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Charms

Charms

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



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