Charms are bonus effects that need to be unlocked with Charm Points. An unlocked charm can only be assigned to a completed creature entry and will provide you with a bonus against the corresponding creature.
While assigning a charm to an entry is free of charge, you will have to pay a gold fee if you want to detach the charm from the entry again. The required amount of gold is equal to your character's level multiplied by 100. For example, a level 140 character must pay 140 x 100 = 14,000 gold to detach a charm. Charms can be opened with command !charms.
A creature entry can only have one charm assigned at a time. Free account players can assign up to 2 charms to different entries at the same time, while premium account players can assign 6 charms.
A permanent possibility to assign all of your unlocked charms at the same time can be purchased via the Store for 450 Tibia Coins. It also reduces the amount of gold you have to pay for every charm removal by 25%.
Charms can be offensive, defensive or passive. Offensive and defensive charms have a 10% chance of being activated when dealing or taking damage, respectively. Passive charms are always active (but are still limited to the selected creature), and the charms Scavenge and Gut increase your success/loot rate similar to how the Prey System works.
Based on the number of creatures currently in the Bestiary, a total of 19,190 Charm Points can be obtained in game. Players that fully unlock all creatures in the bestiary will receive the Executioner character title. It costs 17,400 Charm Points to unlock all available Charms.
Name |
|
Type |
Effect |
Charm Points Cost |
Adrenaline Burst |
|
Defensive
|
Bursts of adrenaline enhance your reflexes with a certain chance after you get hit and let you move faster for 10 seconds.
|
500
|
Bless |
|
Passive
|
Blesses you and reduces skill and xp loss by 10% when killed by the chosen creature.
|
800
|
Cleanse |
|
Defensive
|
Cleanses you from within with a certain chance after you get hit and removes one random active negative status effect and temporarily makes you immune against it.
|
700
|
Cripple |
|
Offensive
|
Cripples the creature with a certain chance and paralyses it for 10 seconds.
|
500
|
Curse |
|
Offensive
|
Triggers on a creature with a certain chance and deals 5% of its initial hit points as Death Damage once.
|
900
|
Divine Wrath |
|
Offensive
|
Trigger on a certain creature and deals 5% of its initial hit points as Holy Damage once.
|
1500
|
Dodge |
|
Defensive
|
Dodges an attack with a certain chance without taking any damage at all.
|
600
|
Enflame |
|
Offensive
|
Triggers on a creature with a certain chance and deals 5% of its initial hit points as Fire Damage once.
|
1000
|
Freeze |
|
Offensive
|
Triggers on a creature with a certain chance and deals 5% of its initial hit points as Ice Damage once.
|
800
|
Gut |
|
Passive
|
Gutting the creature yields 20% more creature products.
|
800
|
Low Blow |
|
Passive
|
Adds 8% critical hit chance to attacks with critical hit weapons.
|
2000
|
Numb |
|
Defensive
|
Numbs the creature with a certain chance after its attack and paralyses the creature for 10 seconds.
|
500
|
Parry |
|
Defensive
|
Any damage taken is reflected to the aggressor with a certain chance.
|
1000
|
Poison |
|
Offensive
|
Triggers on a creature with a certain chance and deals 5% of its initial hit points as Earth Damage once.
|
600
|
Scavenge |
|
Passive
|
Enhances your chances to successfully skin/dust a skinnable/dustable creature.
|
800
|
Vampiric Embrace |
|
Passive |
Adds 4% Life Leech to attacks if wearing equipment that provides life leech.
|
1500
|
Void's Call |
|
Passive |
Adds 2% Mana Leech to attacks if wearing equipment that provides mana leech.
|
1500
|
Wound |
|
Offensive |
Triggers on a creature with a certain chance and deals 5% of its initial hit points as Physical Damage once.
|
600
|
Zap |
|
Offensive |
Triggers on a creature with a certain chance and deals 5% of its initial hit points as Energy Damage once.
|
800
|
|