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elixirs

An elixir rerolls the stats of an item. It does not add anything to what the item already has — it wipes every stat off the item and writes a freshly rolled set in their place. Four elixirs cover four groups of equipment; they are keys to a lock, not tiers of power.

Read this before you click
1
A reroll replaces your stats, it does not add to them. Everything the item had is wiped. There is no preview, no undo.
2
70% chance of success. On a failure the elixir is gone anyway. The item is left completely untouched — but the bottle is spent.
3
The result can be worse than what you had. There is no protection against a downgrade. This is gambling, and it is meant to be.
Slots are never lost
A clean item comes out with 2 slots. An item that already has 3 or 4 keeps its own count. A reroll can never leave you with fewer slots than you started with.
Your +N level is safe
The item level from holy soil is a separate track. An elixir does not touch it, does not reset it and cannot stack it. magic sword +5 stays magic sword +5.
The wrong elixir is not wasted
Use a Weapon Elixir on an armor and you get a message — and the elixir stays in your backpack. You cannot burn one by picking the wrong item type.
Name, charges and duration are untouched
A reroll only rewrites stats. The item keeps its name, and items that carry charges or a duration are refused outright rather than reset.
The four elixirsSame parameters across the board — 2 slots minimum, 70% chance, the same power multiplier
Elixir ID Works on Slots Chance
Weapon Elixir Weapon Elixir 12821 swords, axes, clubs, bows, crossbows, wands and rods 2–4 70%
Armor Elixir Armor Elixir 12819 body armor, helmets, legs and boots 2–4 70%
Shield Elixir Shield Elixir 12823 shields 2–4 70%
Jewelry Elixir Jewelry Elixir 12816 rings and amulets 2–4 70%
Where to get one
Shop — Uwerta Coins Trader
All four cost 5 Uwerta Coins each, in the Elixirs category. This is the main and reliable source. Buyback is disabled — elixirs cannot be sold back.
Quest — Tibian Cortes Jewelry only
A reward for 15 Quest Points: 3× Jewelry Elixir and 3× gold coin. One time only.
Loot — Skiner monsters Weapon Elixir only
Monster Chance in XML Effective (rateLoot ×3)
Rotworm Skiner 0.8% + 0.8% ~2.4% + ~2.4%
Rotworm Skiner Boss 0.8% + 0.8% ~2.4% + ~2.4%
Dragon Skiner 0.8% ~2.4%
Dragon Skiner Boss 2% ~6%
Dragon Lord Skiner 0.8% + 2% ~2.4% + ~6%
Dragon Lord Skiner Boss 0.8% ~2.4%
Hydra Skiner 0.8% ~2.4%
Hydra Skiner Boss 5% ~15%
Demon Skiner 0.8% ~2.4%
Demon Skiner Boss 8% ~24%
The effective column already includes rateLoot = 3. Entries written with a „+” are two separate rolls on the same corpse — one inside the bag, one loose.
What happens when you clickThe order matters, because it decides when the elixir is spent
Step What happens Elixir
1 The target is checked: it must be an item, and not the elixir itself kept
2 The item type is checked against the elixir kept
3 The new set of stats is rolled „dry”, before anything is touched kept
4 The elixir is consumed gone
5 The 70% success roll gone
6 The old slots are stripped gone
7 The new stats are applied gone
The new stats are rolled before the item is wiped, so there is no run in which an item loses its stats and gets nothing back. On a failure at step 5 the item is left untouched down to the bit — same description, same attack, same name.
Messages you can get
Situation Message Effect
Target is not an item You can only use this on an item.
Wrong item type <Name> only works on <group>.
Item cannot be enhanced This item cannot be enhanced.
Failure (30%) The elixir evaporates without effect. The item is unchanged. POFF
Success (70%) The item's properties have changed. + the list of new stats MAGIC_GREEN
How many slots you getAt least 2 — and never fewer than the item already had
Item before the reroll After a success
clean (0 slots) 2
1 slot 2
2 slots 2
3 slots 3
4 slots 4
Why this matters
The ceiling is 4 slots. An elixir cannot add a slot beyond what the item already carries — past the bump to 2, extra slots come from loot or from a flawless ice crystal.

So rerolling a good multi-slot drop is worth doing. There is no „elixir first, gems later” order to respect: the two systems work independently of each other.
What an elixir will not touch
These items are refused outright, and the elixir stays in your backpack:
  • stackable items — coins, stacked ammunition,
  • containers — backpacks and bags,
  • items with charges — life ring, might ring and the like,
  • items with a duration — torches, boots of haste and the like,
  • items in the ammo and backpack slots,
  • anything that is neither a weapon nor wearable in an equipment slot.
Charges and duration are skipped on purpose: a reroll would have to touch those attributes, and that is the shortest road to wiping the contents of somebody's item.
Flat or percentageEvery rolled stat gets one variant or the other, 50/50 and independently

Stats within a single reroll are always different — the same stat never comes up twice. The item description spells the result out:

[atk.+18%][melee.+5]
atk.+18% is the percentage variant: +18% of the item's base attack.
melee.+5 is the flat variant: +5 to melee skill.

A percentage is always taken from the base value in items.xml, never from the current one. That is why percentages do not compound with your +N level or with the other slots. A magic sword has a base attack of 48, so atk.+18% is always floor(48 × 0.18) = +8 attack, no matter what else sits on the item.

Which variant is better

It depends on the class of the item — and that is the point. The flat variant gives the same on every item, so it rescues mid-grade gear. The percentage scales with the base, so it rewards the best gear. The two meet on an item in the top 10% (p90). Measured on a single atk slot, 10 000 rolls per variant:

Weapon Base Flat Percentage Winner
sabre 5 +5 … +12 +1 Flat, by a mile
median weapon 35 +5 … +12 +3 … +8 Flat
magic sword 48 +5 … +12 +4 … +11 Almost a tie
p90 weapon 50 +5 … +12 +5 … +12 Tie
golden magic longsword 85 +5 … +12 +8 … +20 Percentage
Stats that are flat only

Some stats have no percentage variant at all — a percentage of their base would round down to zero and hand you a slot with no effect:

Stat Why flat only
Extra Defense base is 0 on all 338 melee weapons
Hit Chance base is 0 on 24 of the 62 distance weapons, 1–7 on the rest
Range base 3–7 on bows, 3–8 on wands — a percentage of that is zero
Armor base 1–4 on boots, 1–12 on helmets, 1–10 on legs — too coarse
HP / MP Regeneration the percentage was taken from the vocation's own regeneration and always came out as 1
On top of that: if any hard stat rolls a percentage that would mean a change smaller than 1 on that particular item, the system drops down to the flat variant on its own. No slot can end up doing nothing.
Hard stats and soft statsThey do not work the same way, and one of them does nothing in your backpack
Hard — written into the item
Attack Defense Extra Defense Armor Hit Chance Range

They go straight into the item's attributes. You can see them in the client description and they count exactly as if the item had always had them. They work whether the item is equipped or not.
Soft — only while worn
Health Mana Magic Level Melee Skill Shielding Distance Skill

These do not exist in the item's attributes at all. They live as an entry in the description and are applied when you log in and whenever you change equipment. An item sitting in your backpack gives you nothing.
Regeneration — its own mechanism
HP Regeneration MP Regeneration — flat only. Neither a condition nor an attribute: a separate loop heals you every ~6 seconds by exactly what the slot says, as long as the item is worn. regMP.+12 on an armor is +12 mana every 6 s, which is 120 mana a minute.
Stat poolsEverything a reroll can hand you, per item type. Each stat in a pool is equally likely.
Weapon Elixir
Weapon Elixir 12821
swords, axes, clubs, bows, crossbows, wands and rods
Melee weapons swords, axes and clubs
Stat Flat Percentage
Melee Skill +3 … +8 +4% … +10%
Attack +5 … +12 +10% … +24%
Defense +4 … +10 +10% … +24%
Extra Defense +2 … +6 flat only
Distance weapons bows and crossbows
Stat Flat Percentage
Distance Skill +3 … +8 +4% … +10%
Attack +5 … +12 +10% … +24%
Hit Chance +3 … +8 flat only
Range +1 flat only
Wands and rods
Stat Flat Percentage
Health +60 … +150 +3% … +8%
Mana +100 … +250 +3% … +8%
Magic Level +2 … +6 +3% … +8%
Range +1 flat only
The power multiplier runs from 0.40 to 1.00, so the upper end of every range above is also the hard maximum for that stat — nothing rolls higher.
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