General Info

The rules that are not what a Tibia player expects, with the numbers. Your weapon skills never train. A death costs you nothing right now — no experience, and nothing falls. Arrows and bolts go in your shield slot. Everything else is below — search a word, or jump to a section.

Showing all 14 sections.

Your character

You start on Rookgaard with no class. From level 10 one of the 6 recruiters on the island takes you into the class you choose, and it is yours for life. To play another, make another character.

  • Knight, Archer, Sorcerer, Druid, Necromancer, Templar — Vocations has what each one plays like.
  • Level 10 is 9,300 experience, and Rookgaard has no death floor.
  • Levels 1–10 cost stock Tibia's experience; every level above that costs 25% more.
  • Speed 260 at level 1, rising 1.5 a level to 430 at level 115, and no faster after that.

Novice → Adept → Master. You start on the first; the trainer of your class sells the other two.

TierLevel Price
Adept 20 5,000 gold
Master 40 20,000 gold

Adept takes 1 percentage point off the experience a death costs, and Master 1 more — see Death.

Your weapon skills never train. Fist, Club, Sword, Axe are frozen: your level and your class decide how hard you hit. The skill slots in your client are your professions:

Slot in your clientWhat it really is
Shield Runemaking
Distance Alchemy
Fishing Fishing
Magic level Your Museum exhibit count — spells scale off your level.

Death

Death is free right now. Every character counts as holding all 5 blessings and the experience penalty is switched off, so a death costs nothing. This is the rule for when that ends:

Each item you wear has a 10% chance to fall, and your backpack 100% — with everything inside it. Adept takes 1 percentage point off the experience loss, Master 1 more, and each blessing 1 more.

Blessings also protect your items:

Blessings Each worn item Your backpack
0 10% 100%
1 8% 80%
2 6% 60%
3 4% 40%
4 2% 20%
5 0% 0%
  • A worn amulet of loss keeps everything, whatever your blessings, and is used up doing it. Sold by Eremo for 50,000 gold.
  • A worn tidal insignia is always kept.
  • Your 5 blessings are spent when you die, whether or not they saved anything.
  • Twist of Fate (every temple): killed by a player outside your party, you lose only it and keep a worn amulet of loss. Any other death keeps it.
  • You never drop below level 10 once you have a class.

Dying in a boss room or in the Cube or on a fishing expedition keeps your items, but your blessings are spent.

Blessings

A full set is 5 blessings, all at one price that rises with your level. All of them are spent on your next death. Say hi, then the word in the last column, then yes.

BlessingWhoWhereSay
Wisdom of Solitude Eremo isle of Cormaya solitude
Embrace of Tibia Humphrey druids north of Carlin embrace
Spark of the Phoenix Pydar Kazordoon phoenix
Fire of the Suns Edala suntower near Ab'Dendriel suns
Spiritual Shielding Norf whiteflower temple south of Thais spiritual
Your level One blessing All 5
10 2,000 10,000
30 2,000 10,000
50 6,000 30,000
80 12,000 60,000
100 16,000 80,000
120 20,000 100,000
200 24,000 120,000

Flat until level 30, then 200 gold more a level to level 120, and 50 gold more a level after that.

Bestiary

Completing a creature in your bestiary pays points, and points buy a permanent bonus. Every 500 points is a rung:

Points Damage you take Damage you deal
500 −1% —
1,000 −1% +2%
1,500 −2% +2%
2,000 −2% +4%
2,500 −3% +4%
3,000 −3% +6%
3,500 −4% +6%
4,000 −4% +8%
4,500 −5% +8%
5,000 −5% +10%
5,500 −6% +10%
Category Creature exp Kills to complete Points Creatures
Harmless 1 – 15 50 1 12
Trivial 16 – 35 200 8 26
Medium 36 – 199 500 15 84
Hard 200 – 1,499 1,000 25 72
Challenging 1,500 – 2,900 2,000 40 29
Brutal 2,901 – 5,000 3,500 65 19
Nemesis 5,001+ 5,000 100 7

Every player who dealt any damage to a creature will get bestiary progress for it.

Stamina

Below 14 hours you earn 50% experience and monsters drop no loot. Stop hunting there.

  • It refills whenever you are not fighting, online or logged out. Hunting spends it, a minute for a minute.
  • 4.3 minutes out of combat buy one minute back, at the same rate all the way to the 42-hour ceiling.
  • An hour out of combat is worth 14 minutes: a night logged out returns about 1.9 hours, and a full bar from empty takes about 180 hours.

Party and shared experience

Right-click a player → Invite to Party; they right-click you → Join Party. The first invite makes you leader, and the party gets its own chat channel.

Shared experience is on from the start. Each kill is split evenly, then +10% for two of you and +20% for 3 or more. The leader turns it off and on with !share or /share.

  • Stay together: within 15 squares of the leader east–west, 15 north–south, and 1 floor up or down.
  • Stay close in level: the highest level may be at most 160% of the lowest.
  • Everyone in combat: if any member could log out where they stand, sharing pauses.
  • Everyone acting: each member must have damaged a monster or healed someone in the last 60 seconds. Summons count as you.

Boss rooms

No queue and no shared spawn: gather at the lever, the leader pulls it, and your group alone goes into a private copy of the room — there are 5 copies, so you never wait.

  • You can go in alone — no party needed.
  • Up to 5 of you, everyone within 7 tiles of the lever on the same floor. If anyone is too far off or has already been in today, the pull is refused and the reason is named.
  • The fight scales with the number of players.
  • 20 minutes on the clock, with a warning before it puts you outside.
  • One entry a day per character — pulling the lever spends it, win or lose.
  • A death in there costs experience only and your blessings, never your items.
  • Every survivor gets a reward box, forced into your backpack even with no room or capacity for it.

Collections

  • The Museum — donate one of every wearable item to the Appraiser in the Thais temple. It belongs to your account: every character adds to the same collection. It pays permanent capacity: +50 oz at 25, +100 oz at 50, +150 oz at 100, +200 oz at 150, +250 oz at 200, +300 oz at 250, +350 oz at 300, +400 oz at 350, +450 oz at 400 exhibits — totals, not added up. Take a piece back out and the capacity goes with it. My Collection tracks it.
  • The Bestiary — kills complete a creature, and its points buy a permanent bonus.
  • Milestones — 5 ladders across quests, professions and the museum, paying out as you go. Milestones has the rungs.

Market

Two markets, and they do not share offers.

  • In game: use the market box at the end of any depot locker. Buy and sell offers, premium to post one; 1% fee (20–1,000 gold), 30 days, up to 100 offers.
  • On the website: say sell 2 mace for 20 gold to any banker to list goods from your depot, and players buy them on the Market page. 10% of the asking price up front, not refunded; 30 days; 100 listings of up to 1,000 items.
  • What you buy lands in your mailbox, next to the market box; gold you earn goes to your bank.

Guilds

Guilds are run on the website. Founding, inviting, applying, ranks and disbanding all happen on Guilds, and a change reaches a character at its next login.

  • A guild lives on premium: founding one takes a premium account, and it needs a premium leader plus 3 vice-leaders on separate premium accounts. Lose that and it disbands at a server save 3 days later.
  • Only a guild leader can buy a guildhall.

Houses

Look at the door of an empty house to see its price, then stand at it and say !buyhouse. Premium only, and one house per character. A guildhall works the same way but can only be bought by a guild leader — see Guilds.

  • Rent is 20% of the price, every month, taken straight from your bank balance — not your backpack.
  • Say !house to see what you owe and when. It names your house, the next rent and its date, in one line. The Info window shows the same line among your other limits.
  • Run out and you get 7 warnings by letter to your mailbox, one a day. Ignore all 7 and the house goes back on the market with everything in it sent to your mailbox.
  • Done with it? Say !leavehouse inside the house. You get nothing back.

Three words, said anywhere inside your own house. Each opens a list you type names into — one name a line. * on its own lets everybody in.

  • aleta sio — guests. They can walk in and use the beds, but not touch your things.
  • aleta som — sub-owners. Everything a guest can do, plus moving items and editing the guest list.
  • aleta grav — one door. Stand next to it and say the words to give that door its own list, for a room you want kept private.

Daily and weekly resets

Daily limits reset at 03:00 Polish time, weekly ones at the same hour on Friday. That is also the server save: warnings at 10, 5 and 1 minutes, then everyone is disconnected and nothing is lost.

Limited, and shared by your whole account: the Cube of Fate (1 a day, 5 a week), runemaking attunement (1 a day, 5 a week) and fishing expedition (5 a week). Alchemy has no limit. Boss rooms: one entry a day per character.

Creatures with a skull

Some creatures spawn with a title and a skull. They give double experience and double loot — except of Greed, which gives normal experience and a lot more loot. A red skull hits harder.

TitleSkullWhat it doesReward
of Endurance Yellow 2× health 2× exp, 2× loot
of Rage Red −50% health, +50% damage 2× exp, 2× loot
of Arcana Red +50% magic damage 2× exp, 2× loot
of Steel Red +50% physical damage 2× exp, 2× loot
of Haste Yellow +75% speed 2× exp, 2× loot
of Stone Yellow Takes 60% less physical damage 2× exp, 2× loot
of Star Yellow Takes 60% less magic damage 2× exp, 2× loot
of Greed Yellow Nothing normal exp, a lot more loot