The Exaltation Forge: The Complete Guide 15-12-2021 / caducbn
Winter Update 2021 brings three new effects that can be added to weapons, armor and helmets using the Exaltation Forge.

The first effect, Onslaught (Fatal), is applied to weapons and grants a chance to add 60% damage with each attack, similar to critical damage. The second effect, Ruse (Dodge), is applied to armor and grants a chance to dodge incoming attacks, similar to the Dodge charm rune; Finally, the third effect is the Momentum which is applied to helmets, and adds a chance to reduce spells cooldowns by 2 seconds.

These new effects are forged on equipment at the cost of resources added in this update (dust, sliver and exaltation core), equipment and gold. The advantage is that they are permanent on the equipment.

In this article, we are going to understand how bonuses and the forge works.


The new effects
Onslaught - Weapons
This effect can only be added to weapons and works similar to the critical damage given by the Strike imbue: each time you attack, there is a chance (Effect Chance %) to add 60% damage to the target. It is worth noting that it is possible for the two effects, critical and fatal, to trigger and occur simultaneously. You'll know the effect has been applied when the FATAL indicator appears over the target.
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When using area attack spells and weapons, such as paladins' diamond arrows or runes such as Avalanche, the effect is applied to all targets, just as critical damage does.

The chance of the effect to trigger depends on how much the weapon has been refined. The table below shows the Chance of Effect % for each weapon's refinement level (tier):

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Chance to trigger Onslaught (Fatal)

This effect will be useful for all vocations, but I believe that paladins and mages will benefit the most. Knights have a disadvantage compared to other vocations: as they use many different weapons depending on the situation, it is really expensive to refine them all.

Ruse - Armor
This effect is added to armor and works similarly to the Dodge charm rune, giving a chance to fully dodge an attack. The main difference is that the effect can be triggered by all attacks, not just the attacks of a specific creature.

In practice, each time you are attacked your character may or may not dodge. Whenever the effect is triggered, the DODGE indicator will appear over your character.
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As with onslaught, the chance of the effect being triggered depends on what level of refinement (tier) the armor is. The table below demonstrates the % effect chance for each refinement level.

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Chance to trigger Ruse (Dodge)

This skill is particularly useful for Knights and Paladins who hunt full box.

Momentum - Helmets
Last but not least we have the Momentum effect, which can be refined in helmets. When triggered, it reduces the cooldown of all abilities for 2 seconds. We note that the effect was triggered when the following icon appears next to the character.
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In practice, whenever battle is active, every 2 seconds there is a chance that the effect will trigger and reduce the cooldowns of abilities by 2 seconds. As with other effects, the higher the level of refinement (tier) of the helmet, the greater the chance of the effect triggering. The table below demonstrates the chance of the effect triggering according to tiers.

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Chance to trigger Momentum

Mages will be able to use UEs and waves more often, as well as higher cooldown healing spells like Gran Sio for druids and Exura Med Ico for knights will also benefit. Knights will be able to use Exori Gran more times in their damage rotations and paladins will be able to use more turns of Exevo Mas San instead of attack runes.


Item Classification
As of the update, all weapons, armor and helmets have a new characteristic when looking at the item: Classification. This is only for the operation of the forge that will be explained later. See below for examples of 4 items with different classifications:

You see a crossbow (Range:5).
Imbuements: (Empty Slot, Empty Slot, Empty Slot).
Classification: 1 Tier: 0.
It weighs 40.00 oz.

You see a crude umbral crossbow (Range:5, Atk+3, Hit%+1).
Classification: 2 Tier: 0.
It can only be wielded properly by paladins of level 75 or higher.
It weighs 130.00 oz.

You see a royal crossbow (Range:6, Atk+5, Hit%+3).
Imbuements: (Empty Slot, Empty Slot, Empty Slot).
Classification: 3 Tier: 0.
Itcan only be wielded properly by paladins of level 130 or higher.
It weighs 120.00 oz.

You see the cobra crossbow (Range:6, Atk+7, Hit%+6, distance fighting +2).
Imbuements: (Empty Slot, Empty Slot).
Classification: 4 Tier: 0.
It can only be wielded properly by paladins of level 220 or higher.
It weighs 40.00 oz.

Items are ranked from 1 to 4, with 1 being used for more common items (sold by NPCs) and 4 being used for rare items, such as falcons, cobras, lions, eldritch and soul items for example. In general, items that drop from common creatures are Classification: 2 and items that are dropped exclusively by bosses are 3.


The tiers of items
When refining an item using the forge, it gains a tier. As we saw earlier, each new tier increases the chance of effects (onslaught, ruse and momentum) being triggered.

The maximum amount of tiers an equipment can be refined depends on its rank. The table below lists the maximum refining level allowed for each of the 4 classifications.

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Maximum level of refinement (tier) allowed for each Classification

To simplify understanding, see this example. A Prismatic Armor is classification: 2, so it can only have a maximum Ruse tier 2 effect, thats 1.03% to fully dodge damage when attacked.

A Ghost Chestplate (classification: 3), however, can have a maximum of Ruse tier 3, representing 1.62% dodge.

Finally, a Soulshell (classification: 4) can reach incredible Ruse tier 10, which would be 7.51% dodge chance when taking damage.

The same reasoning applies to weapons, with the Onslaught effect, and helmets, with the Momentum effect.


The New Features and Types of Creatures
Forging equipment costs a small fortune in gold and in addition you need:

- Equipments
- Dust
- Sliver
- Exalted Core

Let's understand how to get the new items implemented in this update.

Dust
Dust is gained by killing Influenced Creatures. These creatures were introduced in this update and are nothing more than slightly stronger versions of common monsters. In practice, any creature that is respawned can be influenced. So you'll probably find some in your day to day hunting.

Creatures are influenced at different stacks, from 1 to 5. The degree of influence will easily be checked in-game using this marker:

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Squid Warden influenced with 3 stacks (source: Tibia.com)

The higher the influence level, the stronger the creature and the greater the amount of Dusts received by those who kill it. Each stack can generate 1 to 3 dusts, so the maximum Dusts to be received is 15 for a creature with 5 stacks. The table below demonstrates this:

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Stack Effects and Dusts Gain

Dusts are resources that function as "points" attached to the character, so they cannot be traded. In other words, creatures don't drop them as loot, Dusts simply appear on the character when killing them. As they are non-dropable, they are not influenced by events such as Double loot, boosted creature of the day, loot prey or the Wealth Duplex potion.

If you are in a party, all members who are nearby receive the same amount of dust, regardless of who dealt the most damage.

To check how many Dusts your character has you must open the exaltation forge window, either going to it, or using the [img=hhttps://i.imgur.com/xQHuP7Z.png][/img] button.

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Forge Window. Character has 55 Dusts, 9 Slivers and 1 Exalted Core

Sliver

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You see a sliver.
It weighs 0.10 oz.
This item can be used in the exaltation forge to create exalted colors.


Slivers are dropable from creatures called Fiendish. This new type of creature is a much stronger version of the original, with a fixed stack of 15. That way, they also give Dusts (up to 45 Dusts each creature) and drop from 3 to 7 Slivers. Unlike Dusts, Slivers are dropable creature items, so they are influenced by events like Double Loot. Also, they can be traded on the market.

These creatures are identified by a yellowing effect around the name, as shown in the image below:

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Fiendish Wolf (Fiend)

Any creature that drops items can be fiendish, however, the number of these creatures simultaneously on each world is limited. When one of these creatures is killed, within 5 minutes another will be spawned somewhere in Tibia. To locate these creatures, a new spell has been added, called Find Fiend (exiva moe res), which can be learned from any spell trainer.

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Description of Find Fiend spell

It points the direction of the nearest fiendish creature, similar to the Find Person spell (exiva). If you've already completed the creature's bestiary, it also reports its strength. See the two examples below.

The monster is very far to the north-east. Be prepared to find a creature of difficulty level "Unknown". - No creature bestiary

The monster is far to the north. Be prepared to find a creature of difficulty level "Easy". - With creature bestiary

Another way to acquire Slivers is through the Exaltation Forge. It is possible to exchange 60 Dusts for 3 Slivers, which we will see in more detail later in this article.

Exalted Core

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You see an exalted core.
It weighs 2.60 oz.
Use this item to enhance your chances at the exaltation forge.


The third new item implemented in this update is the Exalted Core. It is not dropable from any creature, being obtained only through the Forge of Exaltation. It is possible to get it by trading 50 slivers. Like Slivers, they can be traded on the market.


The Forge of Exaltation
The Forge of Exaltation is where we can forge items. It is located north of the Adventurer’s Guild.

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The Exaltation Forge.

Basically there are 3 functions that can be done in it: Fusion, Transfer and Conversion. Let's understand each one of them.

Conversion
This is the simplest function of the forge, being responsible for:

1) Exchange 60 Dusts for 3 Slivers
2) Exchange 50 Slivers for 1 Exaltation Core
3) Exchange a certain amount of Dusts for greater Dust storage capacity.

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Forge Conversion Screen

Initially your character can only carry a maximum of 100 Dusts. This amount can be increased up to 255. To increase the maximum capacity from 100 to 101 Dusts, you need to spend 25 Dusts. With each increment, the amount of Dusts needed will be greater. For example, to increase capacity from 120 to 121, 45 Dusts are needed.


Fusion
Fusion is the main function to forge equipment. Basically you need to merge 2 items exactly the same so that one of them will be refined with tier +1.

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Forge Fusion Screen

To make the fusion, in addition to the 2 items that need to be without imbuements, you must have 100 Dusts and a certain amount of Gold, which varies according to the tier level and item classification. Exact quantities for all levels have not yet been released, but the table below shows the costs discovered so far:

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Gold Consumption for Fusion

After joining the 2 equal items without imbuements, the Dusts and the necessary gold, it is now possible to forge. The normal chance of success for the process is 50%. However, it is possible to increase this chance to 65% at the cost of an Exalted Core.

On success, you receive an Exaltation Chest in your main backpack containing the resulting item. The other item, Dusts, gold and exalted cores used are consumed in the process. There is a small chance that some resources will not be used, and you will get back some of the gold or dusts.

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You see an exaltation chest (Vol:2).
It weighs 20.00 oz.

In case of failure one of the equipment remains unchanged while the Dusts, Gold and Exalted Cores are consumed. The second equipment has a 100% chance of losing 1 tier (or breaking if it is tier 0), but you can use one more Exalted Core so that the chance of reducing the Tier is only 50%.


Attempting to forge a +1 Ghost Chestplate (using 2 Exalted Cores).
Failed but without breaking item

Transfer
This function is used to transfer Tiers from one device to another. It has 100% success rate. Note that 1 Tier is lost in this process. For this reason, the equipment must be at least tier 2 to be transferred. The item that will receive the tiers must be tier 0.

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Forge Transfer Screen
Transfer of Tier 5 from Cobra Crossbow to Soubleeder, which becomes tier 4.

This transfer can only take place between items of the same Classification (1, 2, 3 and 4). As such, it is not possible to transfer tiers from a Ghost Chestplate (class 3) to a Soulshell (class 4) for example. The transfer can be made between any item types, ie you can transfer tiers from a Cobra Club (weapon) to a Falcon Plate (armor) for example.

To be made has a cost of 100 Dusts, 1 Exalted Core and Gold, in addition to breaking the original item. The amount of gold needed depends on the equipment rating and the amount of tiers. The table below shows the transfer costs known to date.

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Gold Consumption to Transfer Tiers.

Conclusion
The new effects are very interesting, especially in higher tiers, but the forge is expensive, VERY expensive. For this reason it is certainly content that is only worthwhile for characters with very high level and skills. To get an idea of ​​how expensive this system is, the Soulbleeder tier 4 build that I demonstrated in one of the images above (transferring tier 5 from the Cobra Crossbow to the bow) costs an average of 1.5KKK by my calculations.

So in my opinion, the Forge of Exaltation had a very clear objective when created: Combat gold inflation. I believe that there is even a possibility of a drop in the price of Tibia Coins if Cipsoft's plans work out.

For low and medium level range, the system allows them to make a profit by selling Slivers and Exalted Cores. Another benefit is that the boss rotation will be slightly more advantageous, given the increase in the price of some equipment that was left out, and is now used as inputs to raise the tier. Examples include Cobra Sword, Embrace of Nature, Dark Whispers, Terra Helmet, Cobra Club...

In part 2 of this article, I simulated each Fusion process a thousand times (each classification and each tier) to have a reliable average cost, so that We could better analyze the cost-effectiveness.

I'll see you there.


Great References
https://tibia.fandom.com/wiki/Equipment_Upgrade
https://tibia.fandom.com/wiki/Onslaught
https://tibia.fandom.com/wiki/Ruse
https://tibia.fandom.com/wiki/Momentum


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