Please use this thread to give us feedback about the newest addition to the Wheel of Destiny - The Fragment Workshop.

Complementing the Gem Atelier, the Fragment Workshop allows you to upgrade mods to unlock the full potential of your gems, offering you a broader spectrum of customization options.

What are Fragments?
Fragments are a new resource you will need in addition to gold to enhance your mods. Fragments can be gained in two primary ways:
  • Dismantling revealed gems in your Gem Atelier
  • Crushing Gems in your inventory with either a crusher or an amber crusher
The amount and type of fragment gained depends on the method used and the quality of the gem. Fragments are tradeable and you will gain the same type of fragments regardless of the vocation they belong to.

Dismantling gems in your Gem Atelier yields the following results:
  • Lesser Gem: 1-5 Lesser Fragments
  • Regular Gem: 2-10 Lesser Fragments
  • Greater Gem: 1-5 Greater Fragments
Crushing gems in your inventory yields the following results:
  • Lesser Gem: 1-4 Lesser Fragments
  • Regular Gem: 2-8 Lesser Fragments
  • Greater Gem: 1-4 Greater Fragments
Dismantling Gems
We have renamed the Scrap Gem functionality to Dismantling Gem to better reflect its new purpose. If you scrapped Gems in the past, you will automatically receive the corresponding amount of fragments directly in your stash. There is a third way of attaining them: Trading with one of several NPCs for 750.000 / 2.250.000 gold respectively. This is not meant as a realistic way to get them but rather as a upper limit for the prices of these fragments.

How can I enhance a mod?
Enhancing a mod is as simple as opening the new Fragment Workshop tab in your Wheel of Destiny, selecting a mod and spending the required resources:
  • Basic mods: 5 / 15 / 30 lesser fragments and 2.000.000 / 5.000.000 / 30.000.000 gold
  • Supreme mods: 5 / 15 / 30 greater fragments and 5.000.000 / 12.500.000 / 75.000.000 gold
Doing so increases its mod grade. A single mod can be enhanced up to three times with the required resources increasing each time. Enhancing a grade grants ~10/20/50% more effect for that mod. Example:
  • Grade I: +2% Fire Resistance
  • Grade II: +2.2% Fire Resistance
  • Grade III: +2.4% Fire Resistance
  • Grade IV: +3.0% Fire Resistance
The exception to that rule are mods that grant a cooldown reduction. These will instead grant a small amount of Momentum.

Inside the Fragment Workshop you are able to search for specific mods by name as well as filter by:
  • Mod quality (basic or supreme)
  • Mod grade (I/II/III/IV)
  • Mods that are on gems you currently have placed in a vessel
In addition to that, each mod displays its current mod grade as well as if it is placed in a vessel and the amount of gems you possess that feature this mod to allow you to get a better overview over your gems and mods.

Mod grade limitations on gems
As previously explained enhancing the mod grade increases this mod for all current and future gems. There is one limitation however. On any given gem the mod grade of a mod can never be higher than the mod grades of previous mods of that gem. This does not limit the grade to which you can enhance a mod in the Fragment Workshop but rather limits the actual grade you benefit from on that gem. If you want to make use of your grade IV supreme mod on a greater gem you will need to enhance both previous basic mods to grade IV as well.

Thank you for taking the time to explore and test the new features.
We are looking forward to your feedback.

Cheers
Niadus and Fluffey
Additional information

  • You can learn more about the Wheel of Destiny – Fragment Workshop in the teaser and its corresponding forum thread. Please note that some of the information you find there might be outdated by now.
  • In the Wheel of Destiny planner on the website, all mods have their grade set to the maximum of IV.
  • In the Char Bazaar, a new category called 'Fragment Progress' will be introduced. For gems, the unlocked mod grade will be displayed.
  • There will be three new titles for unlocking mod grades.


When giving feedback, please especially consider the following questions:
  • Is the interface easy to use and can you find all information you are looking for?
  • How intuitive is the mod grade limitation?
  • What functionality is missing so that you can best use this feature?

If you have any suggestions or concerns, please help us understand them by explaining your point of view. We'll do our best to consider your feedback!
Thanks for the feedback so far.

When considering the prices please do not use the fragment prices when buying them from the NPC. The intended source of fragments is the shattering and scraping of gems.

Having said that:
The prices for enhancing a mod will be reduced by a significant amount. The extent of that is still up for debate internally.
Additionally we are looking at slightly increasing the upgrade effect.

We will take another look at making the interaction between grades on a given gem clearer.

Originally posted by Koverox on 05.06.2024 03:19:12:
Dodge gem today on tibia global is giving 0.25%, and here on the test server Grade I is giving 0.2% while Grade IV is giving 0.26%...
So would this be a nerf on the current Dodge?
Thanks for reporting. This was not an intended Nerf and will be increased to its old base value of 0.25%
Dear Tibians,

Thank you very much for all your feedback and testing!

We've decided to address your biggest concern first, the cost of the Fragment Workshop. Therefore, we will lower both the number of fragments required as well as the gold cost for upgrading your gems.

The new prices will be as follows:

Grade II:
5 Fragments & 2.000.000 gold (Basic) / 5.000.000 gold (Supreme)

Grade III:
15 Fragments & 5.000.000 gold (Basic) / 12.500.000 gold (Supreme)

Grade IV:
30 Fragments & 25.000.000 gold (Basic) / 62.500.000 gold (Supreme)

Additionally, we will also raise the number of Fragments you will get when scrapping your gems.

The above prices are not reflected in-game yet but will be implemented with one of the next updates. We will inform you here once the update is live.

Other topics some of you have mentioned, such as the effect of the upgraded Mods, will be looked into as well. We will also be looking into making some of the lesser used Mods more interesting so they can compete with others.

Thank you for all your feedback so far!

Cheers
Fluffey
While we are still mulling over all supreme mods, I wanted to take the time to clarify some things:

Hi, can you define what the "base damage" is?

I have heard, that its just the damage that comes from the magic level (when it comes to runes or spells) and that the level doesnt affect the base damage?
...
What you heard is correct. The term base damage refers to the damage a spell deals without taking into account a characters bonus damage from levels. This means the actual impact of such augments depends on the damage distribution of a given spell.

In the fragment workshop, when selecting which mod to enhance, the mod name is not displayed anywhere - only the picture.
Thanks. We are aware of the issue and looking into a way of adding that information.

The other problem I can see in relation to this feature would be the lack of gems available to be dismantled.
We'll crunch some numbers. Perhaps a change will come of it, however no guarantees yet.

The new prices will go live now, however for now they will show the wrong values in your UI. This will be fixed tomorrow.
Thanks again for all the feedback.

There are some changes that I can share with you as well as a sneak peak into stuff we are still crunching the numbers on that will result in additional changes.

But first things first. We have decided to increase the bonus of Grade IV mods from 30% to 50%.
This will be gradually rolled out over the duration of the testserver as we do not want to adjust numbers twice and we already know that we will adjust a large amount of Grade I values.
On the flip side we decided to slightly increase Grade IV gold cost again to reflect the high increase that Grade IV now grants. Grade IV upgrades for Basic mods will now cost 30kk and Supreme mods will cost 75kk.

The first batch of changes will adjust a total of 23 Supreme mods:
  • Dodge from 0.25% => 0.28% (Other grades: 0.31/0.34/0.42%) (This fixes the wrong basevalue bug as well)
  • Critical Extra Damage from 1.5% => 2% (Other grades: 2.2/2.4/3%)
  • Life Leech from 1.2% => 2% (Other grades: 2.2/2.4/3%)
  • Mana Leech from 0.4% => 0.8% (Other grades: 0.88/0.96/1.2%)
  • Aug. Critical Extra Damage for Annihilation/Ethereal Spear/Great Death Beam/Great Energy Beam/Strong Ice Wave
    • From 8/8.8/9.6/10.4% to 15/16.5/18/22.5%
  • Aug. Critical Extra Damage for Front Sweep/Executioner's Throw/Berserk/Groundshaker/Divine Grenade/Divine Missile/Strong Ethereal Spear/Hells Core/Rage of the Skies/Energy Wave/Terra Burst/Ice Burst/Eternal Winter/Terra Wave
    • From 8/8.8/9.6/10.4% to 12/13.2/14.4/18%
Another change is the amount of fragments you get from destroying gems:
Dismantling gems in your Gem Atelier yields the following results:
  • Lesser Gem: 1-5 Lesser Fragments
  • Regular Gem: 2-10 Lesser Fragments
  • Greater Gem: 1-5 Greater Fragments
Crushing gems in your inventory yields the following results:
  • Lesser Gem: 1-4 Lesser Fragments
  • Regular Gem: 2-8 Lesser Fragments
  • Greater Gem: 1-4 Greater Fragments
Next week there will be changes to all cooldown reducing augments as well as some base values of damage/healing increasing augments. All other Supreme mods will have their Grade IV adjusted next week as well. So stay tuned.

Best regards,
Niadus
Is it know issue that what i am using beam mastery the damage increase only works only for first 3 targets?
Example: Great Energy Beam
Hit: 5 mobs
Log:
13:40:05 A squid warden loses 1675 hitpoints due to your attack.
13:40:05 An icecold book loses 1675 hitpoints due to your attack.
13:40:05 A squid warden loses 1675 hitpoints due to your attack.
13:40:05 An icecold book loses 1232 hitpoints due to your attack.
13:40:05 An icecold book loses 1232 hitpoints due to your attack.
We'll take a look. Thanks for reporting

Greetings,
Niadus
Thanks again for all the feedback.

Fully Upgraded Supreme gems can´t switch domain

Is this intented, or a bug?
The switch domain functionality should not be limited by any enhancements. You need to remove the gem from its Vessel and apply that change for the button to unlock. There should be not change to the functionality when compared to the live client. Could you provide which steps you are taking if it is still not working that way so we can have a closer look?

As promised here are a lot of additional changes to Supreme Mods that target the lesser used ones.
  • Executioner's Throw Base Damage from 5% => 6% (Other grades: 6.6%/7.2%/9%)
  • Front Sweep Base Damage from 5.5% => 8% (Other grades: 8.8%/9.6%/12%)
  • Groundshaker Base Damage from 6% => 6.5% (Other grades: 7.15%/7.8%/9.75%)
  • Annihilation Base Damage from 10% => 12% (Other grades: 13.2%/14.4%/18%)
  • Divine Grenade Base Damage from 5.5% => 6% (Other grades: 6.6%/7.2%/9%)
  • Divine Missile Base Damage from 5% => 8% (Other grades: 8.8%/9.6%/12%)
  • Ethereal Spear Base Damage from 8% => 10% (Other grades: 11%/12%/15%)
  • Salvation Base Healing from 5% => 6% (Other grades: 6.6%/7.2%/9%)
  • Great Death Beam Base Damage from 6.5% => 10% (Other grades: 11%/12%/15%)
  • Great Energy Beam Base Damage from 6.5% => 10% (Other grades: 11%/12%/15%)
  • Hell's Core Base Damage from 5% => 8% (Other grades: 8.8%/9.6%/12%)
  • Rage of the Skies Base Damage from 5% => 8% (Other grades: 8.8%/9.6%/12%)
  • Terra Burst Base Damage from 5% => 7% (Other grades: 7.7%/8.8%/10.5%)
  • Ice Burst Base Damage from 5% => 7% (Other grades: 7.7%/8.8%/10.5%)
  • Eternal Winter Burst Base Damage from 5% => 8% (Other grades: 8.8%/9.6%/12%)
  • Strong Ice Wave Base Damage from 5% => 8% (Other grades: 8.8%/9.6%/12%)
On top of that all other Mods will have their Grade IV adjusted to 50%. This includes all Basic Mods as well as the all Supreme Mods that are not part of the list above. (Revelation Masteries, Fierce Berserk Base Damage, Berserk Base Damage, Fair Wound Cleansing Base Healing, Divine Caldera Base Damage, Strong Ethereal Spear Base Damage, Energy Wave Base Damage, Great Fire Wave Base Damage, Terra Wave Base Damage, Heal Friend Base Healing, Mass Healing Base Healing, Ultimate Healing Base Healing, Fierce Berserk Critical Extra Damage, Divine Caldera Critical Extra Damage and Great Fire Wave Critical Extra Damage).

On a side note: there are currently no changes planned to the Grade I/II/III values of Basic Mods.

In addition to these changes that will go live soon you can expect the following improvements:
  • The Revelation Perks Divine Grenade and Beam Mastery now contain the damage increase percentage for unlocking higher stages.
  • The name of Supreme Mods in the Fragment Workshop will now be displayed.
Still on our list of potential changes are the Supreme Mods that grant cooldown reduction as well as making the correlation between mods and their Grades on a gem more clear. On top of that we are looking into the Gem Atelier gem limit, gem fragments amounts and a stronger incentive for enhancing more Supreme Mods.

Greetings,
Niadus
Dear Tibians,

Thank you very much for all your testing and feedback!

The changes we announced today are now live on the test servers:
  • The base value of many supreme mods has been increased.
  • Grade IV now also increases Basic Mods (Resist Element+, Resist Element+/Resist Element-, Resist Two Elements+, Resist Mana Drain, Resist Life Drain, Resist Mana Drain+/Resist Life Drain+, Mitigation Multiplier) by 50% instead of the previous 30%.
    (The same adjustment to the remaining basic mods will follow.)
  • The Revelation Perks Divine Grenade and Beam Mastery now contain the damage increase percentage for unlocking higher stages.
  • The names of Supreme Mods in the Fragment Workshop are now displayed.


---
Regarding some of your comments:

Just to clarify:
Tier 1 = Grade II
Tier 2 = Grade III
Tier 3 = Grade IV
Thank you! You're right of course. I've changed this in my previous post for more clarity.

Is it know issue that what i am using beam mastery the damage increase only works only for first 3 targets?
Example: Great Energy Beam
We've finished investigating this. Again, thank you for reporting!

The good news is that a fix is right around the corner. The beam spells will then work as expected, and the damage increase will affect all targets hit by the beam.

I use HP focused gems because i'm very low level. What i see after today's patch is that the +50hp and 1% fire (or ice etc) attribute mod, upgrade 15 life points per mod and the only hp attribute gem (+100hp without elemental protection) upgrade only 10 hp per mod!
So, with the worst attribute now we gain a total of 45 more HP and 1.3% elemental protection, and for the 100hp gem we gain only 30hp more?
The change to basic mods is being rolled out in two updates. The first update is now live. The other basic mods, including the HP mod you mentioned, will follow soon.

I still hope to see some good changes in regards of the cooldown reduction mods, because those are just not worth as they are right now...
We might have news to share regarding cooldown reducing mods very soon. We're still analyzing some numbers, but rest assured, we haven't forgotten about those mods.

Some additional info:
  • We're still evaluating the amount of fragments received from crushing gems and/or the amount of fragments required for upgrading.


Cheers,
Fluffey
Dear Tibians,

Thanks again for the feedback. Even if not all of your feedback seems to be reflected in the changes it is still a vital part of our discussions and decisions.

As alluded to in earlier post we have taken a look at cooldown reducing augments. To do any significant changes, we first had to add a new rule to these augments that will increase our future design space as well as reduce cross augment complexity and eliminate stacking problems. The rules goes as follow:
Augments that reduce cooldowns will never reduce cooldowns below half of their spells base cooldown, rounded up.

This means that if for example, your spell has a cooldown of 8 seconds, you won't be able to lower it below 4 seconds through mods. For spells from Revelation Perks that change cooldowns over the stages the current stage is used when calculating the maximum reduction.
This allows us to be more liberal with these values prevents any mod combination to remove too much cooldown and lead to unwanted monotonous gameplay.

Now for the actual changes:
  • Aug. Executioner's Throw Cooldown Reduction from -1s => -2s
  • Aug. Divine Empowerment Cooldown Reduction from -3s => -6s
  • Aug. Divine Grenade Cooldown Reduction from -1s => -2s
  • Aug. Divine Dazzle Cooldown Reduction from -2s => -4s
  • Aug. Nature's Embrace Cooldown Reduction from -5 => -10s
  • Aug. Avatar Of Steel Cooldown Reduction from -300s => -900s
  • Aug. Avatar Of Light Cooldown Reduction from -300s => -900s
  • Aug. Avatar Of Storm Cooldown Reduction from -300s => -900s
  • Aug. Avatar Of Nature Cooldown Reduction from -300s => -900s
Energy Wave is for now deliberately not on that list, as its base cooldown is too low for our taste to grant it -2s reduction.

These changes will go live with a later patch and we will notify you once it happens.

Additionally to these cooldown based changes, Grade IV of the Basic Mods Health, Health + Resistance, Mana, Mana + Resistance, Capacity and Capacity + Resistance has now been updated to +50% as well, instead of previously 30%.
This means all Basic Mods are now correctly affected by the +50% increase of Grade IV. Please note the Grade II and Grade III values of the Health + Resistance mods previously weren't calculated correctly.
They have been now updated to:
Grade I: 50 HP, 1% | Grade II: 55 HP, 1.1% Res | Grade III: 60 HP, 1.2% Res | Grade IV: 75 HP, 1.5% Res

This change has been implemented in-game with the latest update.

Will the buffed rates for destroying gems apply to pre-update destroyed gems as well?
Yes, all gems destroyed before the release of the Fragment Workshop will benefit from this increased numbers of Fragments.

@Fluffey, the values on test server are the old ones right now. Was it an intentional rollback?
This was not intended and the values have been corrected. The fix is now live on the test servers.

You forgot (or was it intentionally?) about making 50% Grade IV for some of Basic Mods (HP,Mana,Cap, Hp/resist, Mana/resist, Cap/resist).
The rollout of the new values was done in two batches. With the latest update, the remaining mods have been adjusted and all Mods now equally benefit from the +50% Grade IV provides.

On another note:
Some of you are asking why certain Supreme Mods are not getting any buffs. Some of these Mods mentioned see a lot of play currently. They will benefit from the +10%/+20%/+50% from the Grades just as any other Mod. But our goal by increasing the values of other Mods is to make them more attractive and reduce the gap between the top-performing Mods and those that don't perform as well. We hope this approach will be a positive step forward. We understand that players with the best Mods may not see a significant impact and might not switch to others. However, we believe these changes will enhance the overall experience and make the Gem Atelier more appealing, especially for lower- and mid-level players.

Cheers,
Fluffey
Multistage spells from revelation perks look like they do not work properly yet. Your reports seem to indicate it always bases the limit of its Stage 1 cooldown. We will take a look.

Maybe you can also clarify if the augments from items, e.g. sanguine greaves, are considered for the calculation of the "new rule" for cooldown augments you mentioned or not.
All augments, no matter their source, are considered for this rule (Wheel of Destiny Conviction Perk, Supreme Mod, Items and any potential future sources).

Changes to fiendish monsters are still being considered.
Dear Tibians,

Thank you for all your feedback, thoughts, and testing!

As you might have noticed, we have increased the limit of Gems you can hold. Previously, your Gem Atelier was limited to a maximum of 225 Gems.
The Gem limit has been increased to 600 Gems.

In addition to these changes, we wanted to inform you that we are aware of the cooldowns not working as intended. We are investigating this issue and will update you once it is resolved.

Regarding the missing visibility of your total Momentum, we are currently working on making this information more accessible.

Cheers
Fluffey
Dear Tibians,

This thread about the Fragment Workshop will be locked later today around 17:00 CEST. If you want to provide more feedback on the feature, you still have a few hours to do so. We would like to thank everyone who participated in this Summer Update's test and provided their feedback here on the forum!

The main post of this thread on page 1 has been updated to reflect the changes we decided on during the past two weeks.

I think I reached some kind of overflow when unlocking gems (got over 400). When I try to place a gem in vessel, it places a wrong coloured gem (and wrong gem entirely), and it shows such screen... (page 4370 of gems??)
Thank you for reporting, this issue has been fixed.

We need more fragments.
For the moment, we have decided to keep the number of Fragments received by dismantling and crushing Gems as they are. We will be monitoring the situation regarding Fragments and Gems closely, and if this turns out to be a bottleneck for the feature, we might adjust the numbers in the future.

On a final note: We have heard your feedback regarding fiendish monsters. For a limited time these creatures will appear faster (Similar to how you could loot more gems after the Gem Atelier was introduced). The specifics of that change will be announced at a later time.

Cheers,
Fluffey