Learn about Tibia's mainland cities, depots for safe item storage and trading, and an overview of the four main vocations: Knight, Paladin, Sorcerer, and Druid, including their stats and pros/cons.
This section provides essential information about Tibia's mainland, covering depots, safe trading, and an overview of the four vocations.
3. A) Depots and Safe Trading
The 7 main cities in Tibia each feature a temple and a depot. Depots are Protection Zones (PZ) where you cannot be attacked, functioning like a postal office. You can store items in brown boxes within depot slots, which are secure. Depots also facilitate trading between players. To trade:
- Classic Controls: Hold CTRL and RIGHT-click the item you wish to trade.
- Modern Controls: RIGHT-click the item.
Select "TRADE WITH..." and click on the desired player. Both players must offer items and accept the trade for it to complete.
3. B) The 4 Vocations
This section offers a general overview of the four vocations: Knight, Paladin, Sorcerer, and Druid. It details their level-up stats, HP/mana regeneration, general pros and cons, and basic fighting styles. All vocations can purchase a Promotion for 20,000 gold pieces (gps) from the King of Thais or Queen of Carlin, provided they have a Prestige Award (PA).
Stats Gained Per Level Up:
| Vocation | Health | Mana | Capacity |
|---|---|---|---|
| Newbie | 05 | 05 | 10 |
| Knight | 15 | 05 | 25 |
| Paladin | 10 | 15 | 20 |
| Sorcerer | 05 | 30 | 10 |
| Druid | 05 | 30 | 10 |
Note: The sum of Health, Mana, and Capacity gained per level is 45.
HP/Mana Regeneration (per point, after eating food):
| Vocation | Health | Mana |
|---|---|---|
| Newbie | 6s | ?? |
| Knight | 6s** | 12s |
| Paladin | 8s* | 8s* |
| Sorcerer | 12s | 6s** |
| Druid | 12s | 6s** |
(* Becomes 1 point per 6 seconds when Promoted. ** Becomes 1 point per 4 seconds when Promoted. Xs = 1 point per X seconds.)
Knight:
Knights excel in melee combat, with rapid skill progression in melee weapons and shielding. They gain significant Health and Capacity but have low Mana, which is less of an issue due to their limited spells. Knights regenerate health faster after eating but have slow mana regeneration. Promoted to Elite Knights, they gain even faster health regeneration and can learn the "Challenge" spell, which draws all enemies' aggression.
Pros:
- No ammunition required for melee weapons.
- High defense reduces incoming damage, allowing them to block multiple monsters.
- High Capacity allows carrying substantial loot.
- High defense makes them difficult for other players to kill.
Cons:
- Require expensive armor and strong weapons; losing equipment is a significant setback.
- Must stay in close combat, limiting solo hunting of progressively stronger monsters without Ultimate Healing (UH) runes.
- Need Magic Level 4 to effectively use Ultimate Healing runes, which must be purchased from other players.
- Often become blockers due to high defense and health, with attack power insufficient for easily soloing powerful monsters compared to Paladins and Mages.
Fighting:
A Knight's strategy depends on Attack Power, Shield/Armor, Level, and the use of Instant Healing (IH) or Ultimate Healing (UH) runes. High attack power allows for quick kills. A high level and shield improve defense and speed, aiding in fleeing from PKs or powerful monsters. IH/UH runes increase survivability.
Overall:
The Knight is a good choice for beginners, as their fighting style is similar to the Newbie Island experience: approach enemies and attack.
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