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 |
12821 |
swords, axes, clubs, bows, crossbows, wands and rods |
2–4 |
70% |
 |
Armor Elixir |
12819 |
body armor, helmets, legs and boots |
2–4 |
70% |
 |
Shield Elixir |
12823 |
shields |
2–4 |
70% |
 |
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 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 |
Armor Elixir 12819
body armor, helmets, legs and boots
Body armor the widest pool in the game — 9 stats
| Stat |
Flat |
Percentage |
| Health |
+100 … +250 |
+4% … +10% |
| Mana |
+160 … +400 |
+4% … +10% |
| Magic Level |
+2 … +6 |
+3% … +8% |
| Melee Skill |
+3 … +8 |
+4% … +10% |
| Shielding |
+3 … +8 |
+4% … +10% |
| Distance Skill |
+3 … +8 |
+4% … +10% |
| HP Regeneration |
+2 … +6 |
flat only |
| MP Regeneration |
+5 … +12 |
flat only |
| Armor |
+2 … +5 |
flat only |
Helmets
| Stat |
Flat |
Percentage |
| Magic Level |
+1 … +3 |
+2% … +4% |
| Melee Skill |
+2 … +4 |
+2% … +5% |
| Distance Skill |
+2 … +4 |
+2% … +5% |
| Armor |
+1 … +3 |
flat only |
Legs
| Stat |
Flat |
Percentage |
| Magic Level |
+1 … +3 |
+2% … +4% |
| Melee Skill |
+2 … +4 |
+2% … +5% |
| Shielding |
+2 … +4 |
+2% … +5% |
| Distance Skill |
+2 … +4 |
+2% … +5% |
| Armor |
+1 … +3 |
flat only |
Boots
| Stat |
Flat |
Percentage |
| Health |
+40 … +100 |
+2% … +5% |
| Mana |
+64 … +160 |
+2% … +5% |
| Magic Level |
+1 … +3 |
+2% … +4% |
| HP Regeneration |
+2 … +4 |
flat only |
| MP Regeneration |
+3 … +8 |
flat only |
| Armor |
+1 … +2 |
flat only |
Shield Elixir 12823
shields
Shields
| Stat |
Flat |
Percentage |
| Magic Level |
+1 … +3 |
+2% … +4% |
| Shielding |
+3 … +8 |
+4% … +10% |
| HP Regeneration |
+2 … +6 |
flat only |
| MP Regeneration |
+5 … +12 |
flat only |
| Defense |
+4 … +10 |
+10% … +24% |
Jewelry Elixir 12816
rings and amulets
Rings and amulets one pool for both — the only pool with no hard stats (no Attack, Defense or Armor), and the richest one in character stats
| Stat |
Flat |
Percentage |
| Health |
+48 … +120 |
+2% … +6% |
| Mana |
+80 … +200 |
+2% … +6% |
| Magic Level |
+2 … +4 |
+2% … +5% |
| Melee Skill |
+2 … +5 |
+2% … +6% |
| Shielding |
+2 … +5 |
+2% … +6% |
| Distance Skill |
+2 … +5 |
+2% … +6% |
| HP Regeneration |
+2 … +5 |
flat only |
| MP Regeneration |
+4 … +10 |
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.