensitivity, armor, etc.).

  • Charms and leeches will not be triggered on secondary targets.

  • Secondary targets with damage reflection also reflect the Cleave damage back to the player.

  • This modifier will be assigned to one-handed and two-handed weapons.

  • An example for an item with this type of modifier would be an axe with "Atk:10 physical + 50 fire" and "10% Cleave". The main target would receive 10 physical damage and 50 fire damage before reduction, which would lead to the secondary targets receiving 1 physical damage and 5 fire damage. It is then that the creature's defense might further reduce the actual damage they suffer.

Magic Shield Capacity

Each item with this modifier increases the size of the Magic Shield both by a certain percentage as well as a fixed amount. This applies both to the Magic Shield spell as well as the Magic Shield potion.

  • This modifier will be assigned primarily to spellbooks, but also helmets, armors, legs, and boots.

  • An example for an item with this type of modifier would be a spellbook with "+50 Magic Shield Capacity" and "+5% Magic Shield Capacity". If a player would have 500 Magic Shield before equipping the spellbook, they would have a Magic Shield of 575 after donning it (500 * 1,05 + 50). If they were to equip another item with Magic Shield Capacity (for this example, one that provides "+20 Magic Shield Capacity" and "+2% Magic Shield Capacity"), their Magic Shield would then be 605 (500 * 1,07 + 70) – assuming they recast the spell each time after equipping each item.

Range Bonus

The damage of attacks in a certain range, defined by the modifier, will be increased by a certain number. This damage bonus augments only ranged attacks and not spells, runes, or charms, and will be added to the damage at the end. Hence, it does not benefit from character level, distance fighting, etc.

  • This modifier will be assigned primarily to distance weapons, but also wands, and rods.

  • An example for an item with this type of modifier would be a bow with "+25 bonus at range 5" and "Range:6". A player wielding this bow and attacking a target at range 4 or 6, dealing 240 damage, would deal 265 damage to a target at range 5. If AoE arrows are used, only the primary target will be dealt the additional damage.

Damage Reflection

While wearing an item which has this modifier, enemies which deal melee damage to you will take a certain amount of damage for each attack. The reflected damage cannot be greater than 1% of the maximum hit points of the attacker.

  • Certain monsters might be immune against this damage reflection.

  • If more than one piece of equipment with damage reflection is worn, the 1% hit point limitation will be applied collectively to all reflected damage, meaning that the creature can still only suffer from 1% reflected damage in total.

  • Charms and leeches will not be triggered through damage reflection.

  • This effect also works in PvP.

  • Reflected damage will not be reflected again.

  • This modifier will be assigned to shields.

  • An example for an item with this type of modifier would be a shield with "20 damage reflection". A player wielding this shield, when attacked by a creature with 200 hit points, reflects 2 damage (200*0.01 = 2) back to the attacker. For a monster with 1500 hit points, the reflection would be 15 damage, and for a monster with 15000 hit points, the reflection would be 20 damage, the maximum the shield grants.

The golden weapons are merely a graphical variant of their respective counterparts and thus do not have different stats than them.

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