THE WORLD OF VIPER0 ADVENTURERS ONLINENew to Viper? Start here
VIPERFORGE YOUR LEGACY

THE VIPER FIELD GUIDE

Know your world.
Forge your own path.

From your first cast to a home of your own. Discover Viper’s custom combat, equipment, quests and communities.

54 guides & referencesCustom systems explainedUpdated 30 September 2026

54 guides & references

Explore highscores

Choose a guide to open it. Search includes the equipment tables, NPC names and commands inside each section.

Start hereYour first adventure

Create and verify your website account, create a character, then download the official Viper client. Extract the client into its own folder and launch Viper.exe. Allow the updater to finish before playing.

Use the client’s Six Paths selection for your character. Open Player Assistance for everyday tools, the Spellbook for your current spells, Monster Tasks for hunting contracts and the Fishing Journal for catches and fishing progression.

Before leaving town: equip a suitable weapon, check its requirements, carry supplies and a rope, check stamina, and choose tasks for the creatures you intend to hunt. Level is only one part of your strength: skills, magic level, equipment and upgrades matter too.

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Start hereThe Six Paths & promotions

Each path has its own progression. Promoted forms remain in the same class group on the highscores. Your weapon type, trained skills and spell choices should work together.

Earn your first promotion by completing the Right of Passage quest below the temple. Promotion bonuses to damage and healing are +1%, +2% and +3% at the three promoted stages; these are total stage bonuses.

The Six Paths & promotions reference
PathBuild focusPromotions
WarriorMelee weaponsBrave Warrior → Champion → Warlord
ArcherDistance weaponsExperienced Archer → Marksman → Deadeye
MageMagic and wandsGreat Mage → Archmage → Elder Archmage
MystikMagic and rodsWise Mystik → Oracle → Ascended Mystik
MonkFist / Staff FightingTrained Monk → Iron Monk → Grandmaster Monk
FisherFishing and fishing weaponsAngler → Harpooner → Tidecaller
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Start hereWarrior: role & playstyle

Warriors suit players who enjoy fighting at close range and holding a dependable front line. Their strong health growth gives them more room to absorb mistakes, while their smaller mana pool makes supply planning important. Train the melee skill used by your sword, axe or club; level alone does not replace weapon training. Choose defensive equipment when learning a hunt, and pull manageable groups instead of surrounding yourself immediately. Keep healing ready, watch your escape route and use your vocation's available spells to support your weapon damage.

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Start hereArcher: role & playstyle

Archers reward careful positioning and distance fighting. Their weapon damage gains a range bonus as they move farther from the target, so keeping space is part of dealing damage, not just avoiding hits. Their health and mana growth sits between Warriors and the dedicated casters. Fight from open lanes, move before monsters surround you and avoid backing into dead ends. Losing room to manoeuvre reduces both your safety and the advantage of your ranged attacks.

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Start hereMage: role & playstyle

Mages focus on offensive spellcasting and wand combat. Their large mana growth supports frequent casting, while low health growth makes positioning and reliable healing essential. Magic Level contributes to spell and wand damage, so train it rather than relying only on character level. Start with a manageable number of enemies, choose spell shapes that fit the space and keep mana supplies ready. Let sturdier teammates occupy the front when hunting together. Avoid standing still inside a crowd: strong damage does not compensate for being trapped with an empty mana pool.

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Start hereMystik: role & playstyle

Mystiks combine spell damage with valuable healing support. They share the caster pattern of high mana growth and low health growth, making awareness and positioning especially important. Their vocation includes targeted friend healing and mass healing, so they can support a team while contributing damage with spells and suitable rods or wands. Train Magic Level for both your casting and weapon damage. Keep sight of teammates, reserve enough mana to respond to sudden damage and avoid drawing more monsters than the group can control. In solo hunts, prioritise space and steady recovery.

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Start hereMonk: role & playstyle

Monks offer a staff-focused fighting style supported by their own attack spells. Staff Fighting matters directly to their custom spell formulas, alongside weapon attack, character level and Magic Level; neglecting any of those can hold back your damage. Their health and mana growth is more balanced than a Warrior's or Mage's, but they cannot rely on either extreme. Practise the direction and area of your available attacks, line up enemies carefully and keep a retreat available. Build around a suitable staff, train consistently and manage healing and mana during longer fights.

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Start hereFisher: role & playstyle

Fishers are a fighting vocation as well as a gathering specialist. Their custom attack spells use Fishing skill, weapon attack, character level and Magic Level, so time spent developing Fishing also supports combat progression. They have strong health growth but a smaller mana pool, making efficient casting and supplies important. Use suitable fishing weapons and learn the range and shape of your spells before taking large pulls. Between hunts, use the Fishing Journal to develop your catches and progression. Fresh-catch exchanges provide another progression route, but equipment and combat practice still matter.

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ProgressionSkills are part of your damage

A higher character level does not replace training. Weapon attacks use their relevant combat skill and weapon strength; equipment that raises the skill can improve the result. Train the skill used by the weapon you actually fight with.

Melee Fighting groups sword, axe and club progression in the client/highscores. Fist, Distance, Staff Fighting, Shielding and Fishing have their own roles. Fishing is both a gathering skill and part of the Fisher’s progression.

Archers deal more damage when attacking from farther away. Each tile beyond an adjacent target adds 3% damage, up to +18% at seven tiles. For example, two tiles gives +3% and four tiles gives +9%. Keep your distance while staying within your weapon’s range; moving beyond seven tiles adds no further range bonus.

Magic Level strengthens level-and-magic spell formulas and Viper’s wand/rod damage. It also contributes to mana-potion recovery. Two characters of the same level can therefore have noticeably different damage and sustain.

The total-skill leaderboard combines Magic Level, Melee Fighting, Fist, Distance, Staff, Shielding and Fishing. Quest Points are a separate exploration score.

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ProgressionSpellbook & spell refinement

Open the Spellbook or use !spells to see spells available to your character. Check vocation, promotion, level, mana and cooldown requirements before building your rotation. Different spells use different formulas; some attacks use weapon skills rather than Magic Level.

Lyssara Emberglass refines eligible spells. Say hi, then spell upgrades, then the exact spell name or words. She quotes the next upgrade and price; confirm with yes. Upgrades are purchased in order for each spell.

Upgrade benefits are totals, not bonuses added together across tiers. Support spells without damage or healing receive the mana reduction only.

Spellbook & spell refinement reference
UpgradeDamage / healingMana cost
I+1%−2%
II+2%−4%
III+3%−6%
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ProgressionStamina & PvP protection

Viper uses a custom 60/60 stamina pool. It is not the standard Tibia 42-hour hunting-stamina system. Ordinary PvP deaths consume 10 stamina while protection remains. A PvP death at zero stamina costs 1% of your current experience.

Use !stamina to buy up to 10 stamina, capped at 60. Each purchase costs your current level × 1,000 coins, even when fewer than 10 points are missing. Payment uses carried money first, then your bank balance. Player Assistance also provides a Buy Stamina option.

Do not leave stamina at zero: the server also blocks experience gains at zero. Unjustified kills of substantially lower-level players can carry additional stamina penalties. The Hill has its own arena rules.

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ProgressionQuest Points & exploration

Eligible quest rewards award 1 Quest Point when claimed. Each distinct reward chest can award its own point, so finding side rooms and extra rewards matters; opening the same completed chest again does not farm points.

Eligible one-time NPC quest completions also count. Repeatable tasks and missions are excluded. Monster Task Points, Hell Marks and Fishing Commendations are different currencies.

Points are for the highscores, not spending. In the custom Annihilator, each stage awards one point when you claim that stage’s chosen reward; the alternative reward choices are not separate points.

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ProgressionMonster Tasks

Open Monster Tasks, choose a contract you qualify for, and hunt the listed creatures. There are three standard active slots; the optional extra-slot entitlement adds a fourth. Track kills in the client and return to the task interface to claim completed rewards.

Contracts have their own level requirements, kill totals, points and rewards. Standard experience and base coins are limited to the listed number of paid completions; repeat mastery and task progression are separate. Read the reward preview before repeating a contract.

Task Points do not increase Quest Points. Use the interface’s current requirements and reward values when choosing your next hunt.

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ProgressionAccount Legacy

Legacy achievements reward long-term play across your account. Unlocks are shared with your other characters and synchronised when they log in. Normal walking contributes to Momentum; teleports are not walking progress.

Account Legacy reference
LegacyGoalReward
FuryDefeat 100,000 monsters+1% damage
MomentumWalk 1,000,000 tiles+1% movement speed
RestorationHeal 1,000,000,000 health on yourself / allies+1% healing
AegisComplete its survival-arena quest+1% protection
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Combat & suppliesPotions & recovery

Mana potions scale with your level, maximum mana, Magic Level and vocation. Improving Magic Level helps sustain as well as spell power. Equipment potion bonuses are separate from general healing bonuses.

Complete the potion quests in order: Strong Mana, then Great Mana, then Ultimate Mana. The Great and Ultimate rewards unlock their charge systems and give an empty flask with no starting charges. Keep the flask: buying a charge balance does not remove the need for the item used to drink it.

Use !charges to inspect your balances. Buy with !buycharges GMP, 100 or !buycharges UMP, 100. Replacing the number with all buys as many as you can afford within the cap. An empty flask can be used again after replenishing charges.

Potions & recovery reference
Mana potionMinimum levelSupply / charge system
Mana Potion1Standard potion
Strong Mana Potion150Standard potion
Great Mana Potion1,500Quest-unlocked charges: 200 coins each; cap 50,000
Ultimate Mana Potion4,250Quest-unlocked charges: 500 coins each; cap 100,000
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Combat & suppliesRunes: combat & weapon enhancement

Combat runes have individual level, Magic Level, targeting and cooldown requirements. Lyssara Emberglass is the rune merchant. Weapon-enhancement runes are a separate system: use one on an eligible weapon to add a damage enhancement with a charge pool.

An already-enhanced weapon accepts more charges of the same enhancement type, up to 100,000. You cannot layer different enhancement types on it. The current enhancement action accepts swords, axes, clubs, distance weapons and wands; do not assume every staff or fishing tool accepts it.

Runes: combat & weapon enhancement reference
EnhancementDamage bonusCharges added
Weak+5%5,000
Ample+10%10,000
Great+15%15,000
Supreme+20%20,000
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Combat & suppliesWeapon quality & two-handed choices

Weapons can have quality from 0 to 100. Quality 50 is the baseline; each point above or below changes the quality damage multiplier by 0.4%. Quality 0 is −20%; quality 100 is +20%. Inspect the individual weapon rather than judging only by its name. Quality-upgrade items improve an eligible weapon by 1, 3 or 5 points and are consumed on a successful upgrade; quality cannot exceed 100.

Supported two-handed weapons at levels 6,000, 11,000 and 16,000 have 10% more raw weapon damage than their equivalent one-handed formula before quality and equipment bonuses. Their passives give each path a different reason to choose them.

Warrior passives involve life steal and bleeding; Archer passives improve critical hits; Mage weapons can echo damage; Mystik weapons can restore mana or convert overflow into damage and can stun; Monk weapons can slow and weaken. These effects belong to supported weapons, not every item with “two-handed” in its name.

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Combat & suppliesFood, buffs & fresh fish

Hunger weakens you in combat: while hungry, you deal 1% less final combat damage and take 1% more final combat damage. The penalty applies when your food timer runs out. Watch the Hungry status icon and eat food to replenish your food timer and remove the penalty. Carry food and stay fed throughout your hunt.

Viper food can improve regeneration, with special foods also offering protection or damage effects. Only one food buff is active at a time: choose food for your next hunt instead of assuming different meals stack.

Food Efficiency is taken into account when you eat. Fresh fish can immediately restore both health and mana; the amount rises from 2 of each for an ordinary Fish to 30 of each for Koi Carp. Eating a fish consumes a catch you could otherwise turn in or sell.

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EquipmentCustom equipment: choose a build

The equipment reference below covers starter gear and the Demon, Golden, Hunter, Ornate, Dementor, Glorious, Blessed, Raptor and Viper families, including weapons and accessories. Each family is expandable and searchable by item name.

Compare individual pieces: armour, protection, skills, regeneration, critical hits and damage bonuses serve different builds. A shared set name does not itself promise an extra full-set bonus. Two-handed weapons and shields also change what you can equip in your other hand.

Listed values describe the item’s base properties. Quality, enhancements, vocation restrictions and other active bonuses can change your actual result. Inspect the item in-game before buying or equipping it.

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EquipmentStarter equipment
Starter equipment reference
ItemBase propertiesSpecial effect
ChillerAttack 5Starter rod for Mystiks.
Fishing rodDefence 0; Attack 5Starter fishing rod for Fishers.
Leather legsArmour 1—
Leather legsSee item effect—
Peasant armorArmour 3—
SandalsSee item effect—
ScorcherAttack 5Starter wand for Mages.
Simple bowAttack 5—
Wooden axeDefence 5; Attack 5—
Wooden clubDefence 5; Attack 5Basic club: the starter wooden club.
Wooden shieldDefence 10—
Wooden shieldSee item effectSturdy and a little worn, but still in good shape.
Wooden staffDefence 5; Attack 5—
Wooden swordDefence 5; Attack 5—
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EquipmentDemon equipment
Demon equipment reference
ItemBase propertiesSpecial effect
Demon amuletArmour 4Wearing this grants +1% damage.
Demon armorArmour 16; All protection 1%—
Demon backpackCapacity 22—
Demon bootsArmour 4; Health tick (ms) 2000; Mana tick (ms) 2000It gives 0.1% regeneration every 2 seconds.
Demon fishing rodDefence 0; Attack 100—
Demon helmetArmour 10; Health tick (ms) 2000; Mana tick (ms) 2000It increases combat skills by 2% and +0.1% regeneration every 2 seconds.
Demon legsArmour 12—
Demon ringSee item effectIt increases combat skills by 2%.
Demon rodMagic Level 2; Attack 100It contains the soul of a demon.
Demon shieldDefence 50; Physical protection 1%; Fire protection 1%; Shielding 1This powerful shield seems to be as light as air.
Demon staffDefence 70; Attack 100; Staff 2It contains the dark energy of a demon.
DemonboneDefence 70; Attack 100; Club 2—
Demonrage swordDefence 70; Attack 100; Sword 2—
Demonwing axeDefence 70; Attack 100; Axe 2—
Eternal flameCritical chance % 1; +1% spell damageWearing grants +1% spell damage.
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EquipmentGolden equipment
Golden equipment reference
ItemBase propertiesSpecial effect
Golden amuletArmour 5It increases healing and damage by 1%.
Golden armorArmour 18; All protection 2%—
Golden axeDefence 100; Attack 250; Axe 3It's incredibly heavy.
Golden backpackCapacity 25—
Golden bagCapacity 10—
Golden bootsArmour 5; Health tick (ms) 2000; Mana tick (ms) 2000It gives +0.15% regeneration every 2 seconds.
Golden bowAttack 250This beautifully ornamented bow was made by a skilled elvish bowmaker.
Golden hammerDefence 100; Attack 250; Club 3—
Golden helmetArmour 12; Health tick (ms) 2000; Mana tick (ms) 2000It's the famous Helmet of the Stars. It increases combat skills by 3% and +0.3% regeneration every 2 seconds.
Golden legsArmour 14; Speed 20—
Golden longswordDefence 100; Attack 250; Sword 3—
Golden ringSee item effectIt increases combat skills by 3%.
Golden shieldDefence 55; All protection 1.5%; Shielding 3—
Golden staffDefence 100; Attack 250; Staff 3—
Golden tridentDefence 0; Attack 250—
Golden wandMagic Level 3; Attack 250It unleashes the very fires of hell.
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EquipmentHunter equipment
Hunter equipment reference
ItemBase propertiesSpecial effect
Hunter amuletArmour 6It increases healing by 1% and damage by 2%.
Hunter armorArmour 20; All protection 3%—
Hunter backpackCapacity 28It increases capacity points by 25.
Hunter bootsArmour 6; Health tick (ms) 2000; Mana tick (ms) 2000It gives +0.2% regeneration every 2 seconds and increases weapon damage by 1%.
Hunter hoodArmour 14; Health tick (ms) 2000; Mana tick (ms) 2000It combat skills by 4% and +0.2% regeneration every 2 seconds.
Hunter legsArmour 16; Speed 40; All protection 1%—
Hunter ringSee item effectIt combat skills by 4% and potion healing by 1%.
Hunter shieldDefence 60; All protection 3%; Shielding 5—
Hunters axeDefence 150; Attack 400; Axe 4—
Hunters bowAttack 400—
Hunters daggerDefence 150; Attack 400; Sword 4—
Hunters fishing spearDefence 0; Attack 400—
Hunters flailDefence 150; Attack 400; Club 4—
Hunters rodMagic Level 4; Attack 400—
Hunters staffDefence 150; Attack 400; Staff 4—
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EquipmentOrnate equipment
Ornate equipment reference
ItemBase propertiesSpecial effect
Ornate amuletArmour 7It increases healing and damage by 2%.
Ornate axeDefence 200; Attack 600; Axe 5—
Ornate backpackCapacity 30It increases capacity points by 50.
Ornate bootsArmour 7; Health tick (ms) 2000; Mana tick (ms) 2000It gives +0.25% maximum health and mana regeneration every 2 seconds and increases weapon damage by 2%.
Ornate chestplateArmour 22; All protection 4%—
Ornate clubDefence 200; Attack 600; Club 5—
Ornate crossbowAttack 600—
Ornate fishing rodDefence 0; Attack 600—
Ornate helmetArmour 16; Health tick (ms) 2000; Mana tick (ms) 2000It increases combat skills by 5% and 0.25% regeneration every 2 seconds.
Ornate legpieceArmour 18; Speed 60; All protection 2%—
Ornate ringSee item effectIt increases combat skills by 5%, potion healing by 1% and maximum soul by 25.
Ornate shieldDefence 65; All protection 4.5%; Shielding 7—
Ornate staffDefence 200; Attack 600; Staff 5—
Ornate swordDefence 200; Attack 600; Sword 5—
Ornate wandMagic Level 5; Attack 600—
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EquipmentDementor equipment
Dementor equipment reference
ItemBase propertiesSpecial effect
Dementor amuletArmour 8It increases healing and damage by 3%.
Dementor armorArmour 24; All protection 5%—
Dementor axeDefence 250; Attack 900; Axe 6—
Dementor backpackCapacity 32It increases capacity points by 75.
Dementor clubDefence 250; Attack 900; Club 6—
Dementor crossbowAttack 900—
Dementor legsArmour 20; Speed 70; All protection 3%—
Dementor maskArmour 18; Health tick (ms) 2000; Mana tick (ms) 2000It increases combat skills by 6% and 0.3% regeneration every 2 seconds.
Dementor ringSee item effectIt increases combat skills by 6%, potion healing by 2%, and grants mana reduction cost by 1%.
Dementor shieldDefence 70; All protection 6%; Shielding 9—
Dementor staffDefence 250; Attack 900; Staff 6—
Dementor swordDefence 250; Attack 900; Sword 6—
Dementor treddersArmour 8; Health tick (ms) 2000; Mana tick (ms) 2000It gives +0.3% maximum health and mana regeneration every 2 seconds and increases weapon damage by 3%.
Dementor tridentDefence 0; Attack 900—
Dementor two handed shieldDefence 105; All protection 9%; Shielding 18—
Dementor wandMagic Level 6; Attack 900—
Soul stoneCritical chance % 2; +2% spell damageWearing grants +2% crit chance and +2% spell damage.
Two-handed dementor axeDefence 250; Attack 1400; Axe 12—
Two-handed dementor bowAttack 1400; Critical chance % 5; Critical damage % 20—
Two-handed dementor clubDefence 250; Attack 1400; Club 12—
Two-handed dementor staffDefence 1400; Attack 1400; Staff 12—
Two-handed dementor swordDefence 250; Attack 1400; Sword 12—
Two-handed dementor wandMagic Level 12; Attack 1400—
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EquipmentGlorious equipment
Glorious equipment reference
ItemBase propertiesSpecial effect
Ensouled essenceCritical chance % 3; +3% spell damageWearing grants +3% crit chance and +3% spell damage.
Glorious amuletArmour 9It increases healing and damage by 4%.
Glorious armorArmour 26; All protection 6%—
Glorious axeDefence 300; Attack 1200; Axe 7—
Glorious backpackCapacity 34It increases capacity points by 100.
Glorious bowAttack 1200—
Glorious fishing spearDefence 0; Attack 1200—
Glorious helmetCritical damage % 1; Armour 20; Health tick (ms) 2000; Mana tick (ms) 2000It increases combat skills by 7% and +0.35% regeneration every 2 seconds.
Glorious legsArmour 22; Speed 80; All protection 4%—
Glorious maceDefence 300; Attack 1200; Club 7—
Glorious ringSee item effectIt increases combat skills by 7%, potion healing by 2%, and grants mana cost reduction by 2%.
Glorious shieldDefence 75; All protection 7.5%; Shielding 11—
Glorious shoesArmour 9; Health tick (ms) 2000; Mana tick (ms) 2000; Speed 40It gives +0.35% maximum health and mana regeneration every 2 seconds and increases weapon damage by 4%.
Glorious staffDefence 300; Attack 1200; Staff 7—
Glorious swordDefence 300; Attack 1200; Sword 7—
Glorious wandMagic Level 7; Attack 1200—
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EquipmentBlessed equipment
Blessed equipment reference
ItemBase propertiesSpecial effect
Blessed amuletArmour 10It increases healing and damage by 5%.
Blessed ankhCritical chance % 4; +4% spell damageWearing grants +4% crit chance and +4% spell damage.
Blessed armorArmour 28; All protection 7%—
Blessed axeDefence 350; Attack 1600; Axe 8—
Blessed backpackCapacity 36It increases capacity points by 125.
Blessed bootsArmour 10; Health tick (ms) 2000; Mana tick (ms) 2000; Speed 60It gives +0.4% maximum health and mana regeneration every 2.5 seconds and increases weapon damage by 5%.
Blessed bowAttack 1600—
Blessed fishing rodDefence 0; Attack 1600—
Blessed hammerDefence 400; Attack 2200; Club 16—
Blessed helmetCritical damage % 2; Armour 22; Health tick (ms) 2000; Mana tick (ms) 2000It combat skills by 8% and +0.4% regeneration every 2 seconds.
Blessed legsArmour 24; Speed 90; All protection 5%—
Blessed maceDefence 350; Attack 1600; Club 8—
Blessed ringSee item effectIt increases combat skills by 8%, potion healing by 3%, and grants mana cost reduction by 3%.
Blessed rodMagic Level 8; Attack 1600—
Blessed sceptreDefence 21; Attack 47; Extra defence 3—
Blessed shieldDefence 80; All protection 9%; Shielding 13The shield grants divine protection.
Blessed staffDefence 350; Attack 1600; Staff 8—
Blessed swordDefence 350; Attack 1600; Sword 8—
Blessed two handed shieldDefence 120; All protection 13.5%; Shielding 26—
Two-handed blessed axeDefence 400; Attack 2200; Axe 16—
Two-handed blessed crossbowAttack 2200; Critical chance % 10; Critical damage % 25—
Two-handed blessed staffDefence 2200; Attack 2200; Staff 16—
Two-handed blessed swordDefence 400; Attack 2200; Sword 16—
Two-handed blessed wandMagic Level 16; Attack 2200—
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EquipmentRaptor equipment
Raptor equipment reference
ItemBase propertiesSpecial effect
Badge of gloryCritical chance % 5; +5% spell damageWearing grants +5% crit chance and +5% spell damage.
Flaming raptor bootsArmour 11; Health tick (ms) 2000; Mana tick (ms) 2000; Speed 80It gives +0.45% maximum health and mana regeneration every 2 seconds and increases weapon damage by 6%.
Raptor amuletArmour 11It increases healing and damage by 6%.
Raptor amulet of protectionAll protection 2%—
Raptor armorArmour 30; All protection 8%—
Raptor axeDefence 400; Attack 2000; Axe 9—
Raptor backpackCapacity 38It increases capacity points by 150.
Raptor crossbowAttack 2000—
Raptor fishing spearDefence 0; Attack 2000—
Raptor hammerDefence 400; Attack 2000; Extra defence 1; Club 9It is blessed by the gods.
Raptor helmetCritical damage % 3; Armour 24; Health tick (ms) 2000; Mana tick (ms) 2000It increases combat skills by 9% and 0.45% regeneration every 2 seconds.
Raptor legsArmour 26; Speed 100; All protection 6%—
Raptor ringSee item effectIt increases combat skills by 9% and potion healing by 3%.
Raptor shieldDefence 85; All protection 10.5%; Shielding 15A mighty shield awarded by the gods.
Raptor staffDefence 400; Attack 2000; Staff 9—
Raptor swordDefence 400; Attack 2000; Extra defence 3; Sword 9—
Raptor wandMagic Level 9; Attack 2000—
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EquipmentViper equipment
Viper equipment reference
ItemBase propertiesSpecial effect
Old viper backpackCapacity 35; All protection 1%Wearing this items gives you 1% damage
Two-handed viper axeDefence 2000; Attack 3200; Axe 20—
Two-handed viper bowAttack 3200; Critical chance % 15; Critical damage % 30—
Two-handed viper hammerDefence 2000; Attack 3200; Club 20—
Two-handed viper shieldDefence 135; All protection 18%; Shielding 34—
Two-handed viper staffDefence 3200; Attack 3200; Staff 20—
Two-handed viper swordDefence 2000; Attack 3200; Sword 20—
Two-handed viper wandMagic Level 20; Attack 3200It unleashes the very fires of hell.
Viper amuletArmour 12It increases healing and damage by 7%.
Viper amulet of protectionAll protection 3%—
Viper armorCritical damage % 2; Armour 32; All protection 9%—
Viper axeDefence 500; Attack 2500; Axe 10—
Viper backpackCapacity 40It increases capacity points by 200.
Viper bootsArmour 12; Health tick (ms) 2000; Mana tick (ms) 2000; Speed 100It gives +0.5% maximum health and mana regeneration every 2.5 seconds and increases weapon damage by 7%.
Viper crossbowAttack 2500—
Viper fishing spearDefence 0; Attack 2500—
Viper hammerDefence 500; Attack 2500; Club 10—
Viper helmetCritical damage % 4; Armour 26; Health tick (ms) 2000; Mana tick (ms) 2000; All protection 1%It increases combat skills by 10% and 0.5% regeneration every 2 seconds.
Viper legsArmour 28; Speed 110; All protection 7%—
Viper ringSee item effectIt increases combat skills by 10%, potion healing by 4%, and grants mana cost reduction by 5%.
Viper shieldDefence 90; All protection 12%; Shielding 17—
Viper staffDefence 500; Attack 2500; Staff 10—
Viper starAttack 28—
Viper swordDefence 500; Attack 2500; Sword 10—
Viper top hatArmour 3; Magic Level 1You have a vague feeling that it looks somewhat silly.
Viper trinketCritical chance % 6; +6% spell damageWearing grants +6% crit chance and +6% spell damage.
Viper wandMagic Level 10; Attack 2500—
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Houses & guildsHouses: find & manage your home

Open Houses or type !houses to browse the directory. Search and filter houses by town, availability and access, then compare size, beds, purchase price and rent. My House takes you to your own property.

The house panel brings Overview, Access, Doors, Settings and History together. Owners can set a display name while the original address remains identifiable. Ownership records preserve current tenure and recorded previous owners.

Use the Access tab for guests and subowners. Subowners can help manage guests and remove visitors, but ownership settings remain with the owner. Door settings can further limit access to guests, subowners or the owner.

Public access lets visitors walk around and look. It does not let uninvited visitors move or use house items, open containers, sleep in beds or push occupants. Turning public access off prevents new entry; it does not instantly eject visitors already inside.

Use !leavehouse to leave the building. Giving up a standard house is a separate confirmed action in its settings; custom-house release is handled by staff.

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Houses & guildsRespawn at home

A homeowner can select a safe tile inside their own house as the character’s death-respawn destination. Use the house settings while choosing a valid tile; the server checks ownership and the tile.

This replaces the temple destination after death only. It does not move you home on every normal login. !teleport temple continues to take you to the actual temple.

Ownership changes clear the house’s owner-specific settings, including its selected spawn and access configuration. Recheck your settings after buying or taking ownership of a property.

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Houses & guildsRent & custom houses

Standard houses pay weekly rent in coins from the owner’s account-wide bank. Custom houses are specially designated properties with their own protected rates and a choice of coins or Viper Points. Check the displayed rate for your actual house.

Rent collection is scheduled for Sunday at 06:00 server time. Rent Keeper explains your rate and payment options: say hi, rent, then pay 1 to prepay a week. Up to ten weeks can be prepaid. Prepaid weeks belong to the house and are not tied to the selected payment currency.

Keep funds available. Standard houses have one warning stage; custom houses have two before a further failed scheduled collection can cause repossession. Custom-house repossession returns the property to staff control.

The house interface changes the payment method where supported; use Rent Keeper to prepay. Check your balance and warnings before a rent collection.

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Houses & guildsGuild Dominion & guildhalls

Guild Dominion adds shared progression, renown, a treasury and contracts to guild life. Use the in-game guild interface to inspect current progress, permissions and goals. The website directory lets you find guilds and read their public profiles.

Visit Aurelian Bannerwright and ask about dominion, charters, contracts or crest. Guildhalls are shared guild properties; their ownership and access follow guild rules rather than an ordinary personal-house guest list.

!createguild name creates a guild for 100,000 coins. !invite name and !joinguild name handle invitations. Leadership and rank permissions determine who can manage members and guild settings.

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World activitiesCheckpoints: unlock your travel network

Explore on foot to unlock checkpoints. Step onto a checkpoint’s centre tile at the required level to unlock it permanently for that character.

Use a checkpoint shrine stone to open your list of unlocked destinations. Select a destination and choose Teleport. Each character unlocks their own network; the list shows destinations they have unlocked and currently meet the level requirement for.

Shrine travel is unavailable while you are in combat or standing in an area where logging out is blocked. There is a five-second cooldown between checkpoint teleports.

Checkpoints: unlock your travel network reference
CheckpointRequired level
Averon Market1
The Ruins1
Spider Cave10
Lost Armoury25
Orc Stronghold40
Anihilator Entrance100
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World activitiesThe Hill: King of the Hill

The Hill is a guild objective in a PvP arena. Capture the throne for your guild: the configured capture target is 30 minutes. The winning guild receives +25% experience for 150 minutes (2½ hours), after which the hill becomes available again.

Each round selects a temporary arena level cap of 1,000, 2,000 or 3,500. Entry announces the current cap and places you at one of the arena’s arrival points. Experience is frozen inside, and weapons above your effective arena level cannot be used.

Leaving the throne pauses your guild’s capture progress. A member of the same guild can resume it; a different guild taking over resets the previous guild’s progress.

Your real level and experience are preserved and restored on exit. When a new round starts, participants are returned outside and can re-enter under the new cap. Watch the live hill timer and guild standings rather than assuming the previous round’s cap still applies.

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World activitiesHell Missions

Visit Hell Missionary and say mission for a Hell Mission, status to inspect your Hell Marks, or shop to see what the marks can buy. These are repeatable activities with their own progression and requirements.

Hell Marks are separate from Quest Points and Viper Points. Repeatable Hell Missions do not add Quest Points. Review the current mission and reward dialogue before accepting.

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World activitiesChosen Monster & hunting

The client’s Chosen Monster panel identifies the current boosted creature. Use it when planning a hunt and check its displayed experience, loot and respawn bonuses. The chosen creature can change, so the panel is more useful than a fixed creature recommendation.

Viper monsters have custom behaviours. Positioning, damage type, defensive equipment and your ability to sustain a fight matter alongside character level. Combine a suitable hunting area with active Monster Tasks where possible.

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FishingYour first cast

Use a Fishing Rod on a fishable water tile while standing outside a protection zone. The starter rod works for every vocation from level 1. Casting trains Fishing; stronger tools have their own character-level and vocation requirements.

Ordinary fresh fish come from water. Lava and swamp have separate monster catches. Decorative borders are not always fishable.

Keep space and capacity for your catch: fish you cannot carry may be placed beneath you. Open the Fishing channel for catch announcements.

The Journal records monster catches, requirements, mastery and highscores. Its creature guide shows the live server requirements for each monster.

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FishingCatch it. keep it fresh.

Fresh catches last 30 minutes of their running decay timer. Logging out pauses the saved timer; it resumes when you log back in. Return to an NPC before the fish spoils.

Only genuine, unspoiled fishing catches qualify for fresh-fish rewards. Bought, spawned and expired fish do not qualify.

Fresh fish stack up to 100. New catches can join an existing stack without refreshing its timer. Manually consolidating stacks keeps the shorter timer, so stacking does not renew freshness.

Higher Fishing skill unlocks more species and improves the combined catch chance. Rod, equipment, scroll and bait bonuses can improve that chance too. An ordinary cast produces at most one fish.

Carry the fish in your inventory or backpack when visiting Maris or Bram.

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FishingWhere to take your catch

MARIS TIDEKEEPER
Say hi, then trade to exchange fresh fish; review the offer and say yes. This service is for Fishers, Anglers, Harpooners and Tidecallers at every character level. Rewards include experience and coins deposited into the shared account bank. Experience follows your current stage. Say rates for the current rewards.

BRAM BRINEHAND
Every vocation can sell genuine fresh fish here. Say hi, then trade and use the Sell tab. Bram pays shared-bank gold with no experience: currently five times the base bank-coin reward at Maris.

Bram resells player-supplied stock at a 25% markup until server save. Purchased fish are ordinary produce and cannot be sold back as fresh catches.

MARIS: COMMENDATIONS
Once you reach character level 100 and Fishing skill 100, speak to Maris Tidekeeper and say commendations to browse bait, bowls and fishing scrolls. Players of any vocation can buy these rewards using their character’s Fishing Commendations. These are separate from Viper Points.

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FishingBe ready for a fight

Monster fishing opens at character level 100 and Fishing 100. Each creature also has its own level, skill, promotion, allowed-tool and sometimes active-scroll requirements. Check the creature guide for exact requirements and your eligibility.

Monster catches are attempted before ordinary fish. They appear as monsters: prepare for combat and leave safe spawning space nearby. Water, lava and swamp each have different creatures.

Cast exevo fish to toggle Monster Fishing Mode. While enabled, ordinary fish are suppressed even when no monster is caught. Cast it again to return to mixed fishing. The rare message-in-a-bottle catch can still occur.

Fisher-vocation characters receive eligible monster catch experience; kill experience is a separate reward. Bait can improve kill rewards and the monster's level-gain cap. Some catches award Fishing Commendations.

After 10,000 catches of a species, its mastery control lets you disable that catch. Use the Journal to track progress and manage mastered species.

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FishingImprove your odds

Bait is optional and used from your carried inventory. Available types are Worm, Larvae, Fish Fin, Fishing Bait and Mutated Flesh. The system chooses eligible bait by priority; a monster's listed bait determines which bonus applies.

Matching bait can increase catch chance, catch experience, kill experience and the kill level-gain cap, with a chance of a double monster catch. Applicable bait is consumed on a successful catch; unsuccessful attempts have a small consumption chance. Ordinary fish use the highest-priority carried bait bonus.

Use a weak fishing scroll for +50% catch and Fishing skill rates for four hours, or a normal fishing scroll for +100% for nine hours. Active scrolls also allow scroll-required and unique creatures, subject to their other requirements.

A stronger scroll can replace a weaker one. An equal or weaker scroll is not added to an existing active scroll. Scroll expiry uses real time, unlike fresh-fish decay. Check your active effects before using another scroll.

Rods and equipped fishing bonuses also contribute. The creature guide remains the best place to check a particular monster.

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FishingCapture and release

Use an empty fishing bowl on a bowlable fishing monster that you caught. Only the original catcher can capture their live catch. Your bowl must meet or exceed the required tier shown in the creature guide.

Small Fishing Bowl: tier 1.
Fishing Bowl: tier 2.
Master Fishing Bowl: tier 3.

A filled bowl retains the monster and its catch information, including applicable bait bonuses. To release it, place the filled bowl on a suitable ground tile and use it. Leave enough room and prepare to fight.

The tier-2 Fishing Bowl is destroyed when releasing its monster. A bowl already holding a monster cannot capture another.

Maris offers a tier-2 fishing bowl in her commendation exchange.

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FishingFresh-fish field notes

Required Fishing skill:

1 - Fish
3 - Tiny Bass
5 - Northern Pike
10 - Rainbow Trout
15 - Shrimp
20 - Green Perch
25 - Small Bass
30 - Sandfish
35 - Tropical Fish
45 - Babel Swimmer
55 - Tilapia
65 - Bass
75 - Shimmer Swimmer
85 - Calamari
95 - Koi Carp

All these fresh catches use the 30-minute decay timer. Rarer species have lower base catch chances. Ask Maris for rates or open Bram's trade window for current values.

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FishingMore than fish

Fishing bundles have a random prize when opened. Prizes can include coins, bait, fishing scrolls, bowls and other fishing supplies. Open a nearby bundle directly, or use !usefishingbundle to open one on your tile or an adjacent tile.

Finding a fishing scroll in a bundle also awards a Fishing Commendation. Commendations belong to that character and can be spent with Maris once you meet level 100 and Fishing 100.

A message in a bottle is an exceptionally rare catch in water, lava or swamp, including Monster Fishing Mode. It is rolled before monster and ordinary fish catches.

Use the Journal highscores to compare monster catches and commendations. Individual creature pages show catch requirements and progress; this guide explains how those systems fit together.

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FishingLava & swamp access tasks

Dedicated tasks to unlock lava fishing and swamp fishing are planned and are not yet part of this guide. Do not look for an invented quest giver or assume a task described elsewhere is already available. The Fishing Journal continues to show current creature and equipment requirements.

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NPCs & economyWho to visit: NPC directory

Greet an NPC with hi, then use the service keywords below. For merchants, trade opens the current offers. Prices and stock can change; the trade window is the final quote.

Who to visit: NPC directory reference
NPCServiceConversation
Orin WaymereGetting started in Averonstart / help / progress
Lyssara EmberglassRunes and spell refinementstrade / spell upgrades
Maris TidekeeperFisher fresh-catch rewards and commendation exchangefish / rates / trade
Bram BrinehandFresh-fish market and player-supplied stocktrade
Rent KeeperHouse rent and prepaymentrent / pay 1
Aurelian BannerwrightGuild Dominion servicesdominion / charters / contracts / crest
Hell MissionaryHell Missions and Hell Marksmission / status / shop
Cassian VaultmereBankingbalance / deposit / withdraw
Veyra WaystockTravel supplies, tools and general stocktrade
Garrick FletchmereBows, crossbows and ammunitiontrade
Torren IronwardArmour and equipment tradingtrade
Borin IronhandBuys ordinary melee weapons below level 100trade
Mirelle GemwrightGems, rings and jewellerytrade
Elara HearthwellFood and provisions; excludes fresh fishing catchestrade
Orren QuillstrideParcels and letterstrade
JohnGlobal experience boost serviceAsk about experience boosts
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NPCs & economyLiving NPCs, reputation & markets

NPCs remember your account’s relationship with them. Familiarity progresses from Stranger to Familiar, Trusted and Respected. Trading, gifts and service milestones contribute through the supported NPCs; repeated interactions are subject to cooldowns.

Some merchants have rotating stock and player-supplied goods. Physical displays can reflect their business and homes. Check today’s stock rather than expecting every item to be available permanently.

NPC homes are private places. A relationship can reveal more about a residence or lead to an invitation; seeing a home on the map is not permission to enter.

Living NPCs, reputation & markets reference
RelationshipPoints from
Stranger0
Familiar20
Trusted80
Respected200
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NPCs & economyCoins & banking

Viper uses custom coin denominations. A displayed price is a numeric coin value, not a count of whichever physical coin you happen to carry. Use your bank to manage larger balances.

!balance checks the bank, !deposit all deposits carried money, and !withdraw all withdraws available funds subject to carrying limits. !transfer name, amount sends coins to another player. Check the recipient carefully.

Coins & banking reference
CoinValue
Silver coin1
Gold coin100
Obsidian coin10,000
Crystal coin1,000,000
Viper coin100,000,000
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Shop & communityViper Points & the shop

Your Viper Point balance is shared across characters on your account. Buy points through the website, then open Viper Shop in the client. The shop shows prices, ownership, bundles and purchase history.

10 Viper Points cost £1 at the base GBP price. Purchases accept 10–1,000 base points. Orders of 200–499 base points receive 5% extra; 500–1,000 receive 10% extra. Fractional bonus points round up.

Physical shop items go to the character’s Purse / Store Inbox first, with the depot inbox as the fallback when necessary. Character unlocks belong to the purchasing character unless an offer explicitly says otherwise.

The Backpack of Holding costs 10 VP. The shop also includes outfits, mounts, scrolls, services, tools and bundles. Read each offer before confirming. Bundles containing an already-owned unlock are blocked; buy the missing parts individually.

The shop’s Trade / transfer points option supports direct transfers and item-for-points trades. Check the recipient, item and amount before accepting.

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Shop & communityShapeshifts

Unlock !shapeshift for 10 VP. Saying it without an argument opens a list of your unlocked forms. Use !shapeshift orc warlord to apply a named form; !shapeshift off restores your normal appearance.

The Shapeshifts category sits below Mounts in the shop. Each of the five initial forms costs 50 VP. The 200 VP bundle includes the command and all five forms.

Unlocks are permanent for that character. The applied disguise is cosmetic and does not grant monster powers or statistics; the disguise itself does not persist after logout. The OG appears first in the list, followed by the other forms in looktype order.

Future quests, levers or tasks may award forms. The current five-form shop collection is listed here; a future reward route is not a promise that a particular lever already unlocks it.

Shapeshifts reference
FormLooktypePrice
The OG161450 VP
Orc Warlord250 VP
War Wolf350 VP
Orc Rider450 VP
Orc550 VP
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Shop & communityPlayer Assistance & Click Reuse

Player Assistance groups everyday controls for support, fishing and utilities. Set health/mana thresholds deliberately, keep supplies available, and check that a feature is enabled before relying on it.

Click Reuse keeps the use-item targeting crosshair active after using an item, allowing repeated targeting with tools such as a rope. It is useful for moving through rope holes without selecting the rope again every time. Turn it off when you want ordinary one-use targeting.

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Shop & communityCommunity reputation

Community reputation recognises helpful play through Helpful, Mentor, Team Player and Kind commendations. Use the community interface to see eligible players and your reputation progress.

Eligibility depends on real shared play, account history and activity. Limits and repeat-pair cooldowns prevent trading unlimited commendations. These recognition points are separate from Quest Points, task rewards and Viper Points.

Community reputation reference
TitleReputation from
Newcomer0
Helpful Adventurer5
Trusted Guide20
Viper Mentor50
Community Guardian100
Viper Legend250
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Start hereUseful commands at a glance

Use !commands for the general command guide and the relevant client window for feature-specific actions. Commands with a name or amount below need your own value in its place.

Useful commands at a glance reference
CommandUse
!spellsOpen available spells
!staminaBuy up to 10 stamina
!chargesView GMP / UMP balances
!buycharges GMP, 100Buy 100 Great Mana charges
!housesBrowse houses
!leavehouseLeave the current house
!teleport templeTravel to the actual temple, subject to command restrictions
!shapeshiftList unlocked forms
!shapeshift offRemove shapeshift
!expCheck experience progress
!balanceCheck bank balance
!lootmessages on/offToggle normal loot messages
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Explore Viper

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