Mortha Update 2.0.2 - gęstsze expowiska, bossowie w Krypcie i mocniejszy krytyk
2026-10-04 · Mortha
Aktualizacja 2.0.2 jest już w grze. Podziemia Ravenhold i lodowej wyspy mają o 30–40% więcej potworów, w Krypcie Kruczego Króla przy każdej pieczęci czekają Ghazbaran i Morgaroth, a krytyk jest rzadszy, ale dużo mocniejszy. Do tego Tier 4 zadań, cztery nowe zadania na lodowe potwory, skup hurtowy u Yberiona, magic wall po 12 sztuk i sporo poprawek w kliencie.
Podziemia obu nowych wysp z 2.0.0 były za puste: po kilka kratek marszu między jednym potworem a drugim. Teraz potworów jest wyraźnie więcej, a mapa się nie zmieniła.
W skrócie
Ravenhold, piętra −1 i −2: +30% potworów, piętro −3: +32%.
Powierzchnie obu wysp, Ravenhold −4 i lodowa wyspa −4 są bez zmian.
Gęstsze expowiska widać od razu w zakładce Gdzie expić? i na mapie potworów.
Piętro
Potwory
Było
Jest
Ravenhold −1
dragon 133 → 173, dragon lord 67 → 87
200
260
Ravenhold −2
dragon lord 200 → 260
200
260
Ravenhold −3
demon 90 → 119, behemoth 80 → 105
170
224
Lodowa wyspa −1
frost dragon 200 → 280
200
280
Lodowa wyspa −2
frost dragon 300 → 420
300
420
Lodowa wyspa −3
master warlock 170 → 187
170
187
Na zrzutach poniżej całe piętro przed aktualizacją i teraz. Każda kropka to jedno miejsce, w którym odradza się potwór:
Ravenhold −1: dragony i dragon lordy
Przed: 200.Teraz: 260.
Ravenhold −2: dragon lordy
Przed: 200.Teraz: 260.
Ravenhold −3: demony i behemothy
Przed: 170.Teraz: 224.
Lodowa wyspa −1: frost dragony
Przed: 200.Teraz: 280.
Lodowa wyspa −2: frost dragony
Przed: 300.Teraz: 420.
Lodowa wyspa −3: master warlocki
Przed: 170.Teraz: 187.
Z bliska, w skali gry
Kadr 30 × 20 kratek, czyli mniej więcej dwa ekrany gry. Przyrost w kadrze jest taki sam jak średnio na piętrze.
Ravenhold −2 przed: 6 dragon lordów.Teraz: 8.
Lodowa wyspa −1 przed: 5 frost dragonów.Teraz: 7.
Krypta Kruczego Króla
Najniższe piętro Ravenhold (−5). Żeby otworzyć skarbiec, trzeba przełożyć cztery dźwignie-pieczęcie. Teraz przy każdej z nich stoi para wielkich bossów.
Przy każdej z czterech dźwigni (komnaty Ognia, Kości, Cieni i Krwi) stoi Ghazbaran i Morgaroth. Na całym piętrze to 8 bossów więcej.
Nagroda bez zmian: 2 × annihilation remover, od 200 poziomu, raz na postać.
Dokładną drogę i położenie dźwigni znajdziesz w poradniku questu w Bibliotece.
Komnata Ognia przed aktualizacją.Teraz: Ghazbaran i Morgaroth przy dźwigni.
Krytyk: rzadziej, ale mocniej
Trafienie krytyczne pada dwa razy rzadziej, ale bije trzy razy mocniej. Średnie obrażenia prawie się nie zmieniają, za to krytyk naprawdę widać.
Było
Jest
Szansa na krytyk
10%
5%
Moc krytyka
+10%
+30%
Annihilation: crit chance
2 / 3 / 5%
2 / 3 / 6%
Annihilation: crit damage
5 / 10 / 20%
7 / 15 / 30%
Krytyk losuje teraz zawsze z górnej połowy rozrzutu obrażeń, więc nigdy nie wychodzi słabszy od zwykłego ciosu (szczegóły niżej).
Dotyczy broni, pięści i różdżek.
Nowe wartości annihilation działają też na przedmiotach, które już mają ten bonus.
W oknie Skills jest nowa sekcja Combat Bonuses: szansa i moc krytyka oraz premie z annihilation. Na zielono to, co dokłada sprzęt.
Okno Skills z nową sekcją. Przykład: złota szansa na broni (5% + 6% = 11%) i różowa moc krytyka (30% + 15%).
Jak działa krytyk
Cios bronią to losowa część Twoich maksymalnych obrażeń, od 15% do 99%. Trafienie krytyczne podnosi to maksimum o 30%.
Było: krytyk losował z całego zakresu, od 15% w górę. Mogło więc wypaść „CRIT!” za 60, kiedy zwykły cios potrafi wejść za 250. Krytyk był wtedy mocniejszy tylko z nazwy.
Jest: krytyk losuje wyłącznie z górnej połowy zakresu, od 57% do 99% podniesionego maksimum. Najmocniejszy krytyk się nie zmienił, za to najsłabszy jest dużo wyższy.
Przykład (próba na serwerze)
Najsłabszy krytyk
Najmocniejszy krytyk
Rycerz: skill 100, broń z atakiem 50 (zwykły cios od 42)
200 53
347
Sprite wand: poziom 100, magic level 60
145 95
198
Krytyków pada tyle samo (5% ciosów), tylko nie ma już słabych. W sumie krytyk dokłada średnio +1,85% obrażeń zamiast +1,35%. Ta sama zasada działa dla rycerza, paladyna i różdżki maga. Czary i runy krytyka nie mają.
Zadania !task
Tier 4
Każde zadanie ma czwarty poziom: 10 razy więcej potworów niż Tier 1, a nagroda to półtorej nagrody Tier 3. Odstęp 8 godzin jest jeden na potwora, jak dotąd.
Demon
Ile
Exp
Złoto
Tier 1
100
180 000
42 000
Tier 2
250
450 000
105 000
Tier 3
500
900 000
210 000
Tier 4
1000
1 350 000
315 000
Cztery nowe zadania
Na lodowe potwory z 2.0.0 (dopisane na końcu listy, więc postęp innych zadań się nie przesuwa):
Potwór
Zakładka
Tier 1
Exp
Złoto
Frost Dragon
150+
100
63 000
14 700
Crystal Spider
100–150
100
27 000
6 300
Ice Witch
100–150
150
26 100
6 090
Ice Golem
50–100
150
13 275
3 098
Okno zadań z nowym przyciskiem Tier 4 i lodowymi potworami.
NPC i ceny
Yberion: skup hurtowy
Yberion w Morcie skupuje perły, kamienie, talony i scarab coiny tak jak Soya. Mówisz sell all, dostajesz listę z sumą i sprzedajesz po pełnym zdaniu yes i am sure. sell all yellow gem sprzedaje od razu wszystkie sztuki jednego kamienia. Ceny takie same jak przy sprzedaży po sztuce.
Soya: skróty nazw i tańsze pierścienie
Soya rozumie skróty: sell rh, sell 3 mms, sell all c armor. Pełną listę podaje na słowo help albo short. Za pierścienie płaci teraz o połowę mniej:
Pierścień
Cena
might ring
2500 5000
stealth ring
1500 3000
energy ring, ring of healing
1000 2000
time ring
500 1000
sword, axe, club, dwarven ring
250 500
Bez zmian: life ring, crystal ring, gold ring i ring of the sky.
Magic wall: 12 sztuk z czaru
Czar adevo grav tera robi teraz 12 run magic wall zamiast 8. Koszt bez zmian: 750 many, 5 soul i jedna pusta runa.
Przedmioty i świat
Pełny plecak i stos. Dokładanie do stosu (np. mięsa) w pełnym plecaku sprawdza udźwig tylko dla sztuk, które naprawdę dochodzą. Wcześniej gra liczyła cały stos do 100 sztuk: wychodziło „You cannot put more objects in this container.”, a zakup u NPC lądował na ziemi.
Autoloot na juggernautach i Massacre. Działa także po pierwszych 10 sekundach od zabicia. Wcześniej później otwarte ciało zostawało z całym łupem.
Rzeczy toną w wodzie, bagnie, lawie i smole, także przy samym brzegu i na morzu nowego kontynentu (razem z lodową wyspą). Rzecz rzucona na łódkę zostaje na łódce.
Tobago: zdjęta strefa ochronna z 33 kratek, które nie należą do domów: trawa pod ścianą, kawałek ulicy i budynek na wschodnim brzegu.
Klient i strona
Ctrl+F przełącza tryb bezpieczny (pięść). Każde przełączenie pokazuje komunikat na środku ekranu. Jeśli masz pod Ctrl+F własny hotkey, działa hotkey.
Plecaki po zalogowaniu. Wracają wszystkie otwarte pojemniki, z miejscem, wysokością i zwinięciem. Wcześniej klient sam zamykał część z nich i „otwierały się tylko brązowe”.
Chodzenie trzymanym klawiszem. W 2.0.0 postać chodziła szybciej, ale się ślizgała. Teraz ruch jest płynny, a chodzenie dalej szybsze niż przed 2.0.0.
Lista walki sama się poprawia, jeśli rozjedzie się z tym, co widać na mapie.
Gildie na stronie: logo gildii (wgrywa lider), osobna strona każdej wojny z fragami i przebiegiem, kto z gildii jest teraz w grze, skład profesji, bilans wojen, ostatnie fragi i zgony członków, rekrutacja z filtrem „Tylko rekrutujące” i ranking najaktywniejszych gildii.
Agent kanału Help zna już wszystko z tej aktualizacji, a do tego godziny i miejsca bossa dnia.
Do zobaczenia na Ravenhold!
Szczegóły każdego potwora i przedmiotu znajdziesz w Bibliotece, a expowiska w zakładce Gdzie expić?. Błędy zgłaszaj w grze pod Ctrl+R. Za każdy uznany błąd dostajesz punkty do sklepu.
Mortha Update 2.0.0 - daily boss, Annihilation Upgrade and two new islands
2026-10-01 · Mortha
This is the biggest update since Mortha launched! Every day at 20:00 a boss appears on the map, and you'll need to rally half the server to take it down. Items upgraded to the max can now gain an extra, random bonus. Two brand-new islands are also waiting for you to hunt on. On top of that: a new element, stronger great bosses and a whole lot of smaller changes.
Every day one of seven bosses, stronger than Ghazbaran. Put down your war axes for a moment and forge an alliance, even with your enemies. For the greater good!
In short
Every day at 20:00 a boss appears on the map and stays for 30 minutes.
Everyone who takes part in the fight gets a reward.
The reward is one item from the table: from crystal coins, through the best monster drops (MPA, golden legs, demon shield, golden boots), all the way to 16 new items that can't be obtained anywhere else.
The !boss command tells you who's coming today and where.
19:45An announcement in the middle of the screen: which boss is coming and in which area it will appear.
20:00The boss takes its spot. The fight begins.
20:30If it's still alive, it escapes. Nobody gets a reward that day.
How the boss is drawn
There are seven bosses in the pool. The draw skips the bosses from the previous two days, so the same one won't come back two days in a row or every other day. Each boss has its own fixed spot on the map.
Boss
Damage type
Health
Where to find it
Morshabaal
energy
4.32 million
The great desert east of New City
Soul of Dragonking Zyrtarch
fire, summons dragon lords
4.41 million
The west coast near Castle
Bakragore
physical damage
4.59 million
A desert island south-east of Premy Island
Zamulosh
poison, summons carrion worms
4.50 million
The eastern cape of Tobago island
Goshnar's Megalomania
life drain, summons bonebeasts
4.32 million
An islet south-east of New City
Gaz'haragoth
mana drain
4.32 million
The desert north of the Drefia ruins, west of Darashia
The Monster
a bit of everything: physical, energy, fire
4.68 million
A sandy cape west of New Edron
You'll find the exact positions and a map of every spot in the Library, under the Daily bosses tab.
These bosses hit often, a little at a time: there's hardly a second without damage, but there are no sudden bursts worth several thousand either. They're faster than a level 250 character without haste, they don't flee and they're immune to paralyze. Resistance to the boss's element (e.g. energy against Morshabaal) really helps here.
Who gets a reward
Everyone involved in the fight gets a reward. Your level doesn't matter, and neither does who deals the most damage: a level 150 mage gets the same as a level 400 knight. Hitting once and walking away isn't enough, though - you have to fight together with everyone else.
Dying doesn't cost you your share. Come back and keep fighting.
Damage dealt by your summons and by fields from your runes counts too.
When the boss falls, you must be online. An offline character gets nothing.
One reward per account.
The reward goes into your backpack. If you don't have room or capacity, it lands in your home town's depot.
After the kill, the whole server sees the Top 5 players by damage dealt.
The !boss command
When
What it says (in English in-game)
Before 20:00
Which boss is coming today and in which area.
During the fight
How much time is left and whether your reward is already secured.
After the fight
That today's boss has already been and the next one comes tomorrow at 20:00.
What you can get
Every rewarded player gets one item from the table. The chances are the same for all seven bosses, and every boss can give any of the new items. The color of the item name in the message tells you how rare the reward is.
Reward
Chance
Daily boss items (12.1% in total)
each of the 5 weapons (sword, axe, club, crossbow, abyssal wand)
0.5% each
each of the 4 legs
0.8% each
each of the 4 vocation rings
1% each
each of the 3 rings for all vocations
0.8% each
Materials and currency
demonic artifact (Annihilation Upgrade material, only obtainable here)
15%
annihilation remover
1%
5 crystal coins (50,000 gp)
15.9%
10 crystal coins (100,000 gp)
7.9%
Top-tier items (48.1% in total)
demon shield
12.0%
golden legs
9.8%
magic plate armor
9.8%
mastermind shield
8.4%
horned helmet
3%
great shield
2%
golden boots
2%
warlord sword
1%
Total
100%
Colors: blue from 10%, pink below 10%, orange below 2% (exception: the demonic artifact is pink). The boss's corpse is empty - everything is handed out automatically.
Daily boss items
16 new items. Every one of them drops from each of the seven daily bosses and nowhere else.
Weapons
The three new melee weapons are one-handed, yet they hit just as hard as the best two-handed ones. Knights can finally wield a top weapon and a shield at the same time.
Item
Type
Atk / Def
Notes
bloodreaver
sword, one-handed
55 / 38
42 oz
wyrmwing axe
axe, one-handed
56 / 34
55 oz
venomspire mace
club, one-handed
55 / 37
60 oz
soulreaper crossbow
crossbow (paladin)
Atk 5
hit chance +4%, range 7 (arbalest: Atk 2, +2%)
abyssal wand
wand, sorcerer and druid, from level 50
—
50 mana per shot, about 20% stronger than the sprite wand
For comparison
magic longsword
two-handed
55 / 40
43 oz
warlord sword
two-handed
53 / 38
64 oz
Abyssal wand in numbers
It deals physical damage, and its power scales with level and magic level exactly like the sprite wand. The projectile and the explosion on the target are new effects from later versions of Tibia.
Level / ml
abyssal wand
sprite wand
50 / 40
61–105
50–88
100 / 70
93–196
77–164
150 / 90
120–273
99–228
200 / 100
143–336
118–280
Legs for every vocation
Item
Vocation
Arm
Bonuses
bloodforged legs
knight
11
sword, axe and club +2, stronger critical hits +5%, fire 2%
soulstalker legs
paladin
9
distance +2, stronger critical hits +5%, energy 2%
stormweave legs
sorcerer
7
magic level +2, energy 3%
frostbark legs
druid
7
magic level +2, fire 3%
Bloodforged legs have the highest legs armor in the game (golden legs and demon legs have 9). “Stronger critical hits” raises the upper limit of a weapon's critical hit from +10% to +15%. It doesn't change the chance of landing one.
Seven rings that never wear out
Item
For
Bonuses
bloodstone ring
knight
sword, axe and club +2, physical 1%
soulbound ring
paladin
distance +2, physical 1%
storm signet
sorcerer
magic level +1, energy 2%, fire 2%, +2 mana every 3 s
frostbloom ring
druid
magic level +1, poison 2%, ice 2%, +2 mana every 3 s
ember ring
everyone
fire 5%
serpent ring
everyone
ice 5%
prismatic band
everyone
fire, energy, poison and ice 2% each
Upgrading at the blacksmith
All the new items can be upgraded at the blacksmith like any other gear. What's new are rings: the blacksmith upgrades only these seven, up to +5. Each level gives 1% ice protection, and +5 gives 7%. A +5 ring can also receive an Annihilation Upgrade bonus.
Item
Levels
Per level
At max
sword, axe, club, crossbow
+10
+1 Atk
+3 weapon skill
abyssal wand
+10
+2% damage
+3 magic level
legs
+5
+1 Arm and +1% fire
7% fire
daily boss rings
+5
+1% ice
7% ice
Annihilation Upgrade
Already at +10? Now your item can get one more, random bonus.
In short
Only for items at maximum upgrade: armor pieces at +5, weapons, shields and backpacks at +10.
Cost: 200 crystal coins plus one material each from the five great bosses and the daily boss.
The attempt always succeeds. The bonus type and its tier are rolled: blue, pink or gold.
A bonus can't be overwritten. To roll again, you first have to strip it with a remover.
What can be annihilated
Item
Required upgrade
Bonus pool
melee weapons, bows, crossbows, wands and rods
+10
weapon
shield, backpack
+10
defense
helmet, armor, legs, boots, amulet
+5
defense
the seven daily boss rings
+5
defense
Everything happens in the familiar blacksmith window. Open it with the anvil icon in the inventory window, the “Item Upgrade” button in the top menu, or by right-clicking an item and choosing “Upgrade item”. For an item at max, the Annihilation button appears instead of “Done”.
The blacksmith window: items at max have an Annihilation button. At the bottom you'll see a counter of your materials and removers.The Annihilation Upgrade window. You can see the whole bonus pool, the tier chances and what you're still missing. Hover over an icon to see what each tier gives.
Cost of one attempt
Ingredient
Source
Chance per kill
200 crystal coins
backpack and bank account combined
—
Orshabaal's claw
Orshabaal
about 5%
Ferumbras' beard
Ferumbras
about 5%
Morgaroth's tooth
Morgaroth
about 10%
Infernal's tail
Infernal
about 10%
Ghazbaran's horn
Ghazbaran
about 15%
demonic artifact
daily boss at 20:00
15% per reward
You have to carry the materials with you; the gold can stay in the bank. If even a single material is missing, the game won't take your gold. Materials can be bought and sold on the market, but NPCs don't buy them. That makes Annihilation Upgrade a job for a team, or for a guild that hunts all five bosses.
Tiers
Tier
Chance
What it means
blue
65%
The base value of the bonus.
pink
30%
Stronger than blue.
gold
5%
By far the best, usually three times stronger than blue. A gold result is announced to the whole server.
Every bonus in an item's pool has the same chance: the weapon pool has 6 of them, so each one comes up in 1 out of 6 attempts. The defense pool has 10, so each comes up in 1 out of 10.
Weapon bonuses
Bonus
Blue
Pink
Gold
Notes
critical hit chance
+2%
+3%
+5%
the base chance is 10%
critical hit damage
+5%
+10%
+20%
raises the upper limit of a critical hit
weapon skill
+2
+3
+6
sword/axe/club, distance for bows and crossbows, magic level for wands
damage to monsters
+2%
+3%
+6%
all damage, including spells and runes; monsters only
monster armor penetration
5%
10%
20%
physical hits, including SD; monsters only
experience
+1%
+2%
+4%
capped at 8% per character
Bonuses on shields, armor, backpacks and rings
Bonus
Blue
Pink
Gold
Cap
experience
+1%
+2%
+4%
8%
fire resistance
2%
3%
6%
15%
energy resistance
2%
3%
6%
15%
life drain resistance
2%
3%
6%
15%
ice resistance
2%
3%
6%
15%
max health
+2%
+3%
+6%
15%
max mana
+2%
+3%
+6%
15%
capacity
+2%
+3%
+6%
15%
less damage from monsters
2%
3%
6%
15%
slower stamina drain
5%
10%
20%
50%
The cap is the total across all your equipped gear. Three gold “fire” bonuses would add up to 18%, but at most 15% counts.
A bonus only works when the item is equipped in its own slot. Weapons and shields only work in your hands.
Damage to monsters, armor penetration and less damage from monsters work only when fighting monsters. They have no effect against players or their summons.
Health and mana are calculated from the base values given by your level and vocation. Experience applies to exp from monsters.
The pool contains no physical or poison resistance.
What the roll looks like
After you click Annihilate and confirm, an animation starts that lasts about 7 seconds. First a frame jumps across the icons and slows down until it stops on the rolled bonus. Then the tier color spins for a moment. Finally the frame flashes in the color of the result, and SUCCESS appears above your character. Gold flashes twice as long, and the whole server gets a message saying who rolled it and on which item.
1. The bonus is being rolled.2. The bonus is picked, the rest fade out.3. The tier is rolled. Gold this time: +5% critical hit chance.
Where you can see the bonus
A colored line appears at the end of the item description (“You see”), e.g. Annihilation (gold): +5% critical hit chance. The same line shows up when you view another player's equipment (Inspect).
Removing a bonus
You can't roll a second bonus on an occupied slot. You first have to remove the existing one with the Remove button, which uses up one annihilation remover. The bonus is lost, and the gold and materials are not refunded. After that you can roll again at full price.
annihilation remover
points shop: 250 points daily boss: 1% per reward The Raven King's Crypt quest on Ravenhold: 2 pieces
Trading
You can hand an item with an Annihilation Upgrade bonus over to another player via trade, and the bonus stays on it. NPCs won't buy it and it can't be listed on the market.
Inspect shows another player's bonus.
Ravenhold Island
A ruined castle in the far north and four floors of caves. From heroes on the surface to Orshabaals at the very bottom.
Ravenhold from above. In the middle a ruined castle with towers, surrounded by meadows with a cemetery, ruined farmsteads and a dead forest.
How to get there
The island lies far to the north of the new continent, north-west of Premy Island.
Almost every ship captain will take you there: Captain Rey in Mortha, the captains in Tibia's ports, the ships of the new continent, and even the dwarven steamboats and flying carpets. Say bring me to Ravenhold. The trip costs 240 gp and requires premium.
Captain Harrow takes you off the island, to up to 21 destinations. Trips to Mortha (200 gp), Thais, Carlin and Venore (250 gp) don't require premium, so you can always get back home after your premium runs out.
What's on each floor
Floor
Terrain
Monsters
Count
Recommended for (estimate)
surface
castle and meadows
hero, magic hero
251
from about level 80
−1
winding tunnels with dragon nests
dragon, dragon lord
200
from about level 80–100
−2
huge halls with lava pools
dragon lord
200
from about level 100–130
−3
a cave with demon altars
demon (120), behemoth (100)
220
from about level 130–150
−4
chambers with lava lakes
Orshabaal, Morgaroth (24 each)
48
high-level teams
−5
the The Raven King's Crypt quest: a crypt behind a level door, four chambers with seal levers (Fire, Shadows, Bone and Blood) and a treasury – it only opens for a character who has pulled all four levers personally
Great Hall: 3 Orshabaals, 2 Morgaroths and demons; Chamber of Flame: 2 Infernals, hellhounds and hellfire fighters; Chamber of Shadows: Ghazbaran, dark torturers and hands of cursed fate; Chamber of Bone: 2 Morgaroths, undead dragons and blightwalkers; Chamber of Blood: Orshabaal, Morgaroth, furies and plaguesmiths; Antechamber: 2 Ghazbarans and juggernauts
—
from level 200, reward: 2× annihilation remover
The throne room in the castle ruins. Heroes right after respawning.Floor −4: a lava lake, Morgaroths and Orshabaal. This is where a team comes in handy.
Ice island and the ice element
A new island of snow and ice west of Ice Land, four new monsters and the first new element on the server.
How to get there
Sail to Ice Land (240 gp, premium) and head to the western cape. From there, a long wooden bridge leads to the new island.
The surface has three zones: a dense fir forest, a boulder field and an open snowy plain with two frozen lakes. Beneath the island there are four floors of caves. The corridors connect in loops, so you don't have to backtrack out of every dead end. You go down through holes in the ice and up with a rope.
The ice island. On the right, the bridge and a piece of Ice Land.
knight armor, knight legs, time ring, crystal ring
Frost Dragon
2100
1900
life drain beam, ice ball, tornado, three different slows
the same as a dragon lord, including the dragon scale mail
The frost dragon is an icy dragon lord. It has the same health, the same exp and exactly the same loot, item for item. It hits about as hard, but it uses ice instead of fire and slows you down a lot. Watch out for that, especially in a crowd.
The surface: ice golems, crystal spiders and an ice witch among the boulders.Floor −1: tunnels with patches of snow and frost dragons.
The ice element
Ice is a new damage type. Ice damage shows up as light blue numbers and has its own effects: an ice ball and an ice tornado. For now, only the four new monsters on this island deal it. No player spell or rune deals ice damage.
The Skills window has a new Ice row in the Resistances section. You can protect yourself against ice with:
Source
Protection
the Annihilation Upgrade bonus “ice resistance”
2 / 3 / 6%, up to 15% in total
a daily boss ring upgraded at the blacksmith
up to 7% at +5
serpent ring
5%
frostbloom ring, prismatic band
2%
The new Ice row in the Skills window.
Great bosses
Ferumbras, Orshabaal, Morgaroth, Infernal and Ghazbaran: more health, steadier damage, new loot and Annihilation Upgrade materials.
A new combat rhythm
Until now these bosses could stand around doing nothing for a long time and then drop a combo worth several thousand in a single second. Now they hit more evenly: shorter pauses, smaller individual hits and no sudden bursts. Each one is clearly stronger than the one before, and the daily bosses sit at the top of the ladder.
Ferumbras~709/s
Orshabaal~733/s
Morgaroth~808/s
Infernal~953/s
Ghazbaran~1108/s
daily bosses~1600/s
Average damage per second against a knight with a shield, from a combat simulation. In the game it depends on your gear and resistances.
Boss
Health
Annihilation Upgrade material
Ferumbras
33,880 28,000
Ferumbras' beard, about 5%
Orshabaal
39,204 32,400
Orshabaal's claw, about 5%
Morgaroth
66,550 55,000
Morgaroth's tooth, about 10%
Infernal
84,700 70,000
Infernal's tail, about 10%
Ghazbaran
126,500 115,000
Ghazbaran's horn, about 15%
A new loot split
The most valuable items (golden legs, magic plate armor, mastermind shield, demon shield) now drop from each of the five, and the stronger the boss, the more often. On top of that, each of them has its own rares. The chances below are the real chance per kill.
Item
Ferumbras
Orshabaal
Morgaroth
Infernal
Ghazbaran
golden legs
2%
2%
3.2%
4%
5.2%
magic plate armor
2%
2%
3.2%
4%
5.2%
mastermind shield
2%
2%
3.2%
4%
5.2%
demon shield
3.2%
3.2%
4%
5.2%
6%
Rares
golden boots
—
—
1.2%
—
—
magic longsword
—
0.8%
—
1.6%
—
great shield
—
0.8%
—
1.6%
—
thunder hammer
—
—
1.2%
1.6%
—
demon legs, horned helmet
—
—
—
—
2% each
sprite wand
0.4%
—
—
—
—
Golden boots now drop only from Morgaroth.
Golden helmet doesn't drop from any boss. You can only get it from a quest.
New lairs: 24 Orshabaals and 24 Morgaroths at the bottom of Ravenhold, and 29 Infernals and 29 Ghazbarans at the bottom of the ice island.
Travel
Fewer quests to unlock ship routes, and the first voyages for free accounts.
Voyages without premium
Free accounts can now sail to Mortha, Thais, Carlin and Venore, for the same price as premium accounts. Any captain who sails to these cities will take you there, including from premium islands. Once your premium runs out, you can always get back to one of these four cities. Ask a captain about sail and they'll tell you where they can take you without premium.
Edron, Darashia, Ankrahmun, Port Hope, Liberty Bay, Ab'Dendriel and all the islands of the new continent, including Ravenhold and Ice Land, still require premium.
Islands without missions
Destination
Who takes you
No longer required
Price
Calassa
Captain Max, Liberty Bay
the explorer rank in the Explorer Society
200 gp
Peg Leg (Meriana)
Captain Waverider, Liberty Bay
Eleonore's mission
50 gp
Nargor
Sebastian, Meriana
Raymond Striker's mission
50 gp
Liberty Bay
the turtle on Meriana
crossing the entire Shattered Isles
—
Isle of the Kings
Dalbrect and Captain Jack
the abbot's permission
20 gp
The quests themselves stay unchanged: missions, ranks, rewards and the pirate outfit can still be earned. Voyages to Calassa, Peg Leg and Nargor still require premium.
Combat and minor changes
Smaller things, but ones you'll notice every day.
Ultimate healing and exura vita: a slight nerf
The UH rune and the “exura vita” spell still heal the same fixed amount every time, with no weak rolls. That amount is now exactly the average from the old server – previously it was 4–8% higher (the most at lower levels).
Character
Healing now (before)
level 60 knight, ml 6
304 (331)
level 103 knight, ml 7
509 (544) – about 32% of the health bar
level 150 knight, ml 9
739 (784)
level 250 knight, ml 10
1206 (1272)
level 100 mage, ml 50
792 (840)
Unchanged: at least 250 health at every level, the magic level 4 requirement for the rune, and the healing pace.
Max exori 5% weaker
Max exori now deals 5% less damage. Sample damage of a single cast:
Knight level
Damage now (before)
100
285–399 (300–420)
200
570–798 (600–840)
300
855–1197 (900–1260)
400
1140–1596 (1200–1680)
Unchanged: costs 40% of your mana, requires level 50 and magic level 6, same area and damage type.
CRIT! text on critical hits
When you land a critical hit with a melee weapon, a bow, a crossbow, a throwing weapon or a wand, a yellow CRIT! text appears above the target – below the damage number. Everyone nearby can see it. It doesn't appear when the hit is blocked down to zero. The critical hit itself works the same as before.
The exevo grav vita bush: can't be cut for 20 seconds
The bush from the druid spell exevo grav vita can't be cut with a machete or a pocket knife for the first 20 seconds – as long as a magic wall lasts. After that it can be cut as before. The bush itself still disappears after 45 seconds.
Paralyze rune: 1000 mana
Using a paralyze rune now costs 1000 mana instead of 800, because manarune now gives more mana than before.
New damage formula for mage spells
The formula used to calculate the damage of mage attack spells and runes has changed. Magic level now carries more weight, so a high magic level is rewarded much better. Up to magic level 80 the damage is the same as before. Above that, every magic level point raises damage by 0.75% compared to what a character of the same level would deal with magic level 80.
Magic level
Damage compared to ml 80 (same character level)
up to 80
same as before
90
+7.5% (previously +4.7% at level 200, +2.9% at level 400)
100
+15% (previously +9.4% at level 200, +5.8% at level 400)
110
+22.5% (previously +14.1% at level 200, +8.7% at level 400)
120
+30% (previously +18.8% at level 200, +11.5% at level 400)
Which spells are affected: sudden death, explosion, GFB, fireball, HMM, LMM, walls, all beams, exevo mort hur, UE, poison storm, exevo flam hur, and exori vis, flam, mort and pox.
Why it used to be lower: in the old formula magic level was just one component next to character level, so the higher your level, the less each ml point was worth. Now ml above 80 counts the same at every level.
Example: a level 200 mage. Average damage of a single cast, with the old value in brackets:
Spell
ml 90
ml 100
sudden death
968 (942)
1036 (983)
great fireball
344 (335)
368 (350)
exevo vis lux
1048 (1020)
1121 (1065)
exevo mort hur
1255 (1221)
1342 (1275)
ultimate explosion
1400 (1356)
1497 (1410)
Manarune grows with you
Until now, manarune always restored 120–220 mana. That range stays as the base, and both ends get a bonus that depends on the level and magic level of the character using the rune. The bonus is at most +80. The delay between uses doesn't change: 1.4 s.
Character
Bonus
Manarune gives
new character, low level
0 – a few
about 120–220
EK, level 250
+15
135–235
RP, level 250
+19
139–239
MS/ED, level 250
+36
156–256
MS/ED, level 400
+64
184–284
maximum
+80
200–300
UH kicks in faster after exeta res
After casting exeta res, the ultimate healing rune now waits only 0.5 s instead of 0.9 s. A knight who challenges monsters can heal up faster right after. Every other spell and every other rune after exeta res still waits 0.9 s, and UH after UH is unchanged as well.
All throwing weapons stay in your hand
Throwing stars, throwing knives and small stones now stay in your hand after a throw, just like the spear has since September. No more picking them up off the ground, including under the trainer. They still break just as often as before: a star on average once every 29 throws, a knife and a stone once every 45.
A magic field won't hold a monster forever
A fire bomb in a narrow passage used to hold monsters back indefinitely. Now a monster that has had no path to its target for 2 seconds walks into the field after about 3 seconds and burns in it. A field that can be walked around still turns it back. A ranged monster that has you in range stays where it is and keeps shooting.
And also
Banuta −4 now has as many monsters as in today's Tibia: 120 instead of 78 (42 serpent spawns, 35 hydras, 36 bonebeasts, 7 giant spiders), spread more evenly along the corridors.
The protection zone on ships now also covers the superstructures, the crow's nest and the cargo holds. It used to be possible to rope a player out of a cabin from there and kill them. The rope still works, but the pulled character lands in the protection zone.
A diagonal step from a pile of parcels onto a roof one floor up, and back, now works just like a straight step.
Hunter addons: sniper gloves now give the gloves to female characters too. Anyone who got the addon the old way will be fixed automatically on their first login.
Wands can land critical hits, just like weapons: a 10% chance for a stronger shot.
Client and website
Changes to windows and controls. They take effect after you restart the client.
A red shield over enemies in guild wars
When your guild is at war, members of the guild you're fighting have a red shield over their heads on your screen. Allies from your own guild, bystanders and players in other wars still have a green one. The party shield still takes priority. Nothing changes in combat, frags or war scoring.
Rikko from the guild you're at war with (red) and Tessa from yours (green). Zoom ×2.
Hide guild members on the battle list
The battle list has a sixth filter: Hide guild members. It hides online members of your guild, so in the crowd around a boss you only see outsiders and monsters. Joining or leaving a guild via command takes effect immediately, no relog needed.
The new battle list filter.
Smart walking is back as an option
Under Options → Game there's an Enable smart walking checkbox. It's off by default. When it's on, pressing two arrow keys at once makes a diagonal step. Walking speed doesn't change. Dash walking stays permanently disabled.
The new checkbox in the game options.
Other changes
Smooth walking with a held key. A held arrow key used to take the next step only on the next key “repeat”, which made it slightly slower than clicking on the map. Now the next step starts right after the previous one. This applies to arrow keys, the numpad and WSAD.
The Ok button on the login screen now responds across its full height. Previously only its upper part worked.
MorthaBot: auto manarune no longer slows down when your mana is close to zero while you're training mana at the same time.
Website: a new Server menu with the subpages Server info, Who is online, Last deaths (the 100 most recent deaths) and Videos (videos about Mortha).
See you at 20:00!
You'll find details of every monster and item in the Library, and the new hunting grounds under the Where to hunt? tab. Report bugs in-game with Ctrl+R. You get shop points for every accepted bug report.
Changes 1.5.217–1.5.218
2026-09-30 · Mortha
USING ITEMS RIGHT AFTER A RUNE, PUSH AND MAGIC WALL NO LONGER CANCEL EACH OTHER, X-LOG NO LONGER SAVES YOU FROM A FIGHT, RED SKULL FROM 5 FRAGS
After a rune you can use a ladder, rope, shovel, door or vial and move an item right away. Before, you had to wait a second. Rune and spell timers themselves are unchanged.
Push and a rune in the same second (magic wall, SD and others) both go through. Before, the rune cancelled the push.
X-log: a character hit by a player within the last minute stays in the game after the client is closed.
Red skull from 5 unjustified frags per day (was 4), 15 per week, 44 per month.
Guild war: hitting your own guildmate gives no skull and no frag.
You cannot attack players in the trainer halls, and the Ice Land teleport is inside a protection zone.
Also
Resistances add up, and the stone skin amulet blocks 95% of physical damage.
Backpacks left open when you logged out open again when you log in.
Soya: sell all <name>, 9 more weapons bought and new prices for rares.
exura sio +15%, more iron ore, the Annihilator on Mortha every 4 hours.
Game Chat, Trade and Real Chat from level 10.
Rules: blocking passages and hunting grounds is forbidden (point 1.6).
KNIGHTS AND PALADINS NO LONGER HIT "FOR NOTHING" — a hit is now rolled from 15% of its maximum instead of from zero.
Until now every hit started at zero, so with the same average and the same maximum you still got runs where the weapon did next to nothing — and that is exactly what players reported as "my damage is too low". The bottom of the range is gone: the weakest possible hit is now 15% of the strongest one. The average barely moves; only the dead spot disappears.
What else landed
From level 300 experience is ×3.
exeta res really does hold monsters on you, and max exori hits more evenly — the same average hit, a narrower spread.
Tasks !task in a party: the kill counts for everyone who hit the monster, even once. Just standing next to the fight no longer counts.
Tasks !task: smaller rewards — experience halved, gold down by 30%.
Fire burns again from the moment you step on the field after a relog, and Phantasm no longer speeds up to a pace no player could reach.
You can sail from the new continent to Ab'Dendriel, and the portals from Goroma to Ramoa, Talahu and Malada finally take you there.
Annihilator in Edron: anyone may enter the chamber, even after finishing the quest.
Autoloot works on blightwalkers and defilers in Pits of Inferno.
A new account needs its e-mail confirmed, and there are two ways to recover one. Several characters from one account at once — but from one connection.
Full list of changes: changelog. Restart the client — it will download release 163.
Changes 1.5.212–1.5.214
2026-09-25 · Mortha
A DIAGONAL STEP COSTS TWO STEPS AGAIN, NOT THREE — just like in Tibia 7.x and on the old beze.
The three came from an engine written for Tibia 8.x+; nobody here ever chose it. The effect was mechanical: moving one tile diagonally cost three intervals while two straight steps cost two, so the game punished diagonal movement and zigzagging paid off. At level 34 a diagonal now takes 1100 ms instead of 1650. It applies to monsters too: one circling you pays 6 steps instead of 9.
What else landed
No more one-second freeze every four minutes — saving characters skips what has not changed.
Walking speed grows with every level instead of jumping in 50 ms steps.
Your defence follows the fight mode you picked — no more free bonus for not attacking.
No more server crash after selling part of a stack from your inbox.
One kill, one frag — for whoever lands the final blow.
Deeper Banuta and Goroma open to everyone, the Edron Annihilator every hour and a half.
House contents saved every 4 minutes instead of once an hour.