Cards
Build your equipment, one card at a timeInstall creature cards in slotted equipment to add bonuses and give your gear a distinctive tier-colored outline.
How cards work
Eligible equipment can have up to three card slots, including weapons, shields, armor, helmets, legs, boots, rings and amulets. Open a creature card, choose Equip, then select an item with a free slot. Each installed card fills one slot; its bonuses depend on the creature, card tier and equipment category.
The highest installed card tier determines the outline color: bronze, silver, gold or green-tinted platinum. Empty slots do not glow. On the ground, a soft reflection travels around the item's outline; in your inventory, the outline stays still.
Creature card drop rates
These chances apply to monsters whose loot table includes creature cards, not to every monster. Each kill is a new roll; a drop is never guaranteed after a fixed number of kills. Crystal cards are not part of normal monster drops.
| Tier | Drop chance | Average odds |
|---|---|---|
| Bronze | 4% | 1 in 25 |
| Silver | 0.5% | 1 in 200 |
| Gold | 0.125% | 1 in 800 |
| Platinum | 0.0625% | 1 in 1,600 |
Dust and random cards
Oswald in Thais exchanges 100 dust for one random sealed creature card of the same tier: Bronze, Silver, Gold or Platinum. The exchange uses dust, not gold or RetroCoins. You choose the tier, not the creature card you receive.
Planned monster drops: monsters without creature cards will be able to drop dust instead, giving more hunting spots a path toward random cards. Monster dust drop rates will be announced when this feature is enabled. Premium daily rewards already offer another source of dust.
Card upgrades
Planned upgrade recipes. The combining action is not available yet; these ratios describe the intended progression.
| Cards used | Card received |
|---|---|
| 8 Bronze cards | 1 Silver card |
| 4 Silver cards | 1 Gold card |
| 2 Gold cards | 1 Platinum card |
Cards in action
What a card slot is
Card slots are ours, not Tibia's. They are rolled onto an individual item the moment it comes into the world, and they stay with that exact item forever -- two identical swords are not interchangeable if one of them landed a slot and the other did not.
An item can carry at most three. The number shows up on its own line when you look at the item, and the slot count travels with the item through trades, depots and death.
Odds of landing slots
Rolled once per item, at the moment it is created. A roll that fails simply produces an ordinary item.
| Slots | From a monster drop | From a quest reward |
|---|---|---|
| 3 slots | 0.125% | 3% |
| 2 slots | 0.75% | 12% |
| 1 slot | 4% | 35% |
| None | 95.125% | 50% |
Why quest rewards are so much kinder
A quest reward is handed out once per character, ever. A monster drop can be farmed all day. The two rolls are set that far apart on purpose: the quest chest is the reliable way to own a slotted item, and the drop is the lottery ticket.
What can carry slots
- Real equipment: weapons, shields, armor, helmets, legs, boots, amulets and rings with a bonus of their own.
- Not containers: backpacks and quivers hold things, they are not part of a build.
- Not consumables: anything with charges, or that transforms when equipped, eventually runs out and takes the slots with it.
- Not ammunition or light sources: the bow carries the slots, not the arrow.