Tibia is a world threatened by dark forces, and its brave inhabitants fight an endless battle to hold off the evil hordes that have sworn to destroy all civilised life. Adventurers are in the front line of this epic struggle, and they are actually making a good living from it - if they survive, that is. Doing battle is part of their everyday business, and every adventurer who is worth his salt must learn the trade of war.
The following section is designed as an expansion of the basic introduction into combat provided in the section on basic controls
. Here you will find additional information on how combat works as well as some useful strategy hints. Furthermore, the logout block is explained here, as are regulations concerning combat against other players. The final section covers the party mode which allows characters to form adventuring parties.
6.3.1 How Combat Works
a) Combat Rounds
Characters or creatures who are attacking will try to hit designated opponents whenever they come into range, using whatever weapon they are currently wielding. Attacks take place at regular intervals, i.e. once characters or creatures have started striking at an opponent they will go on striking steadily. Only one target can be attacked at a time. Attacked characters or creatures always get a chance to defend themselves against attacks even if they do not retaliate. Note, however, that no more than 2 attacks can be blocked at a time.
The outcome of a fight is determined by a number of factors including the attacker's and defender's skills, equipment, set combat mode, and also a random factor. Each time the attacker lashes out at the defender his attack value is calculated and compared to his opponent's defence value. If the attack value exceeds the defence value, a hit has been scored, and the damage done is displayed as a little number on top of the injured character's or creature's head. On the other hand, a little puff of smoke is displayed if an attack has been blocked successfully by the defender, while flashing sparks indicate that the defender's armour has protected him against a blow.
b) Damage Types
Damage types allow you a greater variety in your attacks. All creatures have more or less stronger sensitivities against one or more damage type. By using the weapon or spell of the right damage type, you can bring down your enemy much more quickly and easily. There are 7 different damage types in Tibia: fire, ice, energy, earth, death, holy and physical.
Sorcerers are the masters of energy and fire damage. However, they are also able to make the strongest death damage rune - the legendary "Sudden Death" rune. Druids are especially skilled in all ice and earth spells. Paladins are the only vocation that can use holy spells. Knights yield mainly physical damage, but depending on what kind of weapon they are using, they can deal out also fire, ice, energy or earth damage.
c) Skills, Equipment and Combat Modes
As has been said before a character's performance in combat is determined by three factors: skills, equipment and the set combat mode. The skill that is used to calculate a character's attack value is determined by the weapon that is currently wielded. Note that if no weapon is equipped at all, the fist fighting skill is used. The same is true if you are trying to use a weapon of another vocation.
Items determine a character's performance in combat in accordance to their nature. For instance, armour such as legs or helmets will reduce the damage caused by successful hits, while the bonus yielded by shields is used to calculate a character's chance to block attacks. Special clothing and certain amulets can also help you to reduce the damage of a certain type. Furthermore, you should choose your weapon, runes and spells according to the characteristics of your opponent.
Weapons are generally characterised by 2 values, since they influence both a character's attack and defence value. Additionally, some one-hand weapons have a defence modifier which will either reduce or raise your defence value whenever you are wearing a shield in your other hand. Also note that your attack value will drop if you are wielding a weapon for which you are too inexperienced. Some weapons can also be enchanted by using magical stones, produced and sold by sorcerers and druids, to add a certain damage type to them. You are always well-advised to check out the weaknesses and the strength of your foe before you go into battle. A fire-resistant armor and an ice-enchanted weapon are surely a good choice for your next dragon hunt.
Finally, the combat mode a character is set to also influences his chance to successfully attack or defend. For instance, characters that are set to "Offensive Fighting" have an increased chance to hit their opponents, while their chances to successfully block attacks are reduced. Conversely, characters that are fighting defensively will receive a bonus to their defence, while the strength of their attacks is reduced. Please note that changing the combat mode takes a bit of time, so you will lose one attack whenever you do so.
d) Critical Hits, Hit Points Leech and Mana Leech
Characters that have proven themselves worthy will be able to gain special equipment which can be charged with one of these effects:
- Critical hits: When equipped with an item charged with this effect, characters have a certain chance to strike a hit which causes a certain amount of additional damage.
- Hit points leech: When equipped with an item charged with this effect, characters have a certain chance to get back a certain amount of hit points which equals a certain percentage of the damage they have caused.
- Mana leech: When equipped with an item charged with this effect, characters have a certain chance to get back a certain amount of mana which equals a certain percentage of the damage they have caused.
These effects can only be charged for a certain period of time. Each effect lets the charged item appear in a different colour. Further, for each effect players are able to choose between 3 different types: the duration of the effect, the chance of the effect to trigger and the intensity.
Being equipped with such a charged item, also effects the damage caused by spells and runes.
e) Distance Fighting
Distance attacks are handled similar to melee attacks. Characters or creatures who fight from a distance will fire or hurl projectiles at regular intervals. However, characters will only use ammunition and weapons for which they have the required minimum level. Note that the actual distance between attackers and their targets has an influence on how successful distance attacks are - the larger the distance the smaller the chance to hit. Note, however, that distance fighters will also receive a to-hit penalty if they are firing at an opponent who is standing right next to them! What's more, distance weapons such as bows and crossbows are ill-suited for melee combat, since they require the use of both hands. Because of this, distance fighters are well advised to maintain a moderate distance between themselves and their enemies. However, if your character is a skilled distance fighter and you cannot avoid a melee situation, you should equip him with a throwing weapon and a shield rather than a bow or a crossbow. Please note that thrown weapons vanish sometimes when used.
f) Protection Zones
Unless characters play on optional PvP worlds, they are free to attack each other once they have reached level 8. However, even on worlds with open or hardcore PvP combat there are areas where characters are not allowed to fight each other. These areas are called "protection zones". You can tell that your character is standing in a protection zone by the little icon displayed in the condition indicator field. Players standing in protection zones are perfectly safe from any offensive action, even if others are trying to attack them from outside. Conversely, players cannot perform any offensive action inside protection zones. Note that the regeneration of hit points and mana is also disabled in protection zones, although food will be consumed normally. Finally, in protection zones characters can walk on fields, with the exception of a few special fields, on which other characters are already standing on all game worlds.
Protection zones are usually found in temples, depots, ships or in private houses. Also the pyramids in Ankrahmun are protection zones that cannot be entered by somebody that has a protection zone block. Your character will not receive a protection zone block when attacking a member of your party or when fighting back after somebody has attacked you.
Special protection zones are Tibia's swimming areas. As soon as you jump into the water, your character will be cleaned from all special conditions
. Also you can neither use "Invisible", nor "Creature Illusion", nor the "Chameleon" spell, nor stealth rings in the water. Additionally, it is impossible to use the safe trade option
while enjoying a bath in the Tibian sea.
Players can seek shelter in protection zones anytime, provided they are not affected by a protection zone block, and they can stay there for as long as they like. Note that although characters can be pushed around normally within protection zones it is impossible to push them out of protection zones.
6.3.2 Combat Strategy Guide
This is a little compilation of useful combat tips. Read them carefully. If you observe them, they may save your character's life one day!
6.3.3 Player Killing
- Know Your Enemy
Ever since Sun-Tzu wrote his famous treatise on the art of war, generals have known how important it is to study the enemy you are fighting against. Things are by no means different in Tibia: creatures have different strengths and weaknesses, and you should know them all. Make investigations. Study them. Remember you can check out our list of all creatures in the library section or ask veteran players. And most of all, be wary whenever you meet a new creature. If you carelessly bump into a new enemy, you may quickly learn its strengths the hard way!
- Know Your Surroundings
Knowing the terrain your character is moving in is also important. You should always have a general idea of your surroundings so that you know which direction to run if your character is in trouble. After all, there is no point in fleeing from a drooling giant spider only to find yourself looking into the mocking faces of a couple of bloodthirsty hunters!
Be careful when exploring, but explore as much as you can. Eventually you will learn to use your knowledge of the land against your enemies.
- Cooperate with Other Players
It is a mistake to believe that 2 characters are twice as strong as one - in fact, 2 characters that are well attuned to each other are much, much stronger than solitary fighters! In a team, characters can fully exploit their individual strengths while relying on others to make up for their weaknesses. An experienced group of characters that concentrates its firepower on one enemy can bring down the toughest creature in no time!
Furthermore, keep in mind that characters can also cooperate in many different ways: for example, they can rope each other through holes, they can carry equipment for each other etc. Just think how glad you will be if your character dies and a friend of yours is ready to save your lost equipment!
- Avoid Getting Cornered
Characters that are surrounded by enemies often have a hard time to escape. Remember even weak creatures can hand out hefty damage if there are too many of them. Keep in mind that no matter how high your character's shielding skill, you will not be able to block more than 2 opponents at a time! Always make sure your characters are placed in positions where no more than 2 enemies can attack them at a time - ideally you should also have an escape route in case something goes dreadfully wrong.
However, if one of your characters ever gets cornered, you can try pushing an opponent away. You have to be quick to move out once you have pushed him, though, because your opponent will probably move back into position as soon as possible. Also, note that pushing will not work with all creatures.
- Plan Your Attacks
While charging head-on into battle may have its charms you should keep in mind that the most dangerous enemies are those who plan their actions well. You should do just like them - prepare a strategy based on what you know about your adversaries and put it into practice in a deliberate, systematic way. Finish off opponents one at a time, starting with the most dangerous one. Make sure your first opponent is dead before you start attacking another one - remember a heavily wounded enemy can still attack as viciously as a healthy one. More importantly, you should always think about your character's safety. You should try to figure out how you can protect your character best - perhaps you can find a way to attack enemies from where they cannot even reach your character. While this may not be particularly heroic it will definitely help to extend your character's life expectancy. Reserve honourable fighting for combat against other characters.
- Have a Backup Plan Ready
Remember even the most fool-proof of plans can fail, and even if something has worked perfectly for a thousand times it may still fail spectacularly next time you are trying it out. You should be prepared for that - always expect the unexpected! Have some healing magic available at all time, and be prepared to get your characters out alive from whatever situation they may possibly encounter. Most of all, don't hesitate to run if you find a battle is too tough. Keep in mind those who run away from a lost battle will live to fight another day!
As a rule, killing other characters is legal on all game worlds of Tibia where player vs. player combat (PvP) is enabled. However, there are differences. There are no limitations on player killing at all on hardcore PvP game worlds, while there are certain restrictions on worlds with open PvP combat to make sure player killing does not get out of control. On optional PvP game worlds, player killing is only possible if both sides agreed to it.
No matter on what kind of game world you are playing, you cannot deal damage to characters that have joined the same party or guild like you with the exception of friendly fire
A character cannot attack other players in the first 10 seconds after login, unless he is attacked and needs to defend himself.
a) Ok Kills vs. Unjustified Kills vs. Assisted Kills
Some words on "justice" on worlds where a moderate amount of player killing is allowed. Of course, every automatic system has weaknesses. Players may try to abuse the protection offered by this system to provoke you in any conceivable way. Still, you should always think twice before attacking an unmarked character, no matter what he has done. You may have good excuses for attacking the character, but your fellow players may not accept them. It is not the goal of the marking rules to ensure justice but to handle most typical conflicts arising in the game in a fair and neutral way.
All your kills will be automatically evaluated and logged. As has been said before, you are free to kill as many marked characters as you like. This is because your victims have either been aggressive towards unmarked characters (white, red and black skull) or attacked you first (yellow and orange skull).
Things are different, however, with unjustified kills, i.e. kills of unmarked characters. You may only kill a limited number of unmarked characters within some limited periods of time. The marking rules on player killing are designed to penalise aggressive players. We feel it is never a good thing if you attack a character that has no mark. Therefore you have to bear the disadvantages of being marked as an aggressive player. If this does not stop you from behaving aggressively, the red skull mark comes along with the additional punishment of full item loss when dying. Furthermore, if you exceed one or more of the aforementioned kill limits, further killing of unmarked characters will mark your character with a black skull which results in even tougher sanctions.
If a kill is listed as assisted, the character has not inflicted any damage on a killed character. However, the character has helped to bring down an opponent in the last 5 minutes before the victim's death. Note that there are no assisted kills for members of your own guild during a guild war
. Assisting a kill is possible in two ways, either by paralyzing the victim or by being part of a trap. Trapping means that all squares around a victim are taken so that the character in the middle cannot move anymore. Being part of a trap can either be done by standing yourself on one of those fields or for example by shooting a magic wall on it. An assisted kill also counts towards the skull system, however, it will let your kill counter fill up slower than inflicting actual damage on the victim.
b) Player Killing on Hardcore PvP Game Worlds
On hardcore PvP worlds there are no restrictions whatsoever on player killing. Quite the contrary, attacking and killing other characters is actually encouraged. In addition, the spell "cancel invisibility" has a chance to destroy worn stealth rings. As you cannot walk through other characters on hardcore PvP game worlds, blocking is not rated as an attack on another character. The secure mode
is always turned off on these game worlds and the expert mode
is set to the red fist mode. Finally, harmful magic fields always deal damage to characters walking on them including the caster.
c) Player Killing on Open PvP Game Worlds
On open PvP game worlds a limited amount of player killing is allowed and kills are divided into 2 categories, in ok kills, i.e. kills of marked characters, and in unjustified kills, i.e. kills of unmarked characters. A character may make any number of ok kills, but too many unjustified kills within certain limited periods of time will lead to tough sanctions. For details on how characters are marked please see the next section.
Please note that a kill counts fully for a maximum of 5 characters that inflicted damage on a character in the last 5 minutes before its death. Depending whether the killed character was marked or unmarked for them, the kill counts as unjustified or ok. If the kill was unjustified and more than 5 characters took part in the fight, the individually gained unjustified points are lower.
d) Player Killing on Optional PvP Game Worlds
On optional PvP game worlds, player killing is only possible within the scope of a guild war. Only characters who are involved in a war can attack or inflict damage on each other. Furthermore, characters cannot walk through characters and their summons with whom they are at war. Finally, a harmful magic fields does not deal any damage to the character who has cast it.
Note that neither your weapon nor your shielding skill will improve by attacking other characters or their summons during a guild war
on an optional PvP game world.
While you can simply walk through other characters on Optional and Open PvP game worlds, there are certain PvP situations in which characters can block other characters. Whether you will block another character depends on your expert mode settings
. If the dove mode is activated, you will not block other characters at all, in the white hand mode, you will only block characters who have been aggressive against yourself or members of your party or guild. If the yellow hand mode was selected, all skulled characters are blocked. Finally, characters with the red fist mode will generally block all other characters. Of course, characters who have joined the same party or guild cannot block each other, no matter which mode you have selected.
Keep in mind that every blocking of another character is rated as an attack on this character with all negative consequences.
f) Join Aggression
To help a guild or party member in a critical situation, you can join the same fight. To do so, right-click on the other character and select from the context menu "Join Aggression". This way you are instantly transformed into the same PvP situations like the character you have joined. This means all these characters will receive damage from your area spell or be blocked from your magic wall, without the need to be aggressive with all of them beforehand. Be careful though, as this counts the same as if you had attacked every single of these characters yourself.
However, if the secure mode
is active, you can only join aggression if all attacked characters fit to your predefined expert mode
, i.e. all attacks on the single characters must be justified.
g) Friendly Fire
Generally, characters that have joined the same guild or party cannot block or deal damage on each other. However, there is one exception. If you and a member of your party or guild attack the same enemy combatant together, you and your guild/party ally can also block or deal damage on each other, e.g by casting an area spell. In case you manage to block or deal damage on a guild member only, you can still enter a protection zone.
6.3.4 Player Killing Related Symbols and Unjustified Points
a) Unjustified Points
If a character is killed unjustified, its death has a certain value. Characters that have helped bringing this character down in some way will receive a certain percentage of the death's value. Characters who have actually dealt damage to the killed character will naturally receive the biggest share. However, also blocking or debuffing the victim as well as healing the attacker will fill up a character's bar of the unjustified points widget
. As the system is additive, characters which have e.g. dealt damage to a character and blocked it will receive a higher share than characters who have only dealt damage.
b) Skull Marks
Skull marks appear only on open PvP game worlds. A character that has not recently been involved in any violence is unmarked. You will not be able to attack such a character if your combat controls
are set to secure mode.
If unmarked characters are attacked or hurt by another player, the attacker will receive a mark which will be visible to all other players as a little skull underneath the name. Once a character is marked all other players are free to attack this character! A character that attacks or kills a marked character will not receive a skull mark himself. Therefore you can kill as many marked characters as you want to without risking a red or black skull. However, if you plan to attack a marked character, you should still be careful, because, like everybody else, marked characters have the right to defend themselves. Please note that not all skull marks indicate that a character is truly a player killer, even though any marked character may be attacked. Skulls come in 5 different colours:
c) Logout Block
| White Skulls|
A character marked with a white skull has recently attacked or killed an unmarked character. All players can see this mark. It will stay as long as the logout block is active. If the character performs further offensive actions while he is marked with a white skull the duration of the mark will be extended, as will the duration of the logout block and of the connected protection zone block. Still, white skulls are temporary marks which indicate that the marked character has been aggressive recently.
| Red Skulls|
Characters that kill or assist in kills of several unmarked characters within some periods of time will be marked by a red skull and have to face serious sanctions for their player killing. This happens when one of the bars of the unjustified points widget has filled up. As a rule of thumb, this happens when the value for the following kills has been reached. Please keep in mind that the percentage of unjustified points you receive for an unjustified kill depends on the fighting situation and on your way of participating in the fight:
As soon as one of your bars has filled up, your character will be marked with a red skull for 30 days. If you receive further unjustified points during these 30 days, the red skull mark is reset to 30 days. Also, as an additional sanction a character marked with a red skull will drop all items in case of death, even if a character has all blessings or is wearing an "Amulet of Loss"! This will encourage players to hunt and to punish the player killer.
| 3 to 5 unmarked characters in 24 hours,|
| 5 to 9 unmarked characters in 7 days or|
| 10 to 19 unmarked characters in 30 days.|
| Black Skulls|
Characters with a red skull that keep killing or assisting the killing of other characters unjustified, will receive a black skull once their bar of the unjustified points widget has filled up. As a rule of thumb, this happens when the value for the following kills has been reached. Please keep in mind that the percentage of unjustified points you receive for an unjustified kill depends on the fighting situation and on your way of participating in the fight:
Black skulls last for 45 days. If you receive further unjustified points during these 45 days, the black skull mark is reset to 45 days. Just like a character with a red skull, a character with a black skull drops all items in case of death. In addition, characters marked with a black skull cannot attack any unmarked characters. So be careful, if you attack several characters when having a red skull, and then one of these characters dies and your red skull turns black, you will no longer be able to attack the characters you have attacked before. As you have attacked these characters first, they will also not get a yellow skull. This effect will stay for as long as you have a battle sign.
| 6 or more unmarked characters in 24 hours,|
| 10 or more unmarked characters in 7 days or|
| 20 or more unmarked characters in 30 days.|
Furthermore, characters with a black skull cannot choose the expert mode "Red Fist". Also, characters with a black skull will receive 100% instead of 50% of the dealt damage in PvP fights. Finally, if a character with a black skull dies, he will awake in the temple with 40 hit points and 0 mana.
| Yellow Skulls|
This skull is somewhat special because it is not visible to all players on the screen. You will only see it if your character was attacked or damaged by another character first when your character was marked with a skull. This happens because you have the right to defend yourself also if you have a skull. If you kill a character with a yellow skull, the kill does not count as a "bad" kill as any other kill of a marked character. Similar like a white skull, a yellow skull will stay as long as the logout block is active. If the character performs further offensive actions while he is marked with a yellow skull the duration of the mark will be extended, as will the duration of the logout block and of the connected protection zone block.
| Orange Skulls|
Similar to a yellow skull, this skull is not visible to all players on the screen. You will only see it if your character was killed unjustified by another character. All characters that have killed your character unjustified are marked with an orange skull visible to you and themselves for 7 days. This gives you enough time to gather all your friends and take revenge for such kills.
If you kill a character with an orange skull, the kill does not count as an unjustified kill. Still if you attack a character with an orange skull, you will be marked with a yellow skull for your victim and receive the usual protection zone block.
An orange skull lasts either 7 days or until you took revenge and killed the character with the orange skull. If a character has killed you several times in the last 7 days, the orange skull lasts until you took revenge for every single of these kills. Once all those unjustified kills are avenged or older than 7 days, the orange skull vanishes.
Normally, characters can leave the game anytime. However, if characters are currently fighting, or if they have recently been involved in some sort of violence, they will be temporarily barred from logging out. You can tell a character cannot log out by the little icon displayed in the condition indicator field underneath the inventory
. As long as this icon is displayed you cannot log out, although you are of course free to shut down the client or even to turn off the computer. However, this is not a good idea since your characters will stay in the game if you do so, and they will be extremely vulnerable! For this reason it is a good idea to make sure the logout block icon has disappeared whenever you decide to leave Tibia. Characters will receive a logout block whenever they
- attack other characters or creatures,
- get attacked by other characters or creatures,
- damage other characters or creatures,
- get damaged by any means,
- cast offensive spells or use offensive runes.
A logout block is generally lifted 60 seconds after its cause has disappeared. In other words, the duration of the logout block is set to 60 seconds each time one of the above conditions is met.
A special case of the logout block applies whenever characters engage other characters in PvP combat. As with normal logout blocks, characters affected by so-called protection zone blocks are not allowed to log out. However, in addition to the regular logout block, these characters are also barred from entering protection zones
such as temples, depots or private houses to make sure all attacked characters get a chance to retaliate. Protection zone blocks last as long as logout blocks do, i.e. characters that have attacked others will be able to enter protection zones if at least 60 seconds have passed since the last time have been involved in violence.
Casting certain offensive spells will also cause characters to receive protection zone blocks even if the spells are not used to attack other characters at all! Spells of this kind include for example all field runes. Protection zone blocks imposed because of such spells last for 60 seconds due to the connected logout block, provided the casting character does not get involved in combat in the meantime.
Things are more serious if a character has actually killed another character. Player killers may not log out or enter protection zones for a full 15 minutes! What's more, if the killer is involved in violence during the last minute of this period, his logout block will be extended as usual, so player killers can be barred from logging out for a long time.
Of course it is always good to know how risky it is to attack another character. Can you easily handle your foe by yourself or does he have enough friends online who he can quickly recruit to help him or take revenge for the attack? For this reason, characters have a little red flash beneath their character name if at least 5 members of their guild and/or party are currently online. This includes also characters that have been invited to a party but have not joined it, yet. So whenever you see a character with this symbol, you should think twice whether you are strong enough to launch an attack.
In PvP fights between opponents of nearly equal strength, a summoned creature might just tip the scales. If several characters try to yield an advantage with one of these fluffy helpers, particularly in a heated and confusing war scene, it comes in handy if one is able to quickly recognise whether a summon belongs to yourself or to somebody else. For this reason, all summons are marked with one of these little animal heads:
your own summon|
summon of another character
Note that summons belonging to characters of your party or guild cannot be attacked just like the characters themselves.
A further graphical indicator for the various PvP situations are the differently coloured frames around characters.
- your own character and summons if you are in an active PvP situation
- all characters and summons that you have attacked or that have attacked you
characters and summons who have attacked another character of your guild or party
all characters and summons that participate in a PvP situation in which you are not involved; e.g. members of 2 other guilds fight with each other
6.3.5 Party Mode
Players can form groups called "parties". All members of a party are automatically invited to the party channel
. Parties are useful if you would like to hunt with friends as you cannot hurt your party members while using area spells for example. Further you have certain advantages like shared experience or certain party spells.
a) How to Form a Party
If you want to form a party, you have to invite another character. Simply right-click on the other character and select "Invite to Party". This character can accept your invitation by right-clicking your character and selecting "Join XXX's Party". The player who has invited the others automatically becomes the leader of the party. Any further characters that join will become members of the party.
The party-status of a member is indicated by a small shield mark beneath the character's name:
leader of your party|
member of your party
leader of the party to which you are invited
character that has been invited to your party, but has not joined yet
member of another party
Please note that each character can only be a member of one party at a time. Furthermore, only the party leader can invite further characters. Additionally, a leader can always pass the leadership on to any other member of the party by right-clicking on a member and by selecting "Pass Leadership".
b) How to Leave a Party
You can leave a party by right-clicking on yourself and selecting "Leave Party". Please note that you cannot leave a party if you have a logout block. If you leave a party, your character's shield mark vanishes immediately. You will be dismissed from a party if you log out or you get disconnected. If the leader leaves the party or gets disconnected, the leadership will automatically be forwarded to the first invited member. If this character decides to leave the party, the second character that was invited will become leader and so on.
c) Shared Experience
To share experience points, the leader of your party must activate this feature via the context menu. If shared experience is activated, an experience bonus of 20% is granted if the defeated creature usually yields at least 20 experience points. If party members of 2 vocations are involved in the fight, the bonus is raised to 30%; 3 different vocations yield a bonus of 60%; and if party members of all 4 vocations participate, the bonus will even be raised to 100%. To activate shared experience, the leader must not have a battle sign and the following requirements need to be fulfilled:
- Only characters that are of similar levels can share experience when hunting together. To be more precise, the lowest character in a party may not have less than two-thirds of the levels of the highest character. This means a level 40 can share experience with a level 60 but not with a level 20; or a level 200 can share experience with a level 300.
- The distance of all party members to the leader must be smaller or equal to 30 fields, this works also if you are one floor up or down.
- Finally, all party members must be actively involved. This means they must either have healed another member or attacked an aggressive monster.
One of these 2 symbols appears beneath your character's name if all conditions are fulfilled. In this case the experience points a creature is yielding are distributed evenly between all party members. If the division of the experience points does not result in whole numbers, the result will be rounded up to the next integer. The share of a member who gets less or no experience points caused by too little stamina is reduced from the complete sum and does not affect the amount of experience points the other members are receiving. Players whose share of experience points equals at least their level will also gain soul points while hunting. In case a party member has a summon, the summon will receive its part of the experience before the shared experience is calculated.
One of these 2 symbols appears beneath your character's name if one of the above mentioned conditions are not fulfilled. Now shared experience is deactivated until all party members fulfil all requirements again. You can easily recognise the members who do not meet the conditions by their flashing party icon. If you are that person, simply heal a party member or deal damage to a monster; or get back into the leader's range to activate shared experience again for your party. If shared experience is deactivated because the highest level has gained a level, it will not be activated until the lowest level has caught up to have no less than two-thirds of the highest character again.
Whenever, shared experience is deactivated, the experience points will be distributed according to the damage every member has been dealing out.
Arenas are special zones where premium players can test and practise their combat skills without losing any experience, skills or items. Moreover, players have the chance to win a nice bit of money in these fights. Every arena consists of a meeting area, the battle ground and 2 anterooms. So far, Tibians can find arenas in Ankrahmun, Kazordoon, Thais, Edron and Rathleton. While only premium characters are able to participate in these fights, spectators on free and premium accounts are welcome to watch the fights from the arena's roof.
Characters that like to test their PvP skills should choose the teleporter leading to the PvP arena, everybody else should use the teleporter right beside it which leads to the PvE arena.
a) PvP Arena Fights
Some general information on PvP arena fights:
- the PvP rules match the PvP rules of the respective game world type
- all kills in an arena are justified
- an arena death does not count as a frag in a guild war
- characters with a protection zone block cannot participate in an arena fight
- every character can ask the NPC at the arena about the "setup" to get information about the current setup or the setup of a running battle
- battles can only be cancelled during the initiation by using the keyword "cancel"
To start a fight, one character - the initiator - needs to talk to the NPC about the "fight" in the meeting area of the arena. Players can choose from two different battle modes:
Last Man Standing
- The initiator determines the entrance fee (between 100 and 100,000 gold) and the amount of participating characters (between 2 and 50).
- If everything is set, the initiator is teleported into an anteroom. The other participating characters need to follow manually.
- As long as the battle has not started, players can decide against participation by leaving the anteroom.
- If not a sufficient amount of characters has arrived in a certain time frame, all characters in the anterooms will be teleported back to the arena's meeting area.
- As soon as enough participating characters have arrived, they will be teleported into the arena's battle ground and the entrance fee is deducted from the participants' bank accounts.
- The battle starts 10 seconds after the characters have been teleported into the battle arena and lasts until there is only one last man standing or until the time limit of 10 minutes has been reached. Defeated players will be teleported to their home temple. Once the battle has ended, the remaining participants will be moved back into the meeting area.
- If there is only one winner, he or she will get the complete entrance fees of all participants. If there is more than one winner, 90% of the entrance fees of all participants will be divided equally between the remaining characters. Prize money is paid directly into a character's bank account. All others have lost their entrance fee, but no items, skills or experience points.
- All participants are now blocked for any further arena fights for the next 15 minutes.
b) PvE Arena Fights
Some general information on PvE arena fights:
- The initiator determines the entrance fee (between 100 and 100,000 gold) and enters the character names. To invite a complete party, the initiator must say the keyword "party" and then the name of one of the characters of the party that should be invited. It is possible to invite several parties or a mix of parties and single players. Once all characters for one team are set, the initiator says "done" and can now invite the characters for the "opponents" team. It is important that the initiator invites also himself or the party he has joined in order to be able to take part in the fight. The team sizes do not need to be equal. It is also possible to invite only one character for each team in order to duel each other.
- If everything is set, the initiator is teleported into an anteroom. The initiator's team members need to follow manually. The members of the opponent team need to manually enter a second anteroom.
- As long as the battle has not started, players can decide against participation by leaving the anteroom.
- If not all listed characters have arrived in a certain time frame, all characters in the anterooms will be teleported back to the arena's meeting area.
- When all listed participants have arrived, they will be teleported into the arena's battle ground and the entrance fee is deducted from the participants' bank accounts.
- The battle starts 10 seconds after the characters have been teleported into the battle arena and lasts until all members of one team have been defeated or until the time limit of 10 minutes has been reached. Defeated players will be teleported to their home temple. Once the battle has ended, the remaining participants will be moved back into the meeting area.
- If one team has been defeated completely, the entrance fees of all participants is split among all members of the winning team (including the killed characters of the winning team). If there are still characters of both teams and the time limit has been reached, 90% of the entrance fees of all participants will be divided - depending on several factors (e.g team size) - between the remaining characters. Prize money is paid directly into a character's bank account. Characters that are not qualified for prize money have lost their entrance fee, but no items, skills or experience points.
- All participants are now blocked from any further arena fights for the next 15 minutes.
Every PvE arena fight consists of 10 monster waves. The difficulty of the monsters increases as waves progress. Each wave consists of 8 monsters (except for wave 10 which consists of 9-10 monsters depending on the chosen difficulty level). As soon as the last monster of a wave has been slain, the next wave starts. If you do not manage to kill all monsters of a wave within 60 seconds, the battle ends.
Monsters do not yield and loot or experience points.
If you survive all waves, you will receive arena badges. These arena badges can be exchanged for health, mana or spirit potions + the chance to get a special surprise cube.
Leaderboards on the website:
Here you can find the top scorers for every game world in a specific month. Always on the first of a month, all scores are set to 0 and start from scratch again. The leaderboards on the website
are updated once a day.
Right beside the entrance, you can check the five scoreboards - one for each difficulty level. They show the top 5 scores regardless of the group size. Ingame leaderboards are always up-to-date.
All PvP features, e.g. friendly fire, will match the PvP options of your game world type.
To start a PvE arena fight, one character – the initiator – needs to talk to the NPC about the “fight” in the meeting area of the arena.
- The initiator selects the difficulty level for the fight. There are five difficulty levels altogether:
- Level 1: for character up to level 99
- Level 2: for character up to level 199
- Level 3: for character up to level 299
- Level 4: for character up to level 399
- Level 5: for all characters regardless of the level
- The initiator determines and the amount of the participating characters (between 1 and 5). It is sufficient to say “me” if the initiator wants to take part in the fight. All selected characters must be online to be considered for the fight.
- The entrance fee of 1,000 gold is always taken directly from the bank account.
- Each battle ground has randomly placed dynamic traps, obstacles and explosive barrels.
- A battle ends either if all monsters of the 10 monster waves have been slain, or if the monsters of a wave cannot be killed within 60 seconds, or if all members of your team are dead.
- Once the battle is over, all participants are blocked for any further PvE arena fights for the next 15 minutes.