All posts

Full changelog ›

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.

Gęstsze expowiska

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%.
  • Lodowa wyspa, piętra −1 i −2: +40% frost dragonów, piętro −3: +10% master warlocków.
  • 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.
PiętroPotworyByłoJest
Ravenhold −1dragon 133 → 173, dragon lord 67 → 87200260
Ravenhold −2dragon lord 200 → 260200260
Ravenhold −3demon 90 → 119, behemoth 80 → 105170224
Lodowa wyspa −1frost dragon 200 → 280200280
Lodowa wyspa −2frost dragon 300 → 420300420
Lodowa wyspa −3master warlock 170 → 187170187

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.

ByłoJest
Szansa na krytyk10%5%
Moc krytyka+10%+30%
Annihilation: crit chance2 / 3 / 5%2 / 3 / 6%
Annihilation: crit damage5 / 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 krytykNajmocniejszy krytyk
Rycerz: skill 100, broń z atakiem 50 (zwykły cios od 42)200 53347
Sprite wand: poziom 100, magic level 60145 95198

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.

DemonIleExpZłoto
Tier 1100180 00042 000
Tier 2250450 000105 000
Tier 3500900 000210 000
Tier 410001 350 000315 000

Cztery nowe zadania

Na lodowe potwory z 2.0.0 (dopisane na końcu listy, więc postęp innych zadań się nie przesuwa):

PotwórZakładkaTier 1ExpZłoto
Frost Dragon150+10063 00014 700
Crystal Spider100–15010027 0006 300
Ice Witch100–15015026 1006 090
Ice Golem50–10015013 2753 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:

PierścieńCena
might ring2500 5000
stealth ring1500 3000
energy ring, ring of healing1000 2000
time ring500 1000
sword, axe, club, dwarven ring250 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.

Daily boss at 20:00

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.

BossDamage typeHealthWhere to find it
Morshabaalenergy4.32 millionThe great desert east of New City
Soul of Dragonking Zyrtarchfire, summons dragon lords4.41 millionThe west coast near Castle
Bakragorephysical damage4.59 millionA desert island south-east of Premy Island
Zamuloshpoison, summons carrion worms4.50 millionThe eastern cape of Tobago island
Goshnar's Megalomanialife drain, summons bonebeasts4.32 millionAn islet south-east of New City
Gaz'haragothmana drain4.32 millionThe desert north of the Drefia ruins, west of Darashia
The Monstera bit of everything: physical, energy, fire4.68 millionA 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

WhenWhat it says (in English in-game)
Before 20:00Which boss is coming today and in which area.
During the fightHow much time is left and whether your reward is already secured.
After the fightThat 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.

RewardChance
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 legs0.8% each
each of the 4 vocation rings1% each
each of the 3 rings for all vocations0.8% each
Materials and currency
demonic artifact (Annihilation Upgrade material, only obtainable here)15%
annihilation remover1%
5 crystal coins (50,000 gp)15.9%
10 crystal coins (100,000 gp)7.9%
Top-tier items (48.1% in total)
demon shield12.0%
golden legs9.8%
magic plate armor9.8%
mastermind shield8.4%
horned helmet3%
great shield2%
golden boots2%
warlord sword1%
Total100%

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.

ItemTypeAtk / DefNotes
bloodreaversword, one-handed55 / 3842 oz
wyrmwing axeaxe, one-handed56 / 3455 oz
venomspire maceclub, one-handed55 / 3760 oz
soulreaper crossbowcrossbow (paladin)Atk 5hit chance +4%, range 7 (arbalest: Atk 2, +2%)
abyssal wandwand, sorcerer and druid, from level 50—50 mana per shot, about 20% stronger than the sprite wand
For comparison
magic longswordtwo-handed55 / 4043 oz
warlord swordtwo-handed53 / 3864 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 / mlabyssal wandsprite wand
50 / 4061–10550–88
100 / 7093–19677–164
150 / 90120–27399–228
200 / 100143–336118–280

Legs for every vocation

ItemVocationArmBonuses
bloodforged legsknight11sword, axe and club +2, stronger critical hits +5%, fire 2%
soulstalker legspaladin9distance +2, stronger critical hits +5%, energy 2%
stormweave legssorcerer7magic level +2, energy 3%
frostbark legsdruid7magic 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

ItemForBonuses
bloodstone ringknightsword, axe and club +2, physical 1%
soulbound ringpaladindistance +2, physical 1%
storm signetsorcerermagic level +1, energy 2%, fire 2%, +2 mana every 3 s
frostbloom ringdruidmagic level +1, poison 2%, ice 2%, +2 mana every 3 s
ember ringeveryonefire 5%
serpent ringeveryoneice 5%
prismatic bandeveryonefire, 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.

ItemLevelsPer levelAt 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% fire7% fire
daily boss rings+5+1% ice7% 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

ItemRequired upgradeBonus pool
melee weapons, bows, crossbows, wands and rods+10weapon
shield, backpack+10defense
helmet, armor, legs, boots, amulet+5defense
the seven daily boss rings+5defense

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

IngredientSourceChance per kill
200 crystal coinsbackpack and bank account combined—
Orshabaal's clawOrshabaalabout 5%
Ferumbras' beardFerumbrasabout 5%
Morgaroth's toothMorgarothabout 10%
Infernal's tailInfernalabout 10%
Ghazbaran's hornGhazbaranabout 15%
demonic artifactdaily boss at 20:0015% 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

TierChanceWhat it means
blue65%The base value of the bonus.
pink30%Stronger than blue.
gold5%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

BonusBluePinkGoldNotes
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+6sword/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 penetration5%10%20%physical hits, including SD; monsters only
experience+1%+2%+4%capped at 8% per character

Bonuses on shields, armor, backpacks and rings

BonusBluePinkGoldCap
experience+1%+2%+4%8%
fire resistance2%3%6%15%
energy resistance2%3%6%15%
life drain resistance2%3%6%15%
ice resistance2%3%6%15%
max health+2%+3%+6%15%
max mana+2%+3%+6%15%
capacity+2%+3%+6%15%
less damage from monsters2%3%6%15%
slower stamina drain5%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 removerpoints 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

FloorTerrainMonstersCountRecommended for (estimate)
surfacecastle and meadowshero, magic hero251from about level 80
−1winding tunnels with dragon nestsdragon, dragon lord200from about level 80–100
−2huge halls with lava poolsdragon lord200from about level 100–130
−3a cave with demon altarsdemon (120), behemoth (100)220from about level 130–150
−4chambers with lava lakesOrshabaal, Morgaroth (24 each)48high-level teams
−5the 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 personallyGreat 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.

Floors

FloorTerrainMonstersCount
surfacesnow, ice, forestice golem, ice witch, crystal spider217
−1winding tunnels with patches of snowfrost dragon200
−2huge halls with frozen puddlesfrost dragon300
−3a mage sanctuary with ritual circlesmaster warlock170
−4halls with lava and battlefieldsInfernal, Ghazbaran (29 each)58

New monsters

MonsterExpHealthHow it fightsNotable loot
Ice Golem295385melee, ice missile, slows. Weak to energyice rapier, black pearl, small diamond
Ice Witch580650ranged: ice missile, ice tornado, slow, heals itselfmystic turban, clerical mace
Crystal Spider9002200melee and ice ball, hastes itself. Weak to energyknight armor, knight legs, time ring, crystal ring
Frost Dragon21001900life drain beam, ice ball, tornado, three different slowsthe 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:

SourceProtection
the Annihilation Upgrade bonus “ice resistance”2 / 3 / 6%, up to 15% in total
a daily boss ring upgraded at the blacksmithup to 7% at +5
serpent ring5%
frostbloom ring, prismatic band2%
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.

BossHealthAnnihilation Upgrade material
Ferumbras33,880 28,000Ferumbras' beard, about 5%
Orshabaal39,204 32,400Orshabaal's claw, about 5%
Morgaroth66,550 55,000Morgaroth's tooth, about 10%
Infernal84,700 70,000Infernal's tail, about 10%
Ghazbaran126,500 115,000Ghazbaran'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.

ItemFerumbrasOrshabaalMorgarothInfernalGhazbaran
golden legs2%2%3.2%4%5.2%
magic plate armor2%2%3.2%4%5.2%
mastermind shield2%2%3.2%4%5.2%
demon shield3.2%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 wand0.4%————
  • 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

DestinationWho takes youNo longer requiredPrice
CalassaCaptain Max, Liberty Baythe explorer rank in the Explorer Society200 gp
Peg Leg (Meriana)Captain Waverider, Liberty BayEleonore's mission50 gp
NargorSebastian, MerianaRaymond Striker's mission50 gp
Liberty Baythe turtle on Merianacrossing the entire Shattered Isles—
Isle of the KingsDalbrect and Captain Jackthe abbot's permission20 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).

CharacterHealing now (before)
level 60 knight, ml 6304 (331)
level 103 knight, ml 7509 (544) – about 32% of the health bar
level 150 knight, ml 9739 (784)
level 250 knight, ml 101206 (1272)
level 100 mage, ml 50792 (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 levelDamage now (before)
100285–399 (300–420)
200570–798 (600–840)
300855–1197 (900–1260)
4001140–1596 (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 levelDamage compared to ml 80 (same character level)
up to 80same 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:

Spellml 90ml 100
sudden death968 (942)1036 (983)
great fireball344 (335)368 (350)
exevo vis lux1048 (1020)1121 (1065)
exevo mort hur1255 (1221)1342 (1275)
ultimate explosion1400 (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.

CharacterBonusManarune gives
new character, low level0 – a fewabout 120–220
EK, level 250+15135–235
RP, level 250+19139–239
MS/ED, level 250+36156–256
MS/ED, level 400+64184–284
maximum+80200–300

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).

All changes: changelog.

Changes 1.5.215–1.5.216

2026-09-27 · Mortha

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.

All 52 changes: changelog