6.2 The World of Tibia
Just like the real world, Tibia is a busy place full of life and activity, a world that has a history and a distinct look of its own. All players should know a thing or two about it in order to understand the complex universe their characters are living in.
6.2.1 Creatures, NPCs and Characters
The people and creatures who populate the world of Tibia divide into three different groups: characters, NPCs and creatures.
The term creature comprises many different kinds of unpleasant life forms: from renegade humans such as amazons or black knights to ghastly undead such as vampires or ghouls, from dangerous wildlife such as wolves or bears to vicious monsters such as giant spiders or mighty dragons. Beside regular creatures you can encounter special monsters that appear rarely or only at a single location. So the world of Tibia is teeming with a large variety of species that make an adventurer's life difficult. However, characters earn experience points by killing creatures, so every adventurer who is worth his salt will sooner or later start hunting them. Don't worry about the biological diversity of Tibia: creatures have amazing reproductive abilities, and you can be sure that for every monster you kill another one will reappear sooner or later. However, note that creatures do not respawn in an area as long as characters are near. But be aware of monster raids! Sometimes creatures suddenly team up to a surprise attack on passing adventurers or even assault a city. You can find a comprehensive list of all creatures
in our library section.
b) Non-Player Characters (NPCs)
The permanent inhabitants of Tibia are usually referred to as "non-player characters" or simply "NPCs". They are usually humanoid in appearance, but unlike characters of players they are always around and they cannot be attacked. For the most part, NPCs are the good people who live in the villages and cities, but you can find them just about anywhere in Tibia. There are even some NPC monsters! Non-player characters can be helpful in many ways - they may trade with you, send you on quests or provide you with valuable information. Unless you have this feature disabled, NPCs are marked by small speech bubbles which helps you to identify their tasks easily:
| marks all NPC who you can talk to|
| marks all NPCs who can send you on quests|
| marks all NPCs who are willing to trade with you|
NPCs who provide quests and trades are marked by a flashing speech bubble which alternates between the icon for questing and the icon for trading.
Some NPCs will mark your minimap with places of interest if you ask them to. Talking to NPCs takes place in the NPC channel
All player avatars including your own are referred to as "characters". You can talk, trade, explore and sometimes even fight with other characters. Always keep in mind that a real person is behind every single character, so make sure to follow the Tibia Rules
when dealing with other characters at all times. For further information please see the section on characters.
a) Dawnport and Rookgaard
Dawnport is the first part of Tibia new adventurers explore, because King Tibianus III himself declared that any new adventurers must master the challenges of Dawnport island before they are allowed to enter his realm.
Because of its special role, Dawnport has its own laws. No player killing
is permitted there up to level 8, even if you are playing on an open or hardcore PvP game world. If you are new to Tibia, you should attend the tutorial which takes place right after your arrival. You can earn your first equipment and experience points there and will learn Tibia's game mechanic. Players who create a new character can skip this tutorial. Simply leave the box "Do you want to play the tutorial?" in the character creation section unchecked. Furthermore, new players are invited to take a look at the quickstart
that can provide you with some valuable tips on what to do and where to go in Dawnport.
Characters cannot return to Dawnport once they have moved on to the main continent. There is one exception to this rule, though. Characters that have been killed often enough to have their level reduced to 5 will be completely reset. Reset characters must start from scratch again, i.e. they are taken back to Dawnport and lose their equipment, all carried items, all skills, spells, levels, and the money in their bank account. However, a character will keep all its achievements. Also, items stored in depots will not be deleted. Characters can get them once they have left Dawnport.
Off the western shore of the main continent, the large island Rookgaard
is situated in a stormy sea. Rookgaard is an ancient beginner's island. If you already have a character on the main continent, you can choose whether you play on Dawnport or the old beginner's island Rookgaard. Simply talk to Inigo about Rookgaard if you prefer to play there. Note that your character may not be level 10 or higher if he wants to go to Rookgaard and that it is impossible to return to Dawnport from Rookgaard.
Just like Dawnport, Rookgaard has its own laws. No player killing
is permitted there, even if you are playing on an open or hardcore PvP game world. The south western part of Rookgaard is reserved to premium players.
Characters cannot return to Rookgaard once they have moved on to the main continent. There is one exception to this rule, though. Characters that have been killed often enough to have their level reduced to 5 will be completely reset. Reset characters are taken back to Dawnport. From there you can travel to Rookgaard again by talking to Inigo.
b) Main Continent
The main continent is the biggest land mass of Tibia. It is an ancient land that is surrounded on all sides by savage seas. Due to intense volcanic activity in prehistoric times the interior of the continent is extremely diverse, often changing its face abruptly. Stretches of quiet forests and of fertile farming land are interrupted by wild rivers or by craggy mountain ranges, and a day's travel can easily bring the wanderer from a marshy swamp to an arid desert.
The long history of Tibia has left its mark upon the land. There are many ruins and ancient dungeons whose origins are lost in history, and many a place that used to be grand and glorious is now the gloomy hideout of some vile creature. However, civilised life has survived to this day, and the mighty cities of Tibia are bustling with life and commerce like they have always done.
c) Premium Areas
To the east of the main continent 2 huge islands may be found. The only way for a traveller to reach them is by boat or by flying carpet, so only premium players can go there. The island of Edron
, a crescent-shaped piece of land off the main continent's north-eastern coast, is the smaller one of the 2. Its existence has been a secret for a long time, and the city that bears its name is the youngest settlement in the whole of Tibia. Darama, on the other hand, is much bigger - in fact, it is large enough to be considered a continent in its own right. In the dry eastern part, 2 rival kingdoms, the caliphate of Caliph Kazzan and the empire ruled by the pharaoh of Ankrahmun
, vie for dominance over this continent. Their capitals, the thriving oasis of Darashia
and the sombre temple city of Ankrahmun, are Darama's commercial and cultural centres. Furthermore, there is the huge jungle of Tiquanda in the western part of Darama. The Thaian Kingdom has founded the colony of Port Hope
there. 12 islands, known as the Shattered Isles, are located south of the main continent. On the largest island Vandura, the lovely seaport Liberty Bay
became famous for its numerous plantations of sugar cane. In the most northern part of Tibia, the Ice Islands are located. Many years ago, a number of Carliners built a small settlement on Hrodmir, the largest of these freezing isles. Today, this settlement has developed into the prospering city Svargrond
which is especially famous for its arena in which fighters can challenge various boss monsters. East of the Ice Islands, the ancient city Yalahar
is located. Only the city centre still resembles its former glory. The eight outer city quarters have been destroyed by various catastrophes and are roamed by all kind of creepy and dangerous creatures. Even further east, an only recently discovered continent named Zao can be visited. Unlike on other continents, there is no larger human settlement on Zao. However, there is a large lizard city named Zzaion
in the south-east which impresses with exotic architecture. Also the dwarfs have erected a small outpost named Farmine
in the southern part of Zao, of course underground how it befits for dwarfs. Even east of Zao, a smaller island named Quirefang is home to some strange insect creatures who live in a conglomerate of structures which is commonly knows as The Hive
. Also on the surface of Quirefang, but impossible to reach by ship, the Gray Beach
houses a bunch of rocks - the "Rock Boys" in the south-western part of the island. Finally, deep beneath the surface, Fiehonja
, the realm of the Deeplings hosts the secrets of the Njey culture.
If you happen to be in a premium area while your Premium Time ends, you will be automatically logged in at the temple of Thais if you are a citizen of a premium city such as Edron or Ankrahmun at the next login to the game. You will awake at the temple of your home town if you are a citizen of a non-premium city such as Venore or Carlin.
a) Traveller's Guide to the Cities of Tibia
There are numerous settlements on Tibia, but, of course, not all of them are large enough to be considered cities. At the moment there are 12 settlements who have the chartered right to call themselves cities:
b) What to Find in Cities
The majestic elven city of Ab'Dendriel is a jewel among Tibian cities. It is almost entirely erected on huge trees fostered by the sagacious elven tree singers, and elven magic keeps it lush and verdant despite its position far to the north of the main continent. However, even this seemingly peaceful centre of music and art has a dark side to it, because deep underneath the lovely forests troll slaves toil night and day to mine the precious metals their elven masters need to create their amazing jewellery.
The sombre city of Ankrahmun is unlike any other place in Tibia. Its inhabitants do not dwell in common houses but rather in age-worn pyramids, and even though Ankrahmun is far from lifeless, it is essentially a city of death. Its inhabitants are worshippers of an obscure cult that celebrates undeath as the key to immortality, and the pharaoh himself, who is both the high priest and the primary deity of his cult, has long since entered the gruesome state of life in death. His oppressive presence is almost physically tangible all over the city, and the eerie silence emanating from his palace fills the heart of the amazed visitor with apprehension.
Today, the majority of Ankrahmun's citizens are still living people, but being true believers of their creed they strive to follow their spiritual leader into the twilight state of undeath. To further encourage his followers' zeal the pharaoh has filled the lower levels of his own palace with skeletons and other walking dead so that those who still cling to their mortal forms may see the glory of undeath for themselves.
Carlin is the undisputed ruler of Tibia's north-western region. This venerable city has experienced a past of continuous strife and conflict, both because of civil unrest and because of the endless rivalry to Thais. However, ever since a handful of brave women took over the leadership of the city Carlin has been a haven of peace. Today, the only threat to public security comes from underground: Carlin has a major sanitary problem, for its sewers are teeming with rats, bugs and other, even less pleasant vermin.
The city of Darashia is the capital of Caliph Kazzan's desert kingdom. Erected in the middle of a huge stretch of barren wasteland, Darashia is a jewel of the desert that owes its existence to an abundance of fresh water springs. Its citizens are friendly and hospitable, and its many artisans produce items of great beauty that are sought all over Tibia. One product, however, is prized more than anything else: the delicious honey produced by the ferocious sand wasps. The Caliph effectively controls the trade of the "liquid gold", as it is often called, and he relies on it more than on anything else to keep his coffers filled.
Unfortunately, the Caliph's loyal subjects see the matter in a slightly different light. Sand wasps are aggressive predators who do not even shy away from attacking humans, and their nests are dangerously close to the city. However, since the Caliph is not too keen to remove his most important source of income the Darashians have grudgingly accepted to live under the daily threat of being attacked by poisonous 2-foot killer insects.
Despite its many impressive buildings Edron is a young city. In fact, Edron is Thais's most recent colony, and it appears the Thaians have once more founded a city which will eventually rival their own city's fame and wealth. Unfortunately, however, it has turned out that the location on which Edron was erected has not been chosen wisely, because the area is infested with vicious rotworms. Also, it is said that the trolls, goblins and orcs living to the west of Edron have dug secret underground tunnels which they are planning to use for an attack on the city.
Situated in a huge extinct volcano, the city of Kazordoon is the pride of the dwarven race, a miracle of science and of craftsmanship. Many generations of dwarven artisans and engineers have contributed to the creation of its beautiful halls and passageways, and countless mine workers have spent their lives extracting ore in order to help amassing the fabulous wealth that is hidden deep in the dwarven city. However, for all their pride and their wariness of outsiders dwarfs are in fact a sociable people, and anybody who is ready to spend a gold piece or two is welcome in the mighty city of Kazordoon.
Be careful, though, for not all dwarfs are as friendly as the inhabitants of Kazordoon. The mines surrounding the city are occupied by renegade dwarf tribes who will attack anybody that is foolish enough to enter their realm.
- Liberty Bay
Located on Vandura, the largest of the Shattered Isles, Liberty Bay is the jewel of the South Seas. Not too long ago, the people in the lovely seaport lived together in harmony, making a living from the rich resources the land provided. Unfortunately, some Thaians found out about the natural treasures of the Shattered Isles. Soon, the formerly peaceful little settlement had grown to a real town. Oppressed by the Thaians who took over the peaceful little settlement like a huge grasshopper swarm a potato field, many of the natives are poor people today. They live in ramshackle huts in the South and rest their weary heads on straw mats after a hard day's work on the plantations. In contrast, the Thaians, under the leadership of governor Percy Silverhand, reside in splendid and luxurious mansions in the northern part of the town.
- Port Hope
The colony of Port Hope is one of the newer acquisitions of the Thaian Kingdom. After Port Hope was founded as a small camp on the new continent, it was soon found out that the jungle of Tiquanda was rich on valuable resources. Quite soon the tradesmen of Venore stepped in to help the kingdom in this new challenge. Neither the climate nor the constant problems could break the spirit of the colonists. People from all over the known world gather there now, looking for new opportunities or just the chance to start over. Their combined efforts have created a small but thriving community that boldly faces the dangers and problems they encounter in this new land. Surrounded by the hostile jungle full of enemies and threats they have never seen before, the town is in constant need of valiant protectors and explorers. Hunters and adventurers alike meet here for their expeditions into the jungle and share the tales of their latest missions.
Situated on Hrodmir, the largest isle of the Ice Islands, Svargrond is for sure the coldest city in whole Tibia. There are people of 2 different backgrounds living in this chilly settlement. There are the barbarians, natives who have been in this area for a very long time, and there are settlers that originate from Carlin. Their ancestors once came here to dig for valuable ores in the close-by mines and founded a small settlement. Today, it is inhabited by natives and Carliners alike and has developed into a prospering city. It is characterised by a unique, rustic style with long blockhouses. The wealthier inhabitants of Svargrond live in large houses decorated with various ornaments. Many people, however, earn their living as fishermen or furriers. They live in cosy huts in separated quarters to the south.
Thais is one of the largest cities in Tibia. Due to its long history and to the fact that king Tibianus III resides there the Thaians consider their city to be the capital of the realm, even though this has never been officially confirmed by the king. The truth is, in fact, that the star of Thais has been slowly waning for a long time because other, more dynamic cities have managed to take over much of the commerce. However, for all its age Thais is still an exemplary city, and even though today many sneer at its anachronistic traditions they secretly admire Thais's dignified majesty.
To the east of Thais a troll tribe is threatening the trade with the western cities. It is said Thaian aristocrats are keeping the army from rooting it out because troll-hunting is their favourite sport, but then that may only be another rumour intended to slander the local nobility.
Venore is a bustling merchant city situated deep in the eastern marsh lands. Originally a colony of Thaian settlers, its splendour and riches are now rivalling those of its mother city. The Venorian merchants have organised themselves in mighty merchant guilds that effectively have taken over the rule of the community. Their commercial skill is legendary, but so is their proverbial stinginess - the tight-fisted Venorian merchant is a common fun figure. The Venorians' avarice clearly shows in their refusal to finance a military expedition that would finally rid Venore of the tiresome trolls living to the south and west of the city.
Yalahar is a city that has grown so large that it even goes beyond the scope of the island it is situated on. In ancient times, the Yalahari erected this magnificent and shining city in the North where they lived together with some servants they had hired from other areas. All of a sudden, the very intelligent Yalahari vanished, leaving the city to their servants and minions. They, however, lacked the Yalahari's knowledge to maintain the city. In the course of time, Yalahar lost much of its glory and only the inner city still resembles some of its former glamour and luxury.
The other eight city quarters have fallen victim to lack of knowledge, failed experiments, plagues, fires and even the city's size, like the sunken quarter that simply broke apart and sunk into the ocean when the land masses were no longer able to carry it. Today, it is not advisable to visit the outer quarters of the city as they are mainly populated with scary monsters, mutated or even undead creatures that attack every unwanted intruder.
Portals of Citizenship
Temples rank among the most important buildings, and they are usually found in some central area of a city. Holy places of peace and of introspection, temples are out of bounds for petty fighting between characters, so player vs. player combat is not possible there. Since temples are sacred places dedicated to the worship of the gods it is here that characters that have died are sent to. Please note that priests can cure minor wounds if your character is seriously injured. Simply ask them to heal you.
No city can do without a depot. Depots are warehouses where adventurers can safely store their hard-earned items. They typically look like large multi-storey buildings filled with many individual booths where characters can access their lockers. You can usually find depots in a central city district. Depots are protection zones where characters cannot fight each other, so they are popular places that are often crowded.
To get access to your character's personal locker, simply place the character in front of any free locker and open it. You will now see your character's personal depot locker. It contains three further boxes:
- Depot Chest: The first box is your depot chest. Characters can store their items in their depot chest. Depot chests are safe places to store items because every character has a personal chest nobody else can open. To make it easier to keep track of your stored items, every depot chest contains 17 depot boxes in which you can store your items. If you are a free account player you can safely store up to 2,000 items in your depot chest, while premium players are allowed to store a maximum of 10,000 items. You can reach your depot chest from any depot, no matter in which city you currently are.
- Inbox: If you have received any parcels or letters lately, they will arrive here. Also, if you have lost a house, all items that can be carried will be transferred to your inbox. Further, all items you have bought via the Market will arrive in your inbox.
- Market: Clicking on the last box, will open the Tibia Market. Via the Market you can comfortably trade items with other players.
- Post Offices
Post offices are branches of the Royal Tibian Mail service which are usually found close to depots. Post office clerks sell parcels or letters that can be delivered to any depot in Tibia by the Royal Tibian Mail.
Would you like to write to a friend or to send some items to another city? The "Royal Tibia Mail" offers reliable service that makes the life of Tibia adventurers so much easier! Simply buy a letter or a fresh parcel at your local post office and write the name of the addressee onto the letter or the parcel label. Make sure the name is spelt correctly - a single typing error such as a superfluous letter or blank space can be enough for the sending to fail. Also, if it is a parcel you would like to send, do not forget to place the label in it.
Once your parcel or letter is ready all you have to do is to place it on one of Tibia's famous blue mail boxes. It will be sent off immediately to its destination. However, if you have made a mistake such as writing down an invalid address, your parcel or letter will not be sent off. Therefore, if you find your parcel is lying on top of the mail box instead of simply vanishing, you should pick it up again and check the address. Like all other editable texts in the game, letters and labels show the name of the most recent editor as well as the date when it was changed last above the input field. Consequently, if you receive a letter or a parcel you will always be able to see by whom and when it was actually written.
Cities are important centres of trade, and you will find there are many different items for sale in the various shops. Of course, weapons and armour shops are most popular with adventurers, but there are many more: from flowers to furniture, from food to footballs you will find there are few items your character won't be able to buy in Tibia's cities - just make sure to find the shop you are looking for. You will usually be able to find out what a shop specialises in by looking at the items that are on display behind the shop counter, or by reading a shop board. Also, shopkeepers will be happy to tell you about their wares if you ask them for a trade. A little tip in advance: You should make sure to compare prices, because they can vary from city to city. Thus, if you would like to sell some hard-earned loot, you should sell it where you can earn most!
A note on furniture shops: Very large pieces of furniture that would not fit into your backpack will be sold in handy construction kits. You can carry them in your backpack and unwrap them safely by right-clicking on the package in all rentable houses. Once they have been unpacked, you can move them around but you cannot put them back in your backpack.
Please note that there are also shops that are actually run by other players! If you would like to open up a business yourself, please see the manual section on houses for details.
- Magic Shops
Another favourite with Tibian adventurers, magic shops provide adepts of magic with everything they need to carry out their trade. From magical equipment such as spellbooks or all kinds of runes including blank runes to potions and spells, you can get it all at your local magic shop.
A word on potions: Magical liquids such as red health potions or pink mana potions come in flasks. If the potions are used, empty flasks remain. You should not throw these empty flasks away! Each flask has a deposit of 5 gold pieces on it, so you should return empty flasks to any magic shop and reclaim your money - this way you can make money and protect the Tibian environment at the same time! To sell your empty flasks simply ask the shopkeeper for your deposit or a trade.
To manage the piles of gold that are gained in the incessant struggles against the evil hordes, every Tibia character has its own bank account. Even if you leave Dawnport or Rookgaard, you can use the money you have deposited in your bank account on main. However, if a character from the main continent has died so many times that it is sent back to Dawnport, the money in the bank account of this character will be deleted.
The Tibian bank can be accessed in every city and offers various services:
- Check Your Balance
Ask for your balance to find out how many gold pieces you have already gathered in your bank account. If you are bidding for a house, the bank clerk will also inform you about the amount reserved for the costs of the house and the first rent.
- Deposit Money
To put money in your bank account, take it with you and bring it to the bank. There, tell the bank assistant how much money you would like to deposit, e.g. deposit 200 gold. You can also ask your local bank clerk to deposit all. On this command, all the money you are carrying with you will be transferred to your bank account - but of course only after the bank clerk has made sure that you really would like to do this.
Note: Characters on Dawnport, Rookgaard and the Island of Destiny only hold junior bank accounts. On these bank accounts no more than 1000 gold coins can be deposited.
- Withdraw Money
To get money from your bank account, you have to ask the bank assistant to withdraw it, e.g. withdraw 50 gold. Provided you have enough money, the bank assistant will gladly hand the money to you. It is not possible to overdraw your account.
- Transfer Money
You can also use the Tibian bank to transfer money to another character. E.g., if you would like to transfer 100 gold to the character "Tibiaplayer", ask the bank assistant to transfer 100 gold to Tibiaplayer.
Note: It is not possible to transfer money to, on or from Dawnport, Rookgaard or the Island of Destiny. Players in these areas only hold junior bank accounts, so they are not able to use this service.
- Change Money
Banks offer an important service to Tibian adventurers: they change gold into platinum and platinum into crystal. Platinum and crystal coins represent gradations of gold coins, the standard Tibia monetary unit, with 1 platinum coin representing 100 gold coins and 1 crystal coin representing 100 platinum coins, i.e. 10000 gold coins! You will come to appreciate this service a lot once you have become a successful adventurer. After all, it is so much more convenient to have one's pouch filled a few platinum pieces rather than with cumbersome piles of gold!
To change gold into platinum simply say hi or hello to a bank assistant and ask to change gold for you. On the other hand, if you ask to change platinum for you, the bank assistant will ask you if you would like to change your money into gold or into crystal. Also, the bank assistant can change crystal into platinum. Note that because of the massive difference in value it is not possible to directly change gold coins into crystal coins or vice versa.
All characters except for those who are on Dawnport or Rookgaard must be citizens of one of Tibia's cities. They can select their future home city when leaving the Island of Destiny, and Captain Kurt will teleport them to the selected city after they have finished choosing their destiny. However, the city needs a publicly accessible port, so it is impossible to travel to Kazordoon or Svargrond. Once characters are citizens they are teleported back to the temple of their home city whenever they die.
Unlike vocations, a character's citizenship can be changed afterwards. To select a new home city for your character you must use a portal of citizenship. These portals can be found in every city - they look like magic force fields that are shimmering with blue magic. To re-register characters to a different city simply move them into the portal of citizenship of the target city. It is possible to look up home cities of characters by looking at their character information page.
Finally, just like in real life the majority of buildings in cities are private houses that are rented by players. Characters can only enter private houses if they have been invited or if they are actually the owners. For details please see the manual section on houses.
6.2.4 Exploring the World
Travelling the world of Tibia is part of the fun. However, adventurers need to know some basic things before they can start out to explore the world they are living in. This section will help you to understand the world of Tibia.
A note in advance: Before exploring a new area or dungeon it is a good idea to ask a veteran player what to expect. Remember you could get lost or run into the arms of some unfriendly creature!
There are many settlements, but for the most part they are nothing but isolated outposts of civilisation in a land that otherwise is wild and unforgiving. The wilderness is full of dangers, and even though there are some well-kept roads travelling is always risky. The following is a list of things you may encounter on your travels.
- Blueberry Bushes: The popular Tibia blueberries grow on these bushes. To pick berries simply right-click on the bush and select "Use".
- Grass: While grass is not as well suited for travelling as roads are, your character will be able to move reasonably fast on it.
- Jungle Grass: Highly grown jungle grass is impassable. However, adventurers can remove it using machetes.
- Loose Stone Piles: You should watch out for loose stone piles, since they are usually reliable indicators that there is a hidden entrance to a dungeon. You can open the entrance by using a shovel on the stone pile.
- Roads: Roads are built for travelling, and on no ground will your character move faster than on a road.
- Sand: Not surprisingly, sand is quite common in desert areas. It is fairly good to travel on.
- Snow: While your characters are quite immune against its cold, snow will slow them down considerably.
- Swamp: The eastern regions of Tibia are full of treacherous swamps. Swamps cannot be entered, so you will have to find a way around them.
- Trees: A common sight in Tibia. It is not possible to cut down trees.
- Water: Even though there is a special underwater area it is not possible to move on water fields, so to cross rivers or other bodies of water you will have to find a bridge or perhaps a ferry. Be careful when handling items close to water, because any items thrown into it are lost forever. It is possible to fish in water fields by using a fishing rod onto them. However, note that fishing may not work with certain water fields, or if a fish has recently been caught in the field you are fishing in.
- Wheat: Wheat is cultivated in many areas on Tibia. Once it is ripe it can be harvested by using a scythe. A bunch of wheat can be used to bake the delicious Tibia bread.
The world of Tibia is ancient, and many different civilisations have left their mark on it. There are mysterious ruins and long-forgotten dungeons everywhere, and these remnants of past glory are now ideal hideouts for the many dangerous creatures that roam the land. Dungeons come in many forms, but there are one or two things players should know. Pay attention to the ground you are moving on, because dungeon floors are often muddy, and your character will be much slower than usual when moving on such ground. Also, note that dungeon floors can conceal secret holes. Use a pick axe on the floor to find out if there are secret openings. To go down a hole move your character onto it. However, note that you need a rope if you wish to climb up a hole. Place your character on the floor next to a rope spot and use a rope on it. Note that it is also possible to rope up other characters from above if they are placed below a hole.
Even though the Tibian oceans are notoriously difficult to sail there are some fearless captains who brave the treacherous waters. These weather-beaten men of the sea will take you to almost any place for a hefty fee, provided you are a Premium player. If you do not have enough gold with you to pay the fare, the money will be taken directly from your Tibian bank account provided you have enough money there. If you are on a ship and happen to arrive in a large crowd of Tibia adventurers, most captains can bring you to a random nearby place outside their ship. Just greet them and ask for a kick
Also, there is a flying carpet service which is famous for its convenient travels and the unrivalled speed of transportation. Unfortunately, though, this service is only available in very few places. Finally, there are rumours of underground connections. It is said this service relies on mysterious dwarven technology, but as of yet, no hard evidence has been found that could prove the truth of these reports.
Kazordoon, however, has a very unique transportation system available for all Tibia adventurers. Within the city, little ore wagons serve the most important locations. Once you have paid your weekly fare, hop in the correct wagon and get quickly to the destination of your choice.