
Nov 26 2025
Website wiki item abilities fixed and now fully functioning.
Website wiki items page is also working and displays all gear in Almyria.
Website news page is integrated with the Discord discussion page and will always display the most up-to-date announcements.
Many lower-level quests now introduce an introductory NPC with a '!' marker to guide players to new quests during early gameplay.
Monk quest suggestions removed.
Minor item price discrepancies fixed.
"Fair Work, Fair Wages" quest is no longer removed (completed) daily, helping those with completionist tendencies.
HoTA slot bug fixed.
Ability system overhaul introduced.
Website wiki items page is also working and displays all gear in Almyria.
Website news page is integrated with the Discord discussion page and will always display the most up-to-date announcements.
Many lower-level quests now introduce an introductory NPC with a '!' marker to guide players to new quests during early gameplay.
Monk quest suggestions removed.
Minor item price discrepancies fixed.
"Fair Work, Fair Wages" quest is no longer removed (completed) daily, helping those with completionist tendencies.
HoTA slot bug fixed.
Ability system overhaul introduced.
Mar 30 2025
Training notification added when entering training room, this explains the new training system to newcomers.
New autoloot client module added
Npc quest icon system added
Npc trade icon added
Inn added to Enigma city along with two empty houses for future npcs.
Studded club quest enhanced and added to Leon
Short sword quest moved
Fix wand giving fist fighting tries
Bats defense nerfed
Other minor map fixes
New autoloot client module added
Npc quest icon system added
Npc trade icon added
Inn added to Enigma city along with two empty houses for future npcs.
Studded club quest enhanced and added to Leon
Short sword quest moved
Fix wand giving fist fighting tries
Bats defense nerfed
Other minor map fixes
Mar 24 2025
Got some important rate changes this update. For more information see the announcements page.
New rates added (Exp: 3, Skill: 3, Magic: 3)
Variable loot rate added
Task system removed (temporarily while rebuilding system)
Task bosses moved to 'greater' mobs
Combat modifier stages added
Simple spear loot rate slightly nerfed
Pike gives shield and weightless orb instead of weightless shield
Buffed reflection orbs
Removed quiver ml and mana abilities
Oracle location marked when reaching level 8
Reworked spike sword and crimson sword shop values and quest rewards.
Roping monsters added
New skilling system added
Orc spearman def nerfed
Badger fur price nerfed in Northwatch
New rates added (Exp: 3, Skill: 3, Magic: 3)
Variable loot rate added
Task system removed (temporarily while rebuilding system)
Task bosses moved to 'greater' mobs
Combat modifier stages added
Simple spear loot rate slightly nerfed
Pike gives shield and weightless orb instead of weightless shield
Buffed reflection orbs
Removed quiver ml and mana abilities
Oracle location marked when reaching level 8
Reworked spike sword and crimson sword shop values and quest rewards.
Roping monsters added
New skilling system added
Orc spearman def nerfed
Badger fur price nerfed in Northwatch
Mar 01 2025
I am going to release inqusition in the next 10 minutes.
The only thing with the quest that matches real tibia is the bosses you meet and the rest is custom.
Please report any bugs found in the thread posted.
Other changes
Your arrows and quiver should now only go in your left or right hand to fire arrows from your bower.
Arrow rain doesn't need arrows to fire anymore, that was just dumb.
Quiver now registers your abilities correctly.
Fixed an issue that would cause the forge interface to be complete garbage
The only thing with the quest that matches real tibia is the bosses you meet and the rest is custom.
Please report any bugs found in the thread posted.
Other changes
Your arrows and quiver should now only go in your left or right hand to fire arrows from your bower.
Arrow rain doesn't need arrows to fire anymore, that was just dumb.
Quiver now registers your abilities correctly.
Fixed an issue that would cause the forge interface to be complete garbage
Feb 28 2025
Changelog.
Fixed droprates on a lot of monsters, lizard chosen, lizard zaogun. Some of the new monsters
Fixed a bug that would cause paladins not to be able to drink a potion at lvl 150.
Fixed monster drops that wouldn't stack.
Added strong dwarves as task family,
Added war golem and golem to task family.
You can now repair soft boots even when they're not fully depleted.
You can now wear arrows or quiver in the opposite hand when having a bow equipped.
You can now put ability orbs on quivers.
Removed some ability slots from items that shouldn't have ability slots.
fixed torch
reduced the self healing on medusas.
A couple of spawn changes.
High class lizard now forms a perfect circle so it should feel a little bit better.
Strong dwarves now have another path that avoids the lava golems.
Reduced the amount of silencers in the frazzlemaw spawn.
Make sure you update your client or you might debug
Fixed droprates on a lot of monsters, lizard chosen, lizard zaogun. Some of the new monsters
Fixed a bug that would cause paladins not to be able to drink a potion at lvl 150.
Fixed monster drops that wouldn't stack.
Added strong dwarves as task family,
Added war golem and golem to task family.
You can now repair soft boots even when they're not fully depleted.
You can now wear arrows or quiver in the opposite hand when having a bow equipped.
You can now put ability orbs on quivers.
Removed some ability slots from items that shouldn't have ability slots.
fixed torch
reduced the self healing on medusas.
A couple of spawn changes.
High class lizard now forms a perfect circle so it should feel a little bit better.
Strong dwarves now have another path that avoids the lava golems.
Reduced the amount of silencers in the frazzlemaw spawn.
Make sure you update your client or you might debug
November 25, 2025 by Apollos
Why This Change?
This system removes the inflation and long-term economic issues caused by orbs, which were often hoarded, discarded, or circulated in ways that distorted progression. By shifting the system to gold and permanent unlocks, the economy becomes more stable and players have a clear, long-term method of growing their enchantment library. Gold sinks also help maintain balanced economic flow over time.Future Expansion
In addition to the affinity-based abilities, we will be introducing unique, rare abilities in the future that are not part of the affinity system and will come from quests, bosses, or raids.Feedback
This update is open to player feedback. Let us know your thoughts on the new unlocking system, tier progression, and how it feels to interact with Ingrid and the crucible.
November 25, 2025 by Apollos
Major Update to the Ability System
We are introducing a significant overhaul to the ability and enchanting system, removing orbs entirely and replacing them with a new progression model centered around Affinity Points and permanent ability unlocks. This update is now live for testing and open to community feedback.
Removal of Orbs
Orbs no longer drop from monsters, and all existing orbs are now deprecated. The system has been replaced with a more direct and progression-based method of unlocking enchantments. Ability items will still drop from monsters at the same rate and still contain their unique abilities.Introducing the Affinity System
A new NPC, Ingrid, now handles all ability unlocking through her Affinity Crucible. When you find an item containing an ability you want to learn, you can sacrifice that item to gain Affinity Points toward permanently unlocking that enchantment.You select one ability from the item, the item is destroyed, and you receive progress toward unlocking that ability’s tiers. Abilities unlock in a tier-based, level-up style system, typically from Tier 1 to Tier 3. Higher tiers allow your rerolls to reach stronger ranges, improving the potential power of your items.
Base abilities remain available from the start at Tier 1, and the forge continues to function as usual. Bjorn still handles adding, rerolling, and deleting abilities, all of which now cost gold instead of orbs.
March 30, 2025 by Apollos
A couple new features have been added to the game:
Loot Client Module
The new loot window offers a streamlined way to manage your autoloot settings. It works similarly to the original system but includes several quality-of-life improvements.
You’ll see a list of items currently on your autoloot list along with the container type they’re assigned to. Right-clicking a list item lets you change the container or remove it. Right clicking an item in the map lets you add or remove the item to the loot list. There’s also a search function to quickly find and add items.
From this window, you can also:
Toggle the memory system with a checkbox
Enable a new "throw on ground" option to make hunting with loot bags easier
Note: Loot lists are now saved on your client. If you lose your roaming data, your loot list, minimap, and hotkeys will be lost.
Quest Notification System
NPCs with available quests now display a ! above their heads, similar to other RPGs. The icon will only appear if you're eligible to accept the quest, and it will disappear once you do.
This system is intended to help players find useful quests and gear more easily. Northwatch is fully updated with this feature, and the rest of the mainland will be updated gradually in the coming months.
Let us know if you encounter any issues, and enjoy the updates.
Loot Client Module
The new loot window offers a streamlined way to manage your autoloot settings. It works similarly to the original system but includes several quality-of-life improvements.
You’ll see a list of items currently on your autoloot list along with the container type they’re assigned to. Right-clicking a list item lets you change the container or remove it. Right clicking an item in the map lets you add or remove the item to the loot list. There’s also a search function to quickly find and add items.
From this window, you can also:
Toggle the memory system with a checkbox
Enable a new "throw on ground" option to make hunting with loot bags easier
Note: Loot lists are now saved on your client. If you lose your roaming data, your loot list, minimap, and hotkeys will be lost.
Quest Notification System
NPCs with available quests now display a ! above their heads, similar to other RPGs. The icon will only appear if you're eligible to accept the quest, and it will disappear once you do.
This system is intended to help players find useful quests and gear more easily. Northwatch is fully updated with this feature, and the rest of the mainland will be updated gradually in the coming months.
Let us know if you encounter any issues, and enjoy the updates.
March 24, 2025 by Apollos
Combat will be more challenging going forward, especially at higher levels. With ability items in play, players should still be equipped to handle the new power curve.
4. Reworked Skilling System
The way skills and magic levels are gained has been overhauled. Previously, mages progressed far faster than knights/paladins due to regen stacking and how mana usage tied to skill gains. Also, players actively hunting were being punished compared to idle trainers.
We’ve now separated skill gains from hits and mana usage and instead now gain at a consistent rate as you hunt or train.
Active Hunting: 100% skill gain rate when fighting non-summoned monsters
Online Trainers: 75% skill gain rate
Offline Training: ~50%, unchanged (varies per skill, see tibia wiki)
This change should bring class balance back into focus and reward players who actively play the game.
5. Task System Temporarily Removed
The current task system is being redesigned so in the meantime it is removed from the game. Task bosses now appear as part of regular spawns. They are renamed with the prefix “Greater” and have a faint white glow.
They continue to drop the same orb and ability items.
---
These changes are aimed at long-term balance and improving the quality of progression for all classes and playstyles. As always, feedback is welcome. Thank you for your continued support.
4. Reworked Skilling System
The way skills and magic levels are gained has been overhauled. Previously, mages progressed far faster than knights/paladins due to regen stacking and how mana usage tied to skill gains. Also, players actively hunting were being punished compared to idle trainers.
We’ve now separated skill gains from hits and mana usage and instead now gain at a consistent rate as you hunt or train.
Active Hunting: 100% skill gain rate when fighting non-summoned monsters
Online Trainers: 75% skill gain rate
Offline Training: ~50%, unchanged (varies per skill, see tibia wiki)
This change should bring class balance back into focus and reward players who actively play the game.
5. Task System Temporarily Removed
The current task system is being redesigned so in the meantime it is removed from the game. Task bosses now appear as part of regular spawns. They are renamed with the prefix “Greater” and have a faint white glow.
They continue to drop the same orb and ability items.
---
These changes are aimed at long-term balance and improving the quality of progression for all classes and playstyles. As always, feedback is welcome. Thank you for your continued support.
March 24, 2025 by Apollos
Game Progression & Balance Update
After a lot of internal testing and community discussion, we’re making some key changes to how the game progresses and how rates function. These adjustments aim to preserve the feeling players expect from an Open Tibia server while addressing long-standing imbalances in progression, economy, and combat.
1. Rates Adjustment
We’ve officially reduced all core rates to move closer to a slower-rate experience. After listening to community feedback, we’ve settled on 3x as the long-term standard.
Experience: 3x
Skills: 3x
Magic: 3x
These rates are final for the foreseeable future.
2. New Staged Loot System
Loot rate now scales with monster level. It starts at 2.5x for level 1 monsters and decreases linearly to 1x by level 75. Monsters level 75 and above remain at a static 1x.
This encourages earlier gear progression while preventing high-level wealth inflation.
3. Monster Difficulty Scaling
Monsters now scale based on a new stage-based system that increases their strength with their level. This includes buffs to both attack damage and defense mechanics.
1–50 = 5x
51–100 = 10x
101–150 = 15x
151–200 = 20x
201+ = 25x
After a lot of internal testing and community discussion, we’re making some key changes to how the game progresses and how rates function. These adjustments aim to preserve the feeling players expect from an Open Tibia server while addressing long-standing imbalances in progression, economy, and combat.
1. Rates Adjustment
We’ve officially reduced all core rates to move closer to a slower-rate experience. After listening to community feedback, we’ve settled on 3x as the long-term standard.
Experience: 3x
Skills: 3x
Magic: 3x
These rates are final for the foreseeable future.
2. New Staged Loot System
Loot rate now scales with monster level. It starts at 2.5x for level 1 monsters and decreases linearly to 1x by level 75. Monsters level 75 and above remain at a static 1x.
This encourages earlier gear progression while preventing high-level wealth inflation.
3. Monster Difficulty Scaling
Monsters now scale based on a new stage-based system that increases their strength with their level. This includes buffs to both attack damage and defense mechanics.
1–50 = 5x
51–100 = 10x
101–150 = 15x
151–200 = 20x
201+ = 25x
















