The hunt
Your spells cast themselves while you survive the hordes, until you defeat the final boss of the hunting ground.
Weapon and spells
Section titled “Weapon and spells”Every vocation starts with its own weapon, which costs no mana (Sword Slash, Arrows, Wand of Vortex, Moonlight Rod, Monk Strikes). Level ups offer its spells, with the magic words of Tibia. Each hunt fits 3 spells besides the weapon (4 once the vocation is promoted), so the spells of a vocation compete for the slots and every hunt builds something different.
Buffs (utito tempo, utito tempo san, utamo tempo san, the monk’s Virtues) change your stats for a few seconds: the slot lights up and the character glows in the colour of the spell.
Every vocation has the blue bar: mages have a lot, knights little, as in Tibia. It regenerates over time and grows with the level. Each spell spends mana when it goes off; without mana it waits (the slot turns blue), and the spell next in line has priority. The Life Ring regenerates both hit points and mana.
Supplies
Section titled “Supplies”Runes and mana potions are bought at the shop, stored in the depot and carried in the hunt backpack (up to 3 runes and one potion), set up at the depot. During the hunt they are used on their own:
- the potion, below the mana % you choose;
- area runes, on a group of the size you choose;
- Sudden Death on a boss, an elite or a resistant creature;
- Paralyse when you are surrounded and low on hit points.
Each use spends one, and what is left goes back to the depot. During the hunt, B (or a click on a rune or potion slot) puts your runes and potion away until you press it again. There is no health potion: hit points come from healing, regeneration and ham.
Besides coins, creatures drop Tibia’s creature products, which fall on the ground and are picked up like coins. They go to the depot at the end of the hunt. The ones used in imbuement recipes (the astral sources) drop much less often and are worth more at the NPC.
Each creature’s page in the bestiary shows its loot by rarity.
Skills
Section titled “Skills”Skills train during the hunt, as in Tibia: every arrow or spear trains Distance Fighting, every sword blow that hits trains Sword Fighting, every punch trains Fist Fighting and every melee blow you take trains Shielding. Spells train Magic Level by the mana they would cost in Tibia; runes do not train it.
Damage scales with the right skill: every level above the starting one gives +2% damage to the spells of that skill, and Shielding removes 1% of the damage taken per level (up to 40%). The hunt level counts too: +0.2% damage to everything per level. Each vocation trains at its own pace, shown on its page.
Passives and evolutions
Section titled “Passives and evolutions”Passives (Power Ring, Red Dragon Scale, Time Ring, Boots of Haste…) show up in level ups along with the spells. The backpack has 5 slots, and nothing increases that.
Every spell has an evolution with a recipe: the spell at its maximum level plus two ingredients (passives or other spells, at any level). Once the recipe is ready, the next elite or boss chest offers the evolution. With only 5 backpack slots you cannot complete them all: each spell card shows its recipe, and so does each spell page in this wiki.
Experience gets more expensive at high levels, and even more on the advanced maps: you reach the final boss strong, but without the full build.
Elements
Section titled “Elements”Each creature takes a different % from each element, as in Tibia’s Bestiary, but none is immune: 0% and the strongest resistances stop at 20%. The Damage taken table of each creature shows the numbers. On your side, protections (“protection fire +8%”) remove that % of the element’s damage; they come from boss equipment and armor imbuements.
Waves, elites and bosses
Section titled “Waves, elites and bosses”Maps throw more and more creatures at you in the first minutes, and they hit harder. The experience, coins and loot of each regular creature fall with the current density: killing everything pays only a little more per minute.
The timeline of each map lists its encirclements, hordes, elites and bosses. Elites have 16× the creature’s health and cannot be pushed. Below 50% health, a boss becomes enraged: it shouts, glows red, moves and hits harder and uses its abilities more often.
Bestiary and the boosted creature
Section titled “Bestiary and the boosted creature”Every creature you kill counts for the Bestiary, and the Bestiary Tracker follows up to 5 creatures during the hunt. The day’s Boosted Creature gives +50% experience and double loot; it changes at midnight UTC and is the same for everyone. Today’s is on the home page.
