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systems

Game Systems

Halera Retro is authentic old-school Tibia at its core — no bots, no level-gated equipment, classic sprites — with a set of hand-built endgame systems layered on top. Everything below is live.

Old-School Rules

The core game follows the old-school rules as closely as we can verify them:

  • Regeneration: 1 hitpoint and 2 mana per tick, at each vocation's rhythm (knights heal every 3 s, mages regain mana every 3 s). Food keeps it running.
  • Exhaustion: attack spells and attack runes share a 2 s exhaust; healing spells and healing runes 1 s. No pause after climbing stairs, ropes or holes.
  • Armor and weapons: old-school values (golden helmet 12, demon helmet 10, magic plate armor 17). No vocation or level lock on any equipment - skill decides. Only wands and rods keep their level and vocation.
  • Defense: defensive fight mode doubles your defense, balanced gives +20%; a block takes anywhere from nothing up to your full defense value; bare hands defend nothing.
  • Rune making: the old rune table - low levels, cheap mana, gated by magic level (SD: level 15, 220 mana, magic level 15). No soul points. Using a rune needs its magic level (SD 15, UH 4, GFB 4, HMM 3, Explosion 6). Runes cannot be used on players from the battle list.
  • Fields: a campfire hits 20 then 10 twice; a fire field 20 then 10 every ten seconds; poison ticks every five.
  • Death: lose 10% experience and skills; the backpack always drops, each worn item has a 10% chance. An amulet of loss protects everything and is consumed.
  • Blessings: the five blessings are sold at the temples. Each one cuts the experience and skills you lose on death by 8% (all five = 40%). A holy icon at the top of your screen shows how many you carry (0/5), and they are spent when you die.
  • Skulls: white skull 15 minutes, red skull at 3 unjustified kills in a day. No black skull, no stamina.
  • Looting: any corpse can be opened by anyone at once. Bodies can be dragged two squares at a time. Your autoloot list applies when you open a body, not on the kill.
  • Pushing another creature: once every 2 seconds.

Stacks, Supplies & Connections

  • Runes stack up to 15 runes per stack whatever their charges (an SD stack holds 15 runes, a HMM stack 15 runes = 75 shots).
  • Mana fluid / life fluid are stackable items, 20 per stack, sold by every magic shop (Xodet, Asima, Rachel, Sandra, Topsy, Mehkesh, Sigurd, Shiriel, Tandros, Digger...). Say "mana" or "life". Use one on the ground to pour it out; by default no empty vials are left behind — say !vials if you would rather keep them.
  • Prism cores stack, so a guild can carry a war chest of them.
  • Gold, platinum, crystal coins stack to 100 and weigh 0.1 oz each.
  • Multi-client: up to 3 characters may be online at once from a single account, and up to 3 from one connection.
  • Shops: every shop keeper answers trade or wares with a read-out of what they sell and buy, then buy 5 mana fluid style sentences do the deal. Shops pay and charge from the gold you carry.

Empowered Monsters & Rarity

Any monster you kill has a small chance to rise again as an Empowered version: red skull, triple health, triple experience. Empowered kills are the only source of rarity gear — no spawn-farming meta.

  • Tiers: Uncommon › Rare › Epic › Legendary. Each tier holds one more enchantment slot, and the item is color-framed in the client. (A fifth tier, Mythic, is reserved for the future.)
  • Every kind of gear rolls its own set of powers — the enchantment pool matches the slot:
    • Weapons (1-hand): Attack, Critical, Life Leech, Mana Leech, Elemental Strike, and a Combat Skill bonus.
    • Weapons (2-hand): the same, plus Health on Kill.
    • Bows & crossbows: Attack, Critical, Life Leech, Mana Leech, Elemental Strike, Distance skill.
    • Wands & rods: Critical, Life Leech, Mana Leech, Elemental Strike, Magic Level.
    • Helmet / armor / legs: Armor, Magic Protection, Healing, Max Health, Max Mana, Luck.
    • Boots: Armor, Magic Protection, Speed, Max Health, Max Mana, Luck.
    • Shields: Defense, Reflect, Magic Protection, Healing, Max Health, Max Mana, Luck.
    • Rings & amulets: Speed, Potion Efficiency, Healing, Max Health, Max Mana, Double Conjure.
    • Backpacks: Capacity.
  • Always-on powers (Max Health, Max Mana, Combat Skill, Magic Level, Speed, Capacity) apply the moment the item is worn and update instantly when you swap gear. Combat powers (Critical, leech, Reflect, Magic Protection, Healing, Health on Kill, Elemental Strike) fire in real fights.
  • Halera store gear — the halera boots, ring, amulet and backpack — can now be awakened like any other piece.
  • Gems: Empowered monsters always drop ember, gilded, azure and shadow gems. Orbmother Selune at the Thais temple weaves them into orbs (15 / 25 / 50 gems).

The orbs — used on an awakened item:

  • Orb of Awakening — fills the first empty slot with a new random power (awakens a plain item to Uncommon).
  • Orb of Fate — rerolls every enchantment (kind and value).
  • Ancient Orb — raises the tier one step and opens a new slot (Uncommon 60% / Rare 40% / Epic 25%). Failure spends the orb but never lowers the tier.
  • Upgrade Orb — raises the item's Power band, strengthening every enchantment. It fails more often the stronger the item already is.
  • Cleaner Orb — wipes all enchantments but keeps the tier, reopening every slot to re-enchant from scratch. Never fails.

Orbs and gems also stock the guild Black Market.

Dungeon Finder

Open the Dungeons window in the client and queue solo or with a party: Trial Hall (level 30), Minotaur Maze (level 20) and Demon Forge (level 80). Clear the objective, slay the boss, loot rewards including orbs — a victory portal brings you home. Your first run each day is free; further runs cost a Dungeon Access Ticket from the store (cheap, the price climbs a little per purchase that day). The window keeps solo and group clear-time leaderboards per difficulty, with your own best run highlighted.

Raids, Boosted Creatures & Weekend Events

Raids strike every few hours across all ten regions — rat plagues, orc and minotaur invasions, and boss raids (Orshabaal, Demodras, Necropharus, Dharalion, The Old Widow, General Murius, Grorlam, The Evil Eye, The Horned Fox, Fernfang) plus Rookgaard's own Munster, Rottie, Teleskor and Apprentice Sheng. Each raid has its own cooldown; boss raids unlock as the world's top level grows. Bosses stay until slain. The in-game World window shows the board.

Boosted creatures: three creatures a day (easy / medium / hard) hunt with +25% experience and +25% loot — see the World window.

Elite creatures rise from 1.5% of corpses in three tiers — Empowered (green), Elite (red), Ancient (black, one kill in thousands) — with multiplied health, experience, extra loot rolls, gems and orbs. Some carry an exclusive drop at a given tier (dragon scale mail from an Elite Dragon Lord, demon armor from an Ancient Demon…). The World window lists them all.

Weekend events rotate every Saturday–Sunday: Double Task, Party Boost, Golden Elites, Black Weekend. The World window shows what is on and what comes next.

Guilds — a game mode of their own

The Guild Hall window (gold lion button) is a full management suite: members, ranks, bank, achievements, quests, perks, storage vault, black market, prisms and dynasty.

  • In-game invites: a leader or vice-leader can invite straight from the Members tab; the invite lands in the recruit's Guild Inbox to accept or decline (the website still works too).
  • Guild levels come only from claiming guild quests (daily / weekly / monthly) and guild achievements. The ladder starts at 2,000 exp and grows steeper forever — a high banner cannot be bought, only earned.
  • Perks are paid from the guild bank: Battle Hymns (+exp), Fortune's Favor (+rarity luck), Prism Attunement, and the Guild Vault.
  • Prism Wars: plant a prism core at one of eight classic hunting grounds; for 48 hours every guild kill nearby feeds it gold and loot. Rivals can raid it — a 60-second channel while your whole guild is alarmed.
  • Dynasty: nine city seats. Claim one at guild level 5, earn Dynasty Tokens from ruling the zone, spend them on dynasty perks, defenders, quest boards and a permanent passive tree. Rivals can declare a 24-hour seat war: the kill-race in the zone decides the throne.
  • Guildhalls: a guild leader may buy a guildhall (say !buyhouse at its door) — but a leader can own a personal house or a guildhall, not both.

Daily World Boss

Every evening at 19:00 a rotating boss rises Empowered at the clearing east of Thais — gems, orbs, rare spoils, and a guaranteed prism core for the wars.

Player Commands

Type these in the game (most also have a window in the client):

  • !spells — your vocation's full spellbook, with the level/magic level each spell still needs.
  • !autoloot — manage autoloot: !autoloot add <item>, remove <item>, clear, gold (money to bank), on / off.
  • !daily — claim your daily reward (also on the World window's Daily tab).
  • !vials — toggle whether drinking a mana/life fluid leaves an empty vial (off by default, to keep the ground clean).
  • !practice — recall your practice minotaur into its token (use the Practice Scroll to summon it again).
  • !rashid — where the traveling trader Rashid is today.
  • !guild / !guildbank — guild progress, and deposit gold to the guild bank.
  • !prism / !dynasty — the guild war systems (also driven from the Guild Hall window).
  • !buyhouse / !sellhouse / !leavehouse — house ownership at the door you face.
  • !online, !uptime, !serverinfo — who is on and how the server is doing.
  • !kills, !deathlist — your recent frags and deaths.
  • !buypremium, !changesex — premium from points, change your character's gender.
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