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

07 — Systems

Reference cards.

The systems that didn't exist when you left, each in enough detail to use — and no more.

Imbuing

Burn a temporary bonus into an item at an imbuing shrine. 20 hours of active use per imbuement; combat ones only tick in combat, speed and capacity ones tick while equipped and online. An item can hold one imbuement per slot, and never two of the same family.

  • 24 imbuements, three tiers each: basic, intricate, powerful.
  • Gold fees: 7,500 / 60,000 / 250,000. Clearing one costs 15,000.
  • Unlocked by the first part of Forgotten Knowledge; powerful needs additional quests.
  • Materials are pulled from inventory, then stash, then bank — leave everything in the supply stash.
  • Free accounts get basic only, but can use imbuement scrolls for higher tiers.

See Gear for what to put where.

Bestiary and charms

Kill a creature type enough times to complete its entry in three stages. Each completed entry pays charm points; charm points unlock charms; a charm is attached to one specific creature and works only against it.

DifficultyKills to completeCharm points
Harmless251
Trivial2505
Easy50015
Medium1,00025
Hard2,50050
Challenging5,000100
  • 833 creatures in the bestiary, worth 28,734 charm points in total. Unlocking every charm costs 17,400.
  • You need to have damaged the creature within 5 minutes of its death for the kill to count — not to have dealt the most damage.
  • The Bestiary Tracker widget follows up to 50 creatures at once.
  • Charms come in major (offensive/defensive, 10% trigger) and minor (cheap, passive) since late 2024 — one of each per creature.
  • Free accounts can have 2 charms assigned; premium, 6. A store purchase (450 Tibia Coins) lets you assign all of them at once.
  • Detaching a charm costs level × 100 gold. Resetting all charms costs 100,000 gold plus 11,000 per level above 100.
  • The second detail stage reveals resistances and locations — this is now the standard way to plan a hunt.

Best early charms for your duo: cheap minor charms first (Gut and Scavenge for materials, Bless to cut death loss, Cripple and Numb for control), then save for a damage major charm — Poison, Wound, Freeze or Zap — on whatever you hunt most.

Prey

Pick one creature from nine offered per slot; get a bonus against it for two hours of hunting anything.

BonusRange
Damage boost7% – 25%
Damage reduction taken12% – 30%
Bonus experience13% – 40%
Improved loot13% – 40%
  • One slot free, two on premium, a third buyable in the store.
  • Free creature-list reroll every 20 hours per slot; paid rerolls cost 150 gold per character level.
  • Improved loot means a chance for an entirely second loot roll, not slightly better items.
  • Damage preys do not increase the amount you leech.
  • The timer runs while you hunt anything at all — set it at the entrance, not in the bank.

Wheel of Destiny

A per-vocation skill tree. Four domains, nine slices each, up to 4,000 points. Start at the centre, fill a slice to branch outward, reach the rim for new spells.

  • One point per level from 51, promoted, premium only.
  • Extra points exist: up to 50 from Bakragore's promotion scrolls, 50 from the Hunting Task Shop, 10 from the monk quest, and 69 from fully upgrading gem mods.
  • Three perk types: Dedication (small incremental stats), Conviction (unlocked by filling a slice; they stack when repeated), Revelation (one per domain, three stages at 250 / 500 / 1,000 points in that domain).
  • Respeccing is free, in a temple. Experiment.
  • Reaching one of the biggest boons takes 575 points in a single branch — that's roughly level 625.

The Gem Atelier (2023) adds gems from influenced, fiendish and boss kills. Revealing a gem binds it to your character and rolls its mods; socket it into a matching domain and enable Vessel Resonances to activate them. Revealing costs 125,000 / 1,000,000 / 6,000,000 gold by gem size. This is a level-300-plus concern; know it exists and don't sell gems you find.

Exaltation Forge

Raises an item's tier, which grants a slot-specific passive. Located in the Adventurers' Guild.

  • Fusion merges two identical items into one at +1 tier. It can fail.
  • Transfer moves a tier from one item onto another of the same classification. The source must be tier 2 or higher and is consumed; the target receives one tier less. Always succeeds, costs more.
  • Fuel: dust from influenced creatures — premium only. 60 dust makes 3 slivers; 50 slivers make one exalted core.
  • Bonuses by slot: Onslaught (weapon), Ruse (armor), Momentum (helmet), Transcendence (legs), Amplification (boots — it multiplies the other four).
  • Summer 2026 raised the dust carrying cap substantially at every stage.

Weapon Proficiency

Introduced Summer 2025. Every individual weapon has its own progression track.

  • Progress by killing creatures with that weapon equipped at the moment of death. Runes and fields count; the weapon doesn't have to land the blow.
  • Progress scales with creature difficulty, plus +10% per influenced or fiendish stack. Creatures without a bestiary entry give nothing.
  • Seven levels of perks, one active perk per level. Levels 8 and 9 are "Mastery" — titles and achievements only, no gameplay benefit.
  • Changing or removing a perk only works in a protection zone. Selecting an empty one works anywhere.
  • Since Summer 2026 you can replace default perks with rolled ones: 250 dust for the first slot (needs proficiency 3), 1,000 dust for the second (needs mastery). A replaced slot rolls a random effect at its lowest value.
  • Progress is bound to the character and does not transfer. Pick a weapon and stay with it.

Task Board

The November 2025 replacement for the old hunting task NPCs. Two tracks.

Bounty Tasks

Choose one of three offered creatures, at a difficulty you pick. Pays experience, bounty points and reroll tokens, which upgrade a Bounty Talisman and let you set preferred and avoided creatures. Silver and gold variants appear for boosted rewards.

Weekly Tasks

Up to 18 rotating kill and delivery objectives. Each completed task pays 75 hunting task points at the end of the week, plus a soulseal for solo Soulpit runs. Points spend in the Hunting Task Shop — including on Wheel of Destiny points.

Take a bounty task whenever one overlaps with what you were going to hunt anyway. That's the whole strategy.

Soulpit and Animus Mastery

  • Fiendish creatures drop a soul core of their own type roughly 15–20% of the time, and occasionally the core of a rarer creature in the same class.
  • One soul core teleports up to five players into the Soulpit for a ten-minute challenge: escalating waves, then a strong final enemy. Soulseals from weekly tasks let you run it solo.
  • Sacrificing a core unlocks Animus Mastery for that creature: a permanent +2% base experience from it, forever.
  • Every ten masteries adds another +0.1% to all of them, capped at +2% extra — so 200 masteries means +4% on every mastered creature.

Bosstiary

  • Three categories by availability, not strength: Bane (25 / 100 / 300 kills), Archfoe (5 / 20 / 60), Nemesis (1 / 3 / 5).
  • Completing stages pays boss points, which raise the equipment loot bonus on your chosen boss slot. A second slot unlocks at 1,500 points.
  • The bonus is a chance at extra loot rolls, not better drop chances. 208% means two guaranteed extra rolls plus an 8% chance at a third.
  • Every server save picks a daily boosted boss from the Archfoe pool: counts as three kills, 250% loot rate, and its cooldown is reset for everyone.

Discovery and Echo Raids

  • The Discovery System tracks points of interest per subarea. Since Summer 2026 subareas activate automatically, and fully discovering areas grants a permanent movement speed bonus inside them — 100 up to 195 speed as your total progress grows.
  • Echo Raids: common and uncommon creatures occasionally become stationary echoes. Step on one and it triggers an optional raid of the same creature type — sometimes influenced, rarely led by an Echo Warden.
  • Killing an Echo Warden of a creature type for the first time pays charm points by difficulty, and always drops a basic imbuement scroll. Progress is tracked in the Bestiary.
  • They're entirely optional. Walk past if you're mid-pull.