The custom systems that make RookieWar what it is — rules, numbers, timings and commands, all in one place.
Character Creation
Starter Kit
No grinding to get started. Every new character is born ready to fight: level 50 and already promoted, with skills and a full war set for its vocation.
Starting skills
Sorcerer / Druid — Magic Level 40
Knight — Melee (sword/axe/club) 55
Paladin — Distance 65
War set (per vocation)
Each vocation starts with a color-coded war kit:
A vocation-colored backpack, armor and weapon.
4 runes and 10 strong potions to open with.
Sorcerers & Druids also carry a Spellbook of Enlightenment.
Knights also carry a Demon Shield.
Druids also carry a Paralyse Rune (druid exclusive: level 50, 900 mana — and infinite, like all runes).
Screen looking glitchy after a big fight (ghost players, stuck tiles)? Say !refresh — it instantly resyncs your screen with the server (10s cooldown).
Supplies never run out (see Infinite Supplies), so that starter stack is all you ever need to keep fighting.
Trainers
Step into the trainer teleport at the temple and you are sent to a random free training spot — always one with no other player on it, so nobody can block you. If every spot is taken, the teleport bounces you back with a message; just try again in a bit.
Skills & Magic Level
Slow Progression, Long Fights
Power is earned. Skills and Magic Level climb about 4× slower than a standard server, and the top tiers take a long time to reach.
Realistic ceilings — around Magic Level 80–90 and skill 110 — are a long-term goal, not a weekend.
Because nobody one-shots, fights are longer and more tactical: positioning, runes and potions decide them, not a single crit.
Level floor
You start at 50 and you never fall below it. Death costs experience, but your level can never drop under 50 — no de-leveling out of the fight.
Economy
Infinite Supplies
Nothing you use gets consumed. No shopping runs, no supply babysitting — just war.
Runes never run out of charges.
Ammunition (arrows, bolts) is never spent.
Potions are not used up.
Weapon charges never deplete.
Your starter stack lasts forever — the only thing that runs out is your enemies.
Equipment
Gear Tiers
Weapons come in tiers. You begin with a Starter (real-Tibia baseline) weapon and work up through Quest, Donate and Supreme. Every tier requires level 50 to wield.
Vocation
Starter
Quest
Donate
Supreme
Knight — melee (Atk / Def)
45 / 32
52 / 37
58 / 42
65 / 46
Paladin — distance (Atk)
52
60
69
78
Mage — wand / rod
Baseline (RL)
+30%
+60%
+90%
Knight values are attack / defense. Paladin values are distance attack. Mage tiers scale the base real-Tibia wand/rod damage by the listed percentage.
Equipment
Item Catalog
Every tier item on the server with its real attributes — straight from the game data. Gear is obtained in-game (bosses, the in-game Store and the Token Trader); nothing is sold on the website.
Quest (21)
Quest Amulet
Reduces experience lost on death by 10%
Quest Axe
Attack 52, Defense 37 +3 · +3 axe skill
Quest Boots
Armor 6 · +40 speed · Regenerates 20 HP and 15 mana per second
Quest Club
Attack 52, Defense 37 · +3 club skill
Quest Knight Armor
Armor 16 · +3 sword/axe/club skill
Quest Knight Helmet
Armor 9 · +3 sword/axe/club skill
Quest Knight Legs
Armor 10 · +3 sword/axe/club skill
Quest Knight Shield
Defense 36 · +3 sword/axe/club skill
Quest Mage Armor
Armor 11 · +2 magic level
Quest Mage Helmet
Armor 6 · +2 magic level
Quest Mage Legs
Armor 7 · +2 magic level
Quest Mage Shield
Defense 22 · +2 magic level
Quest Paladin Armor
Armor 13 · +3 distance skill
Quest Paladin Helmet
Armor 7 · +3 distance skill
Quest Paladin Legs
Armor 8 · +3 distance skill
Quest Paladin Shield
Defense 32 · +3 distance skill
Quest Ring
Protects 3% (all elements & physical)
Quest Rod
+2 magic level
Quest Slingshot
Attack 60 · +3 distance skill
Quest Sword
Attack 52, Defense 37 · +3 sword skill
Quest Wand
+2 magic level
Donate (26)
Donate Axe
Attack 58, Defense 42 · +4 axe skill
Donate Club
Attack 58, Defense 42 · +4 club skill
Donate Knight Armor
Armor 21 · +4 sword/axe/club skill
Donate Knight Backpack
+20 speed · Volume 40
Donate Knight Boots
Armor 8 · +4 sword/axe/club skill · +52 speed · Regenerates 30 HP and 25 mana per second
Donate Knight Helmet
Armor 12 · +4 sword/axe/club skill
Donate Knight Legs
Armor 13 · +4 sword/axe/club skill
Donate Knight Shield
Defense 47 · +4 sword/axe/club skill
Donate Mage Amulet
Reduces experience lost on death by 20%
Donate Mage Armor
Armor 14 · +3 magic level
Donate Mage Backpack
+20 speed · Volume 40
Donate Mage Boots
Armor 8 · +3 magic level · +52 speed · Regenerates 30 HP and 25 mana per second
Donate Mage Helmet
Armor 8 · +3 magic level
Donate Mage Legs
Armor 9 · +3 magic level
Donate Mage Shield
Defense 29 · +3 magic level
Donate Paladin Amulet
Reduces experience lost on death by 20%
Donate Paladin Armor
Armor 17 · +4 distance skill
Donate Paladin Backpack
+20 speed · Volume 40
Donate Paladin Boots
Armor 8 · +4 distance skill · +52 speed · Regenerates 30 HP and 25 mana per second
Donate Paladin Helmet
Armor 9 · +4 distance skill
Donate Paladin Legs
Armor 10 · +4 distance skill
Donate Paladin Shield
Defense 42 · +4 distance skill
Donate Ring
Protects 5% (all elements & physical)
Donate Spear
Attack 69 · +4 distance skill
Donate Staff
+3 magic level
Donate Sword
Attack 58, Defense 42 · +4 sword skill
Supreme (44)
Supreme Backpack
It contains the most powerful artifacts from the depths of Zarganash's darkest realms
Supreme Druid Amulet
Reduces experience lost on death by 30%
Supreme Druid Armor
Armor 18 · +4 magic level
Supreme Druid Backpack
+40 speed · Volume 40
Supreme Druid Boots
Armor 10 · +4 magic level · +64 speed · Regenerates 45 HP and 40 mana per second
Supreme Druid Helmet
Armor 10 · +4 magic level
Supreme Druid Legs
Armor 11 · +4 magic level
Supreme Druid Ring
Protects 10% (all elements & physical)
Supreme Druid Rod
+4 magic level
Supreme Druid Shield
Defense 35 · +4 magic level
Supreme Druid Trinket
+1 magic level
Supreme Knight Amulet
Reduces experience lost on death by 30%
Supreme Knight Armor
Armor 26 · +5 sword/axe/club skill
Supreme Knight Axe
Attack 65, Defense 46 · +5 axe skill
Supreme Knight Backpack
+40 speed · Volume 40
Supreme Knight Boots
Armor 10 · +5 sword/axe/club skill · +64 speed · Regenerates 45 HP and 40 mana per second
Supreme Knight Club
Attack 65, Defense 46 · +5 club skill
Supreme Knight Helmet
Armor 14 · +5 sword/axe/club skill
Supreme Knight Legs
Armor 16 · +5 sword/axe/club skill
Supreme Knight Ring
Protects 10% (all elements & physical)
Supreme Knight Shield
Defense 58 · +5 sword/axe/club skill
Supreme Knight Sword
Attack 65, Defense 46 · +5 sword skill
Supreme Knight Trinket
+2 sword/axe/club skill
Supreme Paladin Amulet
Reduces experience lost on death by 30%
Supreme Paladin Armor
Armor 21 · +5 distance skill
Supreme Paladin Backpack
+40 speed · Volume 40
Supreme Paladin Boots
Armor 10 · +5 distance skill · +64 speed · Regenerates 45 HP and 40 mana per second
Supreme Paladin Bow
Attack 78 · +5 distance skill
Supreme Paladin Crossbow
Attack 78 · +5 distance skill
Supreme Paladin Helmet
Armor 11 · +5 distance skill
Supreme Paladin Legs
Armor 13 · +5 distance skill
Supreme Paladin Ring
Protects 10% (all elements & physical)
Supreme Paladin Shield
Defense 51 · +5 distance skill
Supreme Paladin Trinket
+2 distance skill
Supreme Sorcerer Amulet
Reduces experience lost on death by 30%
Supreme Sorcerer Armor
Armor 18 · +4 magic level
Supreme Sorcerer Backpack
+40 speed · Volume 40
Supreme Sorcerer Boots
Armor 10 · +4 magic level · +64 speed · Regenerates 45 HP and 40 mana per second
Supreme Sorcerer Helmet
Armor 10 · +4 magic level
Supreme Sorcerer Legs
Armor 11 · +4 magic level
Supreme Sorcerer Ring
Protects 10% (all elements & physical)
Supreme Sorcerer Shield
Defense 35 · +4 magic level
Supreme Sorcerer Trinket
+1 magic level
Supreme Sorcerer Wand
+4 magic level
Combat Modifiers
Dodge & Critical
Two stackable stones let you tune your fighter. Each one is consumed on use and raises its chance by +1%, up to a cap of 30%.
Critical Stone — +1% critical chance per stone (max 30%). A critical hit deals ×1.5 damage.
Dodge Stone — +1% dodge chance per stone (max 30%). A dodge fully negates the incoming hit.
Check your chances
Say these commands in-game to see your current percentages:
!critical!dodge
Rewards
RookieWar Token
A reward currency you earn by fighting. Tokens drop from legitimate frags — real kills against real opponents — and from the lever bosses in the Boss Rooms (up to 5 per kill). Farming the same lowbie won't pay out (see the anti-farm rule).
The Trader NPC at the temple deals exclusively in RookieWar Tokens — he takes no gold and no other items. Say hi, name the offer you want, then confirm with yes.
Offer
Keyword
Price
Backpack with 20× Might Ring (20 charges each)
rings
10 tokens
Backpack with 20× Stone Skin Amulet (5 charges each)
amulets
20 tokens
Supreme Backpack
supreme
350 tokens
Supreme Backpack
Open it and it reveals one random Supreme item out of the 43 in the tier. Set pieces and accessories make up most of the pool; the 7 Supreme weapons are the rarest pull — about 4.6% combined.
Rewards
Skull Ranks
Skulls on RookieWar are rank badges earned by accumulating war frags. They are purely visual recognition of your kill count — no penalties of any kind: no extra damage taken, no item loss, no blocked spells or weapons, no respawn punishment.
Green skull — 100 frags
Yellow skull — 400 frags
White skull — 800 frags
Red skull — 1,600 frags
Black skull — 3,500 frags
Attacking another player does not give you a white skull — the classic skull “justice” system is disabled. Your badge only ever goes up as you frag. Check your total with !frags.
Store
Shop & Delivery
Buy points on the website, then spend them in the Shop. Purchased items are delivered to your character in-game — no manual handover.
Items go straight into your inventory when there is room.
If your inventory is full, they are sent to your depot mailbox so nothing is ever lost.
Outfits & Mounts: every outfit (with full addons, male + female) and every mount is available in the Shop for 20 points each (provisional pricing). They are unlocked directly on your character; if you are offline, you receive them the moment you log in.
Six lever bosses wait in private instances: Plagirath, Razzagorn, The Corruptor, Lokathmor, Zamulosh and Tarbaz — each with its own trick that punishes lazy play.
How to enter
Stand on the 5 spots in front of a boss lever and pull it. You are teleported into a private room (instance). Several groups can fight the same boss at the same time — each in its own instance, invisible to the others. Leave through the portal to return to the temple.
Rules
1–5 players per entry.
10 minutes max inside — after that you are sent to the temple.
1 hour cooldown per boss, per player. The cooldown is consumed on entry, so if you die you lose the attempt.
Exit through the portal returns you to the temple.
Scaling HP
The boss's HP scales with group size — more players means more HP — so a fight lasts about the same solo or with five.
Boss mechanics
Each boss punishes a different lazy tactic:
Plagirath — poison pools: keep moving constantly.
Razzagorn — windows where he reflects magic damage: swap to a weapon then (don't spam SD).
The Corruptor — a heavy curse / DoT that punishes tanking through healing.
Lokathmor — his melee heals him (lifedrain) and he summons adds: kill the adds, don't tank him face to face.
Zamulosh — clones himself and drains mana: pick out the real one.
Tarbaz — a sandstorm that slows you plus fire waves: pre-position.
Loot
Every boss pays out the same base loot on every kill:
Crystal coins — up to 10, every kill.
RookieWar Tokens — up to 5, every kill (spend them at the Token Trader).
Exalted core — 1% chance.
Quest set drops
On top of the base loot, each boss guards specific pieces of the Quest set. At most one piece per kill: every piece has a 15% chance and the rolls are exclusive, so a boss guarding 3 pieces drops one 45% of the time — and Lokathmor, guarding all 6 weapons, 90% of the time.
A slot-machine roulette in the temple. Feed it 1 Roulette Coin and pull the lever — the reel spins, slows down, and the item that lands in the center is yours. One prize per spin, delivered straight to your inventory (or your depot if you are out of space).
How to spin
Bring a Roulette Coin — it is consumed on each spin.
Pull the lever next to the reel. You cannot move while it spins.
You win exactly one prize from the table below.
Getting Roulette Coins
Buy them in the Store (in-game Store button or the web shop) — or win more from the roulette itself:
1× Roulette Coin — 10 points
10× pack — 70 points (save 30)
20× pack — 120 points (save 80)
Prize table
Prize
What you get
Chance
Crystal Coins
3–15 crystal coins
26.4%
Backpack of Stone Skin Amulets
a backpack holding 20× Stone Skin Amulet
17.6%
Backpack of Might Rings
a backpack holding 20× Might Ring
17.6%
Roulette Coins
1–2 Roulette Coins
17.6%
Random Quest item
one random item from the Quest tier (21 items)
17.6%
Random Donate item
one random item from the Donate tier (26 items)
2.6%
Random Supreme item
one random item from the Supreme tier (43 items)
0.44%
Chances are relative weights per spin, independent every time — a bad streak does not make the next spin luckier. The tier picks are uniform: any item in that tier is equally likely. Landing a Supreme item is announced to the whole server.
Also on RookieWar
More Systems
Other systems documented here soon:
War System — guild vs guild frag wars. For now see Guild War Info.
24/7 War Castle — already live; defended by Castle Guards (150k HP) and the Guardian Angel of the Throne (600k HP): static defenders that can't be pushed and don't chase you. The Guards fire a 600-damage elemental beam (all elements, rotating) straight ahead every 4 seconds; the Guardian Angel rains arrows on nearby players (150–300 damage each) every half-second, switching targets each shot. Rushing past them takes real time — enough for the ruling guild to drop PZ and defend. They respawn 5 minutes after being killed. Full rules on the Events page.