Changes since version 2.6.155

Version 3.0.1 release notes

The 3.0 series expands the game world: cities and hunting grounds become part of a continuous map, nine boss campaigns introduce new challenges, and combat gets a reorganized interface. Museums, boss tasks, forging, and the protection of your progress have also been revised.

477hunting locations
9boss campaigns
5difficulties
13chapters
World · New

Open world and cities

Cities, hunting grounds, floors, and arenas are now part of a single continuous map.

The old map sections have given way to the global map. Exploration can continue beyond each area's boundaries, and your character moves between cities, hunts, and floors in one world.

Choose where to hunt

  • 477 locations in the Hunting Places catalog, searchable by name, city, or area description, even without accents or punctuation.
  • Keep a favorite location fixed or let automatic selection vary your destinations.
Safe Zone at the temple

The safe area is now the temple of a randomly selected city, with arrival at a protected, walkable position.

Enter through the city

When you enter the game, your character arrives in a city. An old saved hunt no longer pulls you to another destination during loading.

A livelier world

  • NPCs populate the world, with appearance, direction, and walking animations. Navigation accounts for the space they occupy.
  • Stairs, holes, doors, and teleports work with navigation, with fixes for floor transitions, sand entrances in Ankrahmun, and descending after digging an entrance.
  • Channeled interactions show a progress circle during their three-second duration, and your character waits for the action to finish before moving on.

We also fixed arrivals inside obstacles, characters stuck on stairs, and problematic clicks near building edges. Loading new areas better preserves the current route, with fewer flashes and visual interruptions.

Reworked system

Automatic hunting and creatures

Better target choices, routes across floors, and creatures spawning in the right places on the map.

Smarter hunting

  • Nearby targets receive priority: no more cases of hunting ignoring creatures next to the character.
  • Exploration considers available routes to creature groups, including paths across floors.
  • Your character can fight while approaching a group without losing the visit it was pursuing.
  • A productive hunt is no longer restarted simply because the surrounding ground has already been explored.

Creatures and respawns

  • Creatures use the map's spawn points, with distribution revised for density, floor, and available space.
  • New Official creatures per spot option, which uses the creature associated with each reference spawn.
  • Respawning checks the location again when the creature is due; if the spot is unavailable, the respawn is postponed.
  • Encounters better preserve positions and respawn timers when leaving and returning to an area.

We fixed several causes of zigzagging, repeated loops, stair switching, and travel that never finished, plus small rooms, dead ends, and explored floors where the character could get stuck. Recovery after dying in the open world was also fixed.

New content

Nine boss campaigns

Boss Questlines: sequences of rooms, battles, and objectives across five difficulties.

Boss Questlines bring campaigns with rooms, intermediate bosses, and final showdowns, with rewards for advancing and completing them. Each character's access depends on the campaign's requirements and unlocks.

CampaignLevelStagesHighlights
The Pits of Inferno1008Seven domains, Bazir's maze, Pumin's bureaucracy, and the March of the Seven Thrones.
Ferumbras Ascension2009Lieutenants and the final battle through Ferumbras's transformations.
Heart of Destruction2009Objective rooms, intermediate bosses, and World Devourer.
Grave Danger2256Baeloc and Nictros, undead nobles, and King Zelos.
Feaster of Souls2254Fear Feaster, Dread Maiden, Unwelcome, and Pale Worm.
Dream Courts2506Dream bosses and the encounter with The Nightmare Beast.
Falcon Bastion2506Bastion commanders, Dazed Leaf Golem, and Grand Master Oberon.
Soul War2506Goshnar's challenges, culminating in Megalomania.
Rotten Blood2505Vemiath, Chagorz, Murcion, Ichgahal, and Bakragore.

The table shows the requirements for Adventurer difficulty. Higher difficulties require higher character levels.

Difficulties

  • Adventurer, Veteran, Heroic, Nightmare, and Mythic, unlocked progressively within each campaign.
  • Nightmare requires 8 equipped forge points; Mythic requires 16. This score is the sum of the forge tiers on equipped items.

How it works

  • One daily entry per character and campaign. Choosing another difficulty does not grant a second entry that day.
  • AUTO is available in combat, with navigation to objectives and advancement portals.
  • Stage progress, personal time records, and completion achievements are tracked.
  • The menu is ordered by entry level and includes images, requirements, and reward previews.
Campaigns · Details

Campaign rewards and mechanics

What each campaign awards, how difficulty multiplies the prize, and what changed inside the encounters.

Campaigns award XP, gold, Relic Coins, diamonds, and Perk Points. Thirty percent of these resources is distributed through checkpoints before the final stage; the remaining seventy percent is awarded on completion.

DifficultyTotal rewardsAdditional item chance
Adventurer5%
Veteran1.4×10%
Heroic20%
Nightmare35%
Mythic4.5×60%

Items and first clears

  • First-clear rewards per difficulty and a chance for an additional item from the campaign's equipment or treasure pool.
  • Rewards include Young Lich Worm, Fabulous Legs, Falcon Greaves, Bag You Desire, and Bag You Covet, depending on the campaign. Bags are delivered as bags and follow their own opening rules.

Inside the encounters

POI

Portal lobby, reachable levers in Bazir's maze, exploration across floors, choice dialogues with Pumin's bureaucrats, and the March of the Seven Thrones.

Grave Danger

Baeloc and Nictros's alternating fight, Duke Krule's transformation, and King Zelos's encounter.

Ferumbras Ascension

Progression to the final form fixed: the fight no longer ends before the last transformation.

Heart of Destruction

Fixes to vortices, Eradicator's exit, World Devourer's movement, and the ten-Crackler room.

Soul War received adjustments to Megalomania's damage window, safe ground, and Blue-phase burst. We also fixed blocked portals, misplaced exits, objectives outside the visible area, rooms that failed to finish, and invulnerable creatures trapping target selection.

Reworked system

Bosstiary and arenas

Arenas across the global map, a chance for rematches, and more reliable returns after the fight.

Bosstiary arenas now vary and use locations from the global map, and exits from each encounter are more predictable.

  • Bosses no longer leave the active room, and manual movement no longer stays blocked after the fight.
  • Leaving the Bosstiary is preserved when saving, avoiding a return to an encounter already completed.
  • Fixed leaving an arena prematurely while waiting for the boss to arrive.
  • Ending a World Boss or Guild Boss session now returns players to the Safe Zone, no more ending up in a random hunt after entering from a city.
Reworked progression

Bestiary, Paw and Fur, and museums

Museums now generate Perk Points, boss tasks get tougher, and the familiar joins the general reset.

Bestiary and Paw and Fur

  • Bestiary cards show Perk Points for the next stack, aligned with the actual reward.
  • Paw and Fur bosses now require five defeats per stack, up from one. Rewards were rebalanced to account for summoning effort and stack progression.
  • Cards more clearly separate kills to summon, defeats to complete a stack, and points awarded.
  • VIP boosts are now considered when summoning task bosses.

Museums

Before

Equipment Museum drop penalty of 8% per tier, up to 90%.

Now

Penalty of 4% per tier, capped at a 45% reduction.

Familiar and perk resets

  • General perk resets refund eligible points invested in the familiar.
  • Ranks that reached the diamond-paid range are preserved under their specific upgrade rule.
  • The familiar follows your character more consistently through teleports, loading, and area changes, with its visual position fixed.
Items and economy

Loot, forge, and market

A new Convergence cost, revised loot tables, and safer purchases and deliveries.

Loot and inventory

  • Revised loot tables with corrected item identification and names, including Traditional Sai versus the Monk weapon Sai.
  • Preserved earlier supplementary drops, such as Arbaziloth's Inferniarch equipment and Ghazbaran items.
  • Fixed forged items that could disappear after saving, Mystic Gem images, and daily pass claims restoring items already turned in to the museum.
  • Optimized premium inventory automation to reduce hunting stutters.

Market and purchases

  • Market deliveries and sale credits are no longer overwritten by an older save.
  • Better reconciliation between the backpack, depot, and recent transactions.
  • In-app purchases have safer delivery recovery after interruptions.
  • Fixed consecutive purchases, credits affected by hunting rewards, and boosts lost when bought consecutively or through the HUD.
Stability

Progress and performance

Your progress saved more often, and lighter, more continuous hunting.

Hunting progress is now sent to the server while playing, reducing reliance on pausing the app to save.

  • Improved recovery of recent progress and separation of data between characters.
  • Fixed level and XP updates getting stuck after a death, and recent progress being discarded on re-entry.
  • Purchases, inventory, outfits, and mounts are better preserved when saves happen near other actions.
  • Selected outfits no longer revert to the default when entering, including during local data recovery.
  • Fixed a saving error when a device reduces performance due to heat.
Map

Optimized map drawing, region loading, and floor visibility.

Creatures

Less repeated work in pathfinding, pursuit, and processing off-screen creatures.

Calculations

Lighter museum, perk, Bestiary, and loot-source calculations during combat and saving.

First kill

Loot data is prepared during loading to reduce stutters on the first creature defeat.

New interface

Interface, camera, and controls

More room for the map, a bottom console that brings combat together, and incremental zoom.

The combat screen was reorganized: a bottom console brings together HP, MP, potions, runes, the log, AUTO, and spells, giving more space to the map.

  • More readable HP and MP bars; level, XP, and Dust reorganized at the top.
  • Status indicators such as corruption and decay only appear when they have relevant information.
  • Shortcuts grouped in a menu, with dedicated access to boosts and perks.
  • Boss tracking as a horizontal bar through the menu; top panels stack to reduce overlap.
Long-press AUTO

Opens follow and targeting strategy settings.

Automatic slots

Green outline and usage threshold shown inside the slot.

Incremental zoom

Preserved during transitions, with more consistent scale across resolutions and differently sized areas.

New banners

Level and skill advancement banners adapted to the screen size.

The character list shows entry progress on each card, and messages are clearer when a tap has no valid route or an attack deals no damage due to immunity.

Updated visuals

Scenery, combat, and sound

Updated artwork, new map lighting, and smoother combat with richer sound.

Artwork and lighting

  • Creature, outfit, mount, effect, projectile, and icon artwork updated from the modern reference client.
  • New map lighting, including light from fire, energy, and poison fields.
  • Spells use more consistent icons in menus, shortcuts, and the Wheel of Destiny.
  • Fixed colors, transparency, outfit parts, directions, and walking animations.

Combat and sound

  • Elemental fields deal damage when crossed instead of simply blocking passage.
  • Revised line of sight to better account for walls and obstacles.
  • Smoother movement into attack position and target changes.
  • Added missing sounds, equipment movement sounds, and sound variations to reduce repetition.

We also fixed missing sprites, black areas, floor overlap, ground covering walls, incorrectly oriented hanging objects, and unintended forced movement from Amazon Queen.

Social system

Guild contributions

Tripled donation limits and new sources of guild XP.

Daily donation per memberBeforeNow
Gold10,00030,000
Diamonds100300
Relic Coins1,0003,000
  • Repeated Bosstiary victories now count toward guild XP, up to 275 credited victories per member per day.
Campaign completedGuild XP
Heart of Destruction11
Ferumbras Ascension9
Grave Danger · The Pits of Inferno7
Dream Courts · Falcon Bastion · Soul War6
Rotten Blood5
Feaster of Souls4
In testing and preparation · Part 1 In testing

Guild Boss: how it works

The same World Boss bosses in a room just for your guild: one boss for everyone, getting stronger with every victory.

How to join

Leader and Officers

Open the session from the Guild boss card in the Guild tab. The boss is drawn by the server.

Members

Tap Join on an open session and go straight to the arena with their own character, equipment, spells, and AUTO.

  • Each session lasts 60 minutes. Anyone who dies or leaves can return while it is open, without losing their contribution.
  • Each guild can open 3 sessions per day. The day is counted in UTC and the counter resets at 00:00 UTC.
  • Joining a session that is already open does not use an attempt; only opening one does.
  • You need the updated app: older versions cannot see the shared boss.

One boss for everyone

  • Everyone sees the same boss, in the same place, with the same HP, movements, and attacks.
  • The boss uses the official Tibia AI: it picks a target, chases, uses its spells and summons, and switches targets at each boss's official interval and chance. It also looks for a new target when the current one dies, leaves, enters a protected area, or goes out of range.
  • You see other members moving and attacking: projectiles, spells, and each one's damage.
  • Summons are shared too: everyone sees and attacks the same creatures.
  • When the boss dies, it dies for everyone at once. If time runs out first, the attempt ends without rewards and the group returns to the Safe Zone.

Boss rotation

  • There is no free choice of boss: when a session opens, the server draws a boss the guild has not defeated yet in this round.
  • A round is the whole list. A boss only returns after the guild defeats all the others; then a new round begins.
  • The card shows the drawn boss, its level in your guild, and the round's progress.

Boss level

Each boss has its own level within your guild, starting at 0 and rising by 1 with every victory. Per level, the boss gains 8% HP, gives 8% more XP, and deals more damage, on the same scale as the World Boss.

Boss levelReward multiplier
0 to 29×1.0
30 to 59×1.2
60 to 89×1.44
90 to 119×1.728

Every 30 levels, all rewards from that boss (Perk Points, diamonds, guild XP, boss XP, and loot) are multiplied by 1.2, stacking, using the level when the session opened. Levels are per boss and per guild: defeating Orshabaal does not raise Ferumbras, and your guild's progress does not affect others.

In testing and preparation · Part 2 In testing

Guild Boss: rewards

Contribution ranking, Top 5 prizes, a base reward for everyone else, and XP for the guild.

Everything is delivered automatically the moment the boss dies to everyone who contributed, whether or not the app is open. Nothing is paid twice.

Contribution ranking

Damage dealt

Counts in full, including damage to shields.

Blocked damage and healing

Blocked damage counts 65%; healing counts 45%.

Contribution Top 5

RankPerk PointsDiamonds
1st5,0001,000
2nd4,000750
3rd3,000500
4th2,000350
5th1,500250
  • All of the boss's official loot goes to the Top 5, split by each one's contribution within the group. Coins become gold directly.
  • 90% of the boss XP is split among the Top 5, also by contribution.

Other participants

  • From 6th place on, each receives 1,000 Perk Points, 100 diamonds, and a share of the remaining 10% of XP, by contribution.
  • The base reward requires at least 1% of total contribution: merely touching the boss grants no Perk Points or diamonds.
  • With 5 participants or fewer, the Top 5 receives 100% of the boss XP.

Guild XP

Each defeated boss grants 60 guild XP plus 12 per participant, counting up to 10, with the boss level multiplier. It adds to donations and the Bosstiary without overtaking guild progression.

ParticipantsGuild XP (boss level 0 to 29)
1 participant72
3 participants96
5 participants120
10 or more180

When the fight ends, the screen shows your rank, contribution, Perk Points, diamonds, XP, gold, loot items, and the XP your guild earned. Shared boss synchronization has also been implemented for the public World Boss, whose activation remains in preparation and will be announced separately.