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

03 — The path

Level 1 to 300, in order.

Which world to pick, what to do on your first evening, and then every stage from level 1 to 300 — including what to ignore until later.

Stage 0 · Before you log in

Choosing a world

This guide assumes Open PvP, but it never told you which Open PvP world — and that's your first real decision. The world list on tibia.com shows each world's PvP type, server location and current population. Three things actually matter:

  • Location, for ping. There are South American, North American and European servers. If you're playing from Brazil, a South American world is a real mechanical advantage — Tibia punishes latency more than most games, because pulling and stepping away are frame-tight.
  • Age, for the market. An established world has a deep market: supplies are cheap, imbuement materials are always for sale, and there are people to hunt with. A brand-new world means nobody is ahead of you, but also that you'll pay badly for everything and find no team content for months. For two returning players who want to hunt, not to compete, an established world is usually the better call.
  • Population, for company. Open PvP worlds run smaller than Optional PvP ones. A nearly-empty world sounds peaceful and is actually miserable — no market, no party, no help.

Don't agonise over it. World transfers exist for a fee, with conditions and cooldowns attached — check the current rules before counting on one, but the choice is not the life sentence it feels like. What is permanent is your vocation, so get that right instead.

Both of you create characters on the same world, at the same sitting. Shared experience depends on staying close in level, and the easiest way to break that on day one is for one of you to start a week late.

The milestones, at a glance

LevelWhat opens
8The door out of Newhaven. Needs a confirmed email address.
20Promotion — Elite Knight, Elder Druid. Requires premium and 20,000 gold. Better regeneration, and it now also unlocks your stances. Newhaven's level cap is also 20.
51Wheel of Destiny starts paying points, one per level. Premium and promoted only.
~50–80Imbuements start being affordable and start mattering. Life leech changes your life.
150Roughly where "real" gear and powerful imbuements become a sensible target.
250Chivalrous Challenge for the knight. Most named quest chains assume you're at least here.
300First Wheel Revelation Perk. Nature's Embrace for the druid. Gift of Life for everyone.

Your first evening

The rest of this page is organised by stage. This part is organised by clock — do these in order, the first time you sit down.

  1. Pick the world together and both create your characters. Knight and druid, decided before you click.
  2. Do the tutorial. It's short and it teaches the current interface, which is not the one you remember.
  3. Take the Newhaven portal, not Rookgaard. Rookgaard is a one-way nostalgia trip.
  4. Choose your vocation on the platform. It cannot be changed afterwards.
  5. Confirm your email now. The level 8 door out of Newhaven requires it, and discovering that at level 8 is annoying.
  6. In the village: buy the cheapest gear the trader has, and learn everything the spell trainer sells that you can afford. Low-level rod and wand mana costs were cut heavily, so the druid can actually cast at this level now.
  7. Hunt the northern grounds together to level 8. The knight walks first and pulls; the druid stays a square behind and heals. Nothing else.
  8. Open the Bestiary and pick a creature to track. Kills you're already making become charm points. Do this on day one — it costs nothing and it compounds.
  9. Take the west door at level 8, together, and get on the boat. You cannot come back.
  10. On the Thais Peninsula, do the beginner quest chain. It's built for exactly this moment and it hands out equipment.

That's a good first session. Everything after it — premium, promotion, prey, imbuing — belongs to the stages below, and none of it is urgent tonight.

Stage 1 · Tutorial and Newhaven — level 1 to 8

Both of you make characters on the same world at the same time. The tutorial is short and linear; take it, it teaches the current UI rather than the one you remember.

  • Do not go to Rookgaard. It's offered, and it's a one-way nostalgia trip — once you leave you can never return, and there is nothing there you need. Take the Newhaven portal.
  • Your vocation choice is permanent. Knight and druid, decided in advance, no second-guessing on the platform.
  • Newhaven has a trader, banker, spell trainer and quest givers in one village, hunting grounds to the north, and the exit west.
  • Confirm your email now — the level 8 door needs it and it's an annoying thing to discover at level 8.
  • Learn the spells the local trainer sells. Auto-attack mana costs for low-level wands and rods were cut heavily, so the druid can actually cast at this level.

Level cap here is 20, but there's no reason to stay past 8. Leave together — you can't come back, and you don't want one of you stranded.

Stage 2 · Mainland — level 8 to 20

The boat west drops you at the Thais Peninsula, which now has its own beginner quest chain designed for exactly this moment. Do it — it's short, it's aimed at your level, and it hands out equipment.

  • Buy premium as soon as you can justify it. Without it there is no promotion, no wheel, no second prey slot, no forge dust, no intricate imbuements, and most of the map is closed. Everything in this guide from here on assumes premium.
  • Get a depot and start using the supply stash. Stackables go in the stash, not the depot boxes.
  • Start the blessing habit now. They're cheap at low level and the death penalty is brutal on an Open PvP world.
  • Open the Bestiary and pick something to track. Every rat you were going to kill anyway is charm points.
  • Set your prey slot. Yes, at level 12. It's free value.

Stage 3 · Promotion and the first real hunts — level 20 to 50

Get promoted the moment you hit 20 — regeneration, extra spells, and your stances all come with it.

What to prioritise

  1. Hotkeys for everything. Both stances, challenge, your heals, your area spell, your potion. The modern client's hotkey manager is good; use it properly once and never think about it again.
  2. Skills, cheaply. Exercise dummies at the training school are the standard way now. Buy exercise weapons, use them on a dummy, walk away. The druid trains magic level the same way, at the same rate.
  3. Travel access. Get boat and carpet routes open, and complete the small quests that unlock the Postman and Rashid — Rashid pays far more for loot than a local NPC, and he moves cities daily.
  4. Hunt together, always. Two vocations is +35% experience and the knight makes the druid unkillable. There is no reason to split up at this level.

What to ignore

The forge, gems, weapon proficiency perks, bosstiary optimisation, charm min-maxing. They all exist, they're all in the Cyclopedia tempting you, and none of them meaningfully move the needle before level 100.

Stage 4 · The wheel and imbuements — level 50 to 100

This is where the modern game actually starts, and where a returning player's experience diverges hardest from what they remember.

  • Level 51: the Wheel of Destiny opens. One point per level, and respeccing in a temple is free. Spend points as you get them; don't hoard. Both of you should fill toward hit points, mana and your core spell augments first — the exotic rim perks are hundreds of points away.
  • Start imbuing. Basic imbuements cost 7,500 gold and last 20 hours of active use. Basic Vampirism (5% life leech) on the knight's weapon and armor is the single biggest quality-of-life change available to you. The druid wants Basic Void (mana leech) on a helmet.
  • Collect creature products deliberately. Vampire teeth, rope belts, protective charms — these are now hunting objectives, not vendor trash. Keep them in the stash.
  • Start the Task Board. Bounty tasks give experience for creatures you'd kill anyway, and weekly tasks pay hunting task points that eventually buy wheel points.
  • Second prey slot. Premium gives you two. Use both, every session.

Money check

Around here your supply costs start outrunning a low-level character's income. If a hunt is losing money, the answer is usually the wrong spot or missing prey bonuses — check the party analyser before you conclude the game got expensive.

Stage 5 · Systems compound — level 100 to 200

  • Forgotten Knowledge. The first part unlocks basic and intricate imbuements. The full quest — six elemental portals, six bosses — is built for level 200+ groups, so treat it as a target you approach, not a gate you rush.
  • Charms become real. By now you'll have thousands of charm points. Attach damage charms to whatever you hunt most; detaching costs level × 100 gold, so pick spots you'll stay in.
  • Intricate imbuements (60,000 gold) roughly double the basic effect. This is the bracket where your gear should always be imbued before you leave town.
  • Influenced and fiendish creatures start being worth hunting deliberately — dust for the forge, soul cores for Animus Mastery, gems for the wheel.
  • Weapon proficiency starts mattering for the knight, because you'll finally settle on a weapon and keep it long enough to level its tree.
  • Buy a house. Not for status — for the hireling, who saves you a trip to town every session.

Stage 6 · Toward the endgame — level 200 to 300

  • Powerful imbuements (250,000 gold) need extra quests beyond Forgotten Knowledge's first part. Powerful Vampirism is 25% life leech — it is the difference between surviving a big pull and not.
  • Quest chains open up: Feaster of Souls, Secret Library, Falcon Bastion, Cobra Bastion. These have real access requirements and real gear rewards. See Quests.
  • The Soulpit becomes a regular activity — five players max, so it fits a duo or trio comfortably.
  • The forge starts being worth feeding. Fusing two identical items for a tier is how endgame gear gets its passives.
  • Level 300 is the first Wheel Revelation Perk, the druid's Nature's Embrace, and Gift of Life for both of you. It's a genuine milestone, and it's a reasonable place to stop treating this list as a plan and start playing whatever you enjoy.

Beyond 300

Soul War, Primal Ordeal, Rotten Blood, and — as of Summer 2026 — Make Believe with its scalable boss difficulty and the Moonsilver set. These are multi-week projects with cooldowns measured in days, and this guide deliberately stops short of walking them. When you get there, the community walkthroughs will be better than anything written in advance.