Tibia Global Coming back after a decade — knight & druid, Open PvP, from level 1.

05 — Hunting

The hunt is prepared before you leave town.

Same map, same monsters, completely different economics. Six minutes of setup is worth more than any gear upgrade you can afford below level 150.

The pre-hunt checklist

  1. Boosted creature. Check it in the client or on tibia.com. If it's in your range, that's your hunt today — extra spawns, extra experience, extra loot, for free.
  2. Both prey slots, both characters. Set on what you're about to hunt. Damage or experience for the knight, damage or loot for the druid — whichever the roll offers. The two-hour timer burns whether you use it or not, so set it last, at the entrance.
  3. Imbuements alive. Twenty hours of active use and they expire silently. Check before, not when your leech stops.
  4. Bestiary entry selected. Kills you're making anyway become charm points.
  5. Bounty task claimed, if one of the three offered creatures overlaps with your plan.
  6. Check the Bestiary for resistances and swap your shield or spellbook to the matching elemental protection.
  7. Blessings. You're on Open PvP. All of them, every time. See Open PvP.

Where to hunt

Why there are no exp/hour numbers here

Because they'd be wrong by the time you read this, and because they depend on your gear, imbuements, wheel and charms more than on the spot. Use a live hunt finder — TibiaPal's duo list, TibiaBuddy's hunt finder, or TibiaWiki's hunting places — and filter for your exact level. What follows is the shape of the progression, so you know what you're looking for.

LevelWhereWhat you're learning
8–20Thais Peninsula, rotworms, Femor Hills, the Thais and Venore cyclops campsBasic pulling. The knight leads, the druid never walks first.
20–50Amazon camp (Venore), cyclops camps, swamp trolls (Port Hope), Yalahar elvesManaging a group of four or five. Challenge on reflex. First imbuements.
50–90Darashia dragon lair, elf camps, Yalahar sewers, Vandura minotaursElemental protection swaps. Fire resistance in a dragon lair is a real upgrade.
80–150Edron hero cave, werecreatures and werehyaenas, Upper Spike (Kazordoon), Oramond glooth banditsBigger pulls, real supply costs, the analyser becomes essential.
150–250Roshamuul, Krailos, Asura Palace, Issavi surface, Oramond minotaurs, CatacombsAreas built after you left. Powerful imbuements start paying for themselves.
250–400Roshamuul prison, Secret Library, Falcon and Cobra Bastion, Marapur, FeyristTeam content designed for exactly your composition.

Everything from Roshamuul onward is new since you left, and it's most of the good hunting. Don't let nostalgia keep you in dragon lairs.

Reading your own results

The client's analytics panel tracks experience per hour, loot value, supply cost and net profit. The party hunt analyser does it for both of you and splits it fairly, including telling you who owes whom gold at the end.

  • Set item prices to market, not NPC. Cyclopedia → Items. Otherwise your loot looks worthless.
  • Judge a spot over at least an hour. One bad rare-drop-free session says nothing.
  • Losing money is usually not the spot's fault. Missing prey bonuses, expired imbuements, and hunting without the boosted creature account for most of it.
  • Experience per hour is not the only number. A spot that pays for your imbuements is worth more at level 90 than one that levels you slightly faster and bankrupts you.

Hunting on an Open PvP world

This changes where you hunt, not just how carefully.

  • Respawn disputes are settled by force. If someone is already in a spawn, the polite move is to leave. The impolite move is how people get killed.
  • Popular spots at popular hours are risky. Unpopular spawns and off-peak hours are where a duo of returning players should live.
  • Never hunt without full blessings. On Open PvP, dying to a player without Twist of Fate costs you your entire blessing set on top of the experience.
  • The druid is the target. Any competent attacker kills the healer first. Stay behind the knight, keep an escape direction open, and keep your mana topped up — Barrier only works if there's mana to burn.
  • Learn exiva. Knowing someone is approaching is most of the defence.
  • Log out rather than fight when you're outmatched. There is no honour worth 40% of a level.

Things worth hunting that aren't experience

  • Creature products for imbuements. Vampire teeth, rope belts, protective charms, and the tier-two materials. These have a real gold value and you need them constantly.
  • Influenced creatures for forge dust, fiendish creatures for soul cores and gems. exiva moe res points at the nearest fiendish one.
  • Echo Raids. Optional encounters that spawn from stationary echoes. Echo Wardens pay charm points the first time you kill each type, and always drop a basic imbuement scroll.
  • Bestiary completion in spots you're leaving behind — finishing an entry before you outgrow it is cheap charm points.
  • The daily boosted boss, which counts triple for the bosstiary and drops at a 250% loot rate.