Tibia Quests Introduction

What are Quests?

Characters are more than mere mortals - they are the brave heroes who protect the land from the incursions of the evil hordes! Because of their special position fate has reserved many dangerous adventures for them in which they can win both fame and riches. These adventures are called quests. From simple errands to treasure hunts that will take you to the end of the world, quests can vary immensely in scope and complexity. However, all missions typically have some things in common. First, all characters can embark upon them, provided they meet the necessary requirements such as the required minimum level. Secondly, the majority of quests can only be done once per character, and the corresponding treasures can also be found only once per character. Finally, you need not worry about time while doing a quest. You can log out normally anytime and resume your quest whenever you like.
How to Get Quests

Of course, quests are popular with players because of the treasures that can be found, and also because of the extra fun they add to the game. However, before you set out on a quest you must have actually received it. Take the time to talk to all NPCs you meet during your travels - you will find that quite a number of them have some quest for you. Just greet them politely and ask them for a quest or a mission. However, it is also possible that you stumble on a quest by accident. Keep your eyes open for anything that seems special when exploring the land. Make a mental note whenever you encounter a door you cannot open, especially if you receive a message that you are not worthy to enter - this indicates that your character’s level is not high enough to enter here. Simply come back when your character has reached the level that is necessary to open it. On the other hand, if you find a locked door, you should try any key you find along the way - with a bit of luck you will eventually find the right key.

  Quest Log

To keep track of the quests you have started or already completed, every character has a quest log. To open it, click on the button that can be found close to the inventory. Once you have started a quest, its name appears in the quest log. Select the quest and click on “Show” to see details of your current task. If the quest is part of a quest line, you will find the names of the individual missions here. Select one of them to get more information on the task. If you have already completed a quest, you can read a short summary of its last task there. Also if an NPC has given you an important hint at the end of a quest, you can review this clue by checking the details of the completed quest.

Note: Rookgaard quests, with the exception of the tutorial quests, and quests that only consist in finding a certain treasure once are not listed in the quest log. Quests to obtain outfits and addons are only shown while these quests are being solved.

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Tibia Magic Level skill guide

Like all other skills in Tibia, the magic level must be trained in order to improve, i.e. you must cast spells or use wands or rods. Whenever you have spent enough mana this way you will receive a message, and your magic level will increase. Thus, if you want your spells to become more powerful you need to practice, practice, practice! Of course, some vocations are simply more adept at casting magic than others, and while a druid or a sorcerer will advance quickly, a paladin takes longer to advance, and the knights, whose strength is in their sword arm rather than in their affinity with magic advance at a painfully slow pace. However, all vocations need to train their magic level quickly, because it is important in 2 ways:

  • Magic levels are important because they directly influence the power of spells. You will find the damage your character does with, say, a heavy magic missile increases with its magic level, so a spellcaster with magic level 34 and level 25 will cause more damage than a spellcaster with magic level 30 and level 25, as he has had more practice and can control runes more effectively.
  • Moreover, characters do not only need a minimum experience level, but also a minimum magic level in order to use runes, so this skill level is also important for paladins and knights. For example, characters can only use the powerful “Ultimate Healing” runes once they have reached magic level 4 provided they have the required experience level 24.

In addition to spells, those who are skilled in the arts of magic are able to wield powerful wands and rods in combat. Finally, experienced spell casters learn the arcane art of binding spells of great power into runes.

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How to Casting Spells In Tibia

Once you have bought some spells you are ready to start using magic! Spells are cast simply by saying the magic words and hitting the Return key. For example, if you would like to cast the light spell, you must enter the formula “utevo lux”. Once you have hit the Return key, three things will happen: firstly, you will feel a funny feeling running from your toes up, and little blue stars will appear around your body. Secondly, you will be able to see a lot better. The area around you will be as bright as if it were day or as if you were carrying a torch. Finally, your mana will go down. Mana is the energy you need for casting spells. If your mana is exhausted, you will have to wait until you have enough mana to cast another spell. You can check the level of your mana by looking at the blue status bar or by looking at your character’s skills menu. If you do not have enough mana, then all that will happen is that you will see a puff of smoke at your character and get a message “You do not have enough mana”. Of course, if you try to cast a spell which you have not yet learnt or your experience level has fallen below the minimum experience level, a puff of smoke will also appear along with the message “You must learn this spell first” or “Your level is too low”.
Also, note that the speed with which spells can be cast is limited. If you are trying to cast a spell too quickly, you will receive the message “You are exhausted”. Simply wait a second before casting another spell to prevent this from happening.
Later, when your spell book is bursting at the seams with spells, you might like to make it easier and quicker to cast the spells you use regularly. A good way to do this is to assign hotkeys to spells. Whenever you press a hotkey to which a spell is assigned the spell will automatically appear in the entry line of your console, and you can cast it without losing any time.

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How to Learn Magic Spells in Tibia

Tibia, as you know, is a land of magic. There are many powerful spells to learn and master. You will soon find out that magic is one of those things you just can’t do without, even if you are a knight. On a basic level, spells can provide you with food, ammunition or light, while later on you will learn how to heal yourself or to fry your enemies with deadly bolts of magical energy. In addition to spells, those who are skilled in the arts of magic are able to wield powerful wands and rods in combat. Finally, experienced spell casters learn the arcane art of binding spells of great power into runes. For a comprehensive list of all known spells please see the magic section in the library.
When starting out on your travels on the island of Rookgaard, you will find that you are unable to cast any spell. Once you have left Rookgaard and arrive on the Island of Destiny, you will not only select your vocation but also learn your very first spell. By speaking the magic words Utevo Lux, you will activate the inherent magic energy of your immediate surrounding to provide you with a decent light source for about ten minutes.
Once you have made it to the main continent, your character will be able to learn many more spells that are useful in various situations. Spells are taught by several NPCs - against a hefty fee, of course! Unfortunately, it is not possible to give an extensive list of all NPCs who can teach spells to characters, because there are too many of them. Magic shops are good places to start looking for such inhabitants, but you will not always find the spell you are looking for there, especially if you are a knight or a paladin. If you do not know where to find the local magic spell dealer for your vocation, you should ask some experienced players - preferably those who are of your own vocation. To buy spells greet the NPC, then ask him for spells. The spell dealer will present you with a choice of the spells. Spells require a minimum experience level to be used, so if you have just come over from Rookgaard you should ask for level 8 spells. Enter the name of the spell you would like to buy and confirm the deal. Provided you have the required cash you will now be able to cast the spell.
A word of advice: If you have not received a spellbook on the Island of Destiny, you should scrape your hard earned gold pieces together and buy one. Spellbooks can be bought in any of the quaint magic shops within the major cities of Tibia, or you may be able to buy them from your fellow travellers. Spellbooks are helpful, especially when you are just setting out. They will record all your spells, and although later on you will become so good at casting spells that you will not need to look them up every time, starting off with a spellbook is a good idea. Additionally, druids and sorcerers can use spellbooks like a shield to protect them from attacks.

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Tibia Party Mode Introduction

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, train or have a duel with a friend, because the party mode allows its members to attack or kill each other without negative consequences. For this reason characters within the same party do not only have a shield mark but also a skull mark beneath their names on open PvP game worlds. The skull mark is green if the character has no other skull mark, and it can only be seen by members of same party. Keep in mind that you are running a risk whenever you join a party, because any party member can attack and even kill you without receiving a skull mark.

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

Please note that each character can only be a member of one party at a time. Moreover, 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. Also, the character’s skull mark will blink noticeably for 5 seconds to warn other players that you have left the party, and that further attacks may be judged as unjustified violence. 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 5% is granted if the defeated creature usually yields at least 20 experience points. To activate shared experience, the leader must not have a battle sign and the following requirements need to be fulfilled:

  1. 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.
  2. 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.
  3. 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.
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Tibia Logout Block Introduction

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.
Note: 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 all field runes as well as the “Summon Creature” spell. 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.

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Exploring the World In Tibia

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.

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!

a) Wilderness
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.

b) Dungeons
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 or creatures from above if they are placed below a hole.

c) Transportation
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 are on a ship from or to the Ice Islands and happen to arrive in a large crowd of Tibia adventurers, Buddel and his colleagues Svenson, Carlson and Nielson can bring you to a random nearby place outside their ship. Just greet them and ask for a kick. Note that this does not work in Svargrond.
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 an underground connection between the dwarven city of Kazordoon and the small island of Cormaya. 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 5 most important locations: depot, shopping quarter, temple, steam boat and main gate. Once you have paid your weekly fare at Lokur in the depot, hop in the correct wagon and get quickly to the destination of your choice.
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What can be find In Tibia cities

There are lots of places in Tibia,but do you know what can be find in differenr cities!This time I would like to introduce you what to find in cities :

Temples
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.

Depots
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.
Characters can store their items in depot boxes. Depots are safe places to store items because every character has a personal box nobody else can open. To get access to your character’s personal depot box simply place the character in front of any free locker and open it. You will now see your character’s personal depot box. Also, if you have received any parcels or letters lately, they will arrive here. If you are a free account player you can safely store up to 1000 items in each city’s depot box, while premium players are allowed to store a maximum of 2000 items per depot box.
Note: Once a depot box has reached its limit no further items may by placed in it, although it is still possible to send parcels to that depot. Any surplus item sent via mail will be safely stored until it is removed by the depot box’s owner. However, no further items may be placed manually in the box until enough items have been removed.

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 as well as the name of the city you want to send it to on the letter or the parcel label. Note that the addressee’s name and the city name must be entered in the first and second line respectively, so you should hit “Enter” after you have written down the addressee’s name. Make sure both the name and the city are 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.

Shops
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 spe******es 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 what they have on offer . To trade items simply tell them you would like to buy or sell an item. 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. Needless to say, however, you must have the right vocation to buy spells there - fighter classes such as knights and paladins cannot buy spells in magic shops. Instead, they must turn to special NPCs who are masters of their vocations. Just like in regular magic shops, you must ask these NPCs for the spells they have on offer.
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 flasks 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 .

Banks
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 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 Rookgaard, 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:

1.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.

2.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 Rookgaard and the Island of Destiny only hold junior bank accounts. On these bank accounts no more than 1000 gold coins can be deposited.

3.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.

4.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 Rookgaard or the Island of Destiny. Players in these areas only hold junior bank accounts, so they are not able to use this service.

5.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.

Portals of Citizenship
All characters except for those who are on Rookgaard must be citizens of one of Tibia’s cities. They can select their future home city when leaving Rookgaard, and the Oracle or the Gatekeeper will teleport them to the selected city after they have finished choosing their destiny. 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.

Houses
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 .

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Traveller’s Guide to the Cities In 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:

  • Ab’Dendriel
    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.
  • Ankrahmun
    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
    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.
  • Darashia
    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.
  • Edron
    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.
  • Kazordoon
    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.
  • Svargrond
    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
    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 Thais’s star 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
    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
    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.

Thanks for your reading,hope this guide can help you to find the cities quickly which you want to go in Tibia !  moneytibia.com is an provide superior tibia money  or tibia gold, Cheap Tibia power leveling , tibia items and tibia accounts.Welcome you can just go to have a look there!



Tibia Geography Introduce

There has lots of places in Tibia ,and this time I would like to give you a introduce on it: :

a) Rookgaard
Off the western shore of the main continent, the large island Rookgaard is situated in a stormy sea. This island is the first part of Tibia new adventurers explore, because King Tibianus III himself declared that any new adventurers must master the challenges of Rookgaard island before they are allowed to enter his realm.
Because of its special role Rookgaard has its own laws. No player killing is permitted there, even if you are playing on an open or hardcore PvP game world. Also, characters should have reached level 2 before they leave the village and enter the surrounding wilderness. The south western part of Rookgaard is reserved to premium players. 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. All other players also have the possibility to move on to Rookgaard’s temple by telling Santiago skip tutorial. Moreover, 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 Rookgaard.
Note: 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 must start from scratch again, i.e. they are taken back to Rookgaard and lose their equipment, all carried items, all skills, spells, levels, and the money in their bank account. However, items stored in depots will not be deleted. Characters can get them once they have left Rookgaard.

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. Moreover, 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.
Note: 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.
Thanks for your reading,and hope you can learn much more about the tibia geography and enjoy playing Tibia game very much! 

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