17 Jan 2010

Succeed After Rook in Tibia

Once you’ve made it out of Rook, you should stick to weaker monsters (such as rotworms and weaker orcs) at first, and save money until you reach level 9. Here are the methods for succeeding past this point..

At level 9 make sure to buy the spell Light Healing (exura) for 175 GP.

After purchasing exura, knights should find a place with many rotworms in order to gain skill. Use a weak weapon like a knife, club or sickle. Paladins would do best using small stones. A shield, such as those you might find in Rookgaard, is also reccomended.

Druids and Sorcerers should get rods or wands respectively, and buy exura as soon as possible in order to raise their magic level, so they can do more damage with runes and heal more hit points. At this stage you could kill something stronger than rotworms but make sure you have a good escape plan (and try not to get killed).

At level 10 all vocations should buy ‘Antidote,’ which heals poison. (This is strongly reccomended, as you will likely be facing poisonous creatures, such as scorpions, centipedes, and slimes soon.)

At level 10 all vocations should buy ‘Antidote,’ which heals poison. (This is strongly reccomended, as you will likely be facing poisonous creatures, such as scorpions, centipedes, and slimes soon.)

At level 11, Druids, Sorcerers and Paladins should buy the spell 'Intense Healing' (exura gran) which heals about double as much as Light Healing.

Now you should be all right until level 14, unless you want to purchase a good light spell. In which case, get ‘Great Light’ at level 13 or get a newer rod/wand.

At level 14 all mages should IMMEDIATELY get the ‘Magic Shield’ spell (utamo vita) and upgrade your wand/rod. Paladins can get it now or later. It comes in handy when you are in danger as any damage inflicted upon you will be subtracted directly from your mana points instead of hit points. (Mages should use this sparingly, however, because it can very quickly subtract mana points that may be needed later.)

By this level, you should be at least hunting Cyclops or creatures that give around 100 experience. (Slimes work just as well, as Cyclops can be difficult to kill at lower levels.)
Get to level 20 like this. At level 20 the first thing you should do is the 10 k quest which will give you 10 k and some other items (beware of player killers who kill you after you recieve the 10k). Also be sure to buy the ‘Ultimate Healing’ spell (exura vita).

At this stage you should be considering Premium. It helps HEAPS, it gives you more spells, hunting areas, runes and you can buy a vocational promotion for 20 k. It isn't required, though.

At level 23, sorcerers should keep hunting monsters and try not to die. Druids can buy it but its recommended that druids go to level 24 an get Ultimate Healing Rune (adura vita). Make backpacks of these runes as they sell for around 3 k on most servers. If you really want to get a high magic level, use your money to buy mana fluids, as they will speed up your magic level considerably.

At level 25, buy Summon Creature spell (Utevo Res 'Creature Name'). Now you should be able to hunt dragons, but take some Intense Healing Runes, just in case. Summoning 2 Demon Skeletons can help you considerably. Monks work just as well at higher levels, as they can heal themselves. Paladins can get this spell as well, but it won't help very much

You'll gain good loot from doing this, and quite a bit of xp. Once you’ve gotten to around level 35, you should be able to solo dragons and/or giant spiders without summons. Knights should also get Berserk if they have premium and a promotion

By now if you really want to be good, you'll have brought premium and can go on hunts with groups of people or you can buy a whole heap of premmie spells which will enhance your hunting in making it easier an faster to level

By now, you can hunt anywhere in the non premium land- even farther if you actually bought premium. A good spot is Orc Fort or POI or The Second Floor of DC (Dark Cathedral)
At level 45, Premium or not, sorcerers should get Sudden Death Rune. It’s the strongest rune in the game an it sells for 5-6 k per backpack.

At level 80 you should’ve worked out the game. You can kill almost anything.
100 + Do the Annihilator Quest an try the POI Quest.

4 Jan 2010

Tibia Combat Works Guide

1. Combat RoundsCharacters 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.2. Damage TypesDamage 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.

Skills, Equipment and Combat ModesAs has been said before a character's performance in combat is determined by three factors: his skills, equipment and the combat mode he is set to. 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. Moreover, 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.4.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.5. Protection Zones Unless characters play on optional PvP worlds, they are free to attack each other once they have left Rookgaard. 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.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.