Players Online
192
Changelog
08 Oct 2025 - Thanks to player Tarsal, Tibiantis now has another fansite! We encourage you to check it out! The list of all fansites can be viewed here. (Please bear in mind that although fansites are usually very helpful, they are also created by players, so the information contained therein is not guaranteed to be accurate. Any inaccuracies should be reported to their authors.) Check full changelog...

#21

27.12.2024 16:33:52

Kay
God

Level: 29
Profession: Elder Druid
Residence: Darashia
Posts: 305

Re: Aruthang - feedback and discussion


Kell  wrote:

Is the current quest going to be affected by update?


Quests won't be affected. Grammar errors here and there may be corrected, but it won't have any effect on the existing quests or keywords.

Kell  wrote:


Not sure about taxes part, is it about prices at the stores? They're barely noticeable, except maybe for lack of the life ring, which is super useful for the area.


It was mostly referring to mailboxes which players asked for. Currently, you can only send parcels from the customs office. Because of that, parcels are an easy target for lootbag thieves on Aruthang.
  • Last edited 27.12.2024 16:36:23.
  • Quote

#22

02.01.2025 00:35:57

Tarsal
Player

Level: 46
Profession: Elder Druid
Residence: Ab'Dendriel

Mau of the Bolts and Cats

Posts: 24

Re: Aruthang - feedback and discussion


Protection zone like PoH i.e. with some danger so no manasitters, if its just protection thats desired.

I would like a mid level mage spot that promotes hybrid spell/ melee hunts. On each cycle you have a lot of weak defensive monsters like skeleton and ghoul then one or two tough monsters that need runes to kill are favoured for mages to kill.

There are a few spots like this with ghouls and occasional demon skeletons but demon skeletons are just bad to kill with runes. A monster that was only weak to fire and single spawns would promote exori flam and would strongly favour mages.

There is also lots of unexplored potential for summon focused hunting areas even up to high levels - but one for a separate brainstorm.

https://tibiantis-notes.github.io/

  • Last edited 02.01.2025 00:43:04.
  • Quote

#23

04.01.2025 22:02:49

Rookgardeq
Player

Level: 12
Profession: Druid
Residence: Darashia
Posts: 3

Re: Aruthang - feedback and discussion


My proposal is to make 1 of the sqms next to troglo/alphas well entrance not refreshable. As far as I know, there is no 'safe spot' to leave letter before well where it won't disappear with the floor reset. Correct me if I'm wrong.  Considering it's a long way back, that little fix would be really helpful.

#24

20.01.2025 20:22:24

Kay
God

Level: 29
Profession: Elder Druid
Residence: Darashia
Posts: 305

Re: Aruthang - feedback and discussion


Rookgardeq  wrote:

My proposal is to make 1 of the sqms next to troglo/alphas well entrance not refreshable. As far as I know, there is no 'safe spot' to leave letter before well where it won't disappear with the floor reset. Correct me if I'm wrong.  Considering it's a long way back, that little fix would be really helpful.


The door is currently not refrashable, from what I see (even though it should be), so you could put a letter there if you leave it open. Good point, anyway, noted.
  • Last edited 20.01.2025 20:23:27.
  • Quote

#25

18.06.2025 18:11:48

Kay
God

Level: 29
Profession: Elder Druid
Residence: Darashia
Posts: 305

Re: Aruthang - feedback and discussion


Just wanted to quickly sum this discussion up.

Aruthang will stay a dependant settlement, as it is (no depo, no citizenship). It will get a protection zone though, as well as several new houses and additional mailboxes. There will also be other minor changes to the island. On top of that, certain monsters/spawns will be revised. We will post a more detailed list of changes upon the update. I'll leave this thread open for possible further feedback regarding those changes.

(Of course, that is all apart from new content and completely new areas that will come in this update.)

#26

29.09.2025 13:39:13

Gordon Ramsay
Player

Level: 249
Profession: Royal Paladin
Residence: Carlin

Chusasz of the Husaria (Wlodek)

Posts: 18

Re: Aruthang - feedback and discussion


A long time ago, I heard people say that nothing could surpass the hunting spots of original Tibia 7.4. However, with the introduction of the Tentacle Horror, that statement seems strongly challenged. Not only does it offer the best experience in Tibiantis, but it also comes with almost no waste.
Is this something you plan to balance, or will it remain as it is?

#27

30.09.2025 04:29:10

Txarly Kong
Player

Level: 163
Profession: Royal Paladin
Residence: Edron

High Councillor of the Maledictis (Taco Mundo)

Posts: 2

Re: Aruthang - feedback and discussion


Gordon Ramsay  wrote:

A long time ago, I heard people say that nothing could surpass the hunting spots of original Tibia 7.4. However, with the introduction of the Tentacle Horror, that statement seems strongly challenged. Not only does it offer the best experience in Tibiantis, but it also comes with almost no waste.
Is this something you plan to balance, or will it remain as it is?


All that crying just because his team can’t hold the spawn

#28

30.09.2025 08:44:49

Lonztah
Player

Level: 262
Profession: Master Sorcerer
Residence: Edron

Psycholog of the Tibijska Depresja (Lzy Rozpaczy)

Posts: 36

Re: Aruthang - feedback and discussion


Gordon Ramsay  wrote:

A long time ago, I heard people say that nothing could surpass the hunting spots of original Tibia 7.4. However, with the introduction of the Tentacle Horror, that statement seems strongly challenged. Not only does it offer the best experience in Tibiantis, but it also comes with almost no waste.
Is this something you plan to balance, or will it remain as it is?



I hear something, i think your ass cracked because of butthurt XD

Also, how can you know how the spawn is if you didnt even hunt on it? warlocks or behes are still a lot better exp but the spawn rate is slow due to online people

I used to make 400k+ already on warlocks and 450k on behes when i had 180lvl, with current lvl i could hit propably at least 500k on warlocks SOLO nad 600-700 on behes its all about respawn time but you would know that if you actually played the game and not just bought characters

And about horrors it is indeed good for high levels and it has to be (its end game spawn right?), we are 250lvls on 7.4 but on that lvls there is still often possibility to die (comparing to wrls/behes where there is no way you gonna die hunting and u need a lot lower lvl to hunt there efficiently) but you would know it if you could actually enjoy spawn xD

Instead of crying on the forum, start playing the game again, make sure that many people play on the server again, then you will have more respawns where you can make really big numbers

cya noob

  • Last edited 30.09.2025 08:53:23.
  • Quote

#29

30.09.2025 09:49:49

Gordon Ramsay
Player

Level: 249
Profession: Royal Paladin
Residence: Carlin

Chusasz of the Husaria (Wlodek)

Posts: 18

Re: Aruthang - feedback and discussion


That’s simply not true. On a warlock, with the current spawn, even at 250 ms you can make around 250k/h because the spawn is too slow. It’s similar with behemoths—about 400k—but both places result in significant waste.

I’m not against having good experience gains, but they shouldn’t come without any waste. I don’t really want to bring up “war” topics here, but your eagerness to defend the current setup only proves my point.

And just as a reminder, you’re the one who spent three months, every day before server save making “improvement” of server population by killing everyone you could get your hands on.
  • Last edited 30.09.2025 10:31:51.
  • Quote

#30

30.09.2025 11:02:15

Lonztah
Player

Level: 262
Profession: Master Sorcerer
Residence: Edron

Psycholog of the Tibijska Depresja (Lzy Rozpaczy)

Posts: 36

Re: Aruthang - feedback and discussion


Gordon Ramsay  wrote:

That’s simply not true. On a warlock, with the current spawn, even at 250 ms you can make around 250k/h because the spawn is too slow. It’s similar with behemoths—about 400k—but both places result in significant waste.



??? I just wrote its all about respawn time..currently exp there is just like you wrote but it used to be much better so that mean
if enough players playing on server to get 500k on warlocks or 600k on behes it should be nerfed exp-wise?

I dont think so.

Custom places like horrors/underworms/alphadytes etc got their own spawn rate timer, thats why they spawn much faster than regular spots it result with much better exp/h


Gordon Ramsay  wrote:

I’m not against having good experience gains, but they shouldn’t come without any waste. I don’t really want to bring up “war” topics here, but your eagerness to defend the current setup only proves my point.



I didnt said word about loot in my last post so i dont know what are you talking about me defending it. And war stuff should be much related into best spawns in game - like horrors now, we are ruling server so we got privileges to hunt on best spot with very good exp and little waste




Gordon Ramsay  wrote:

And just as a reminder, you’re the one who spent three months, every day before server save making “improvement” of server population by killing everyone you could get your hands on.



and just as a reminder its your team who made warlocks and behes shit spawns when you made server die from 800 to 200 online just becuase you decided when you cannot play then noone can play

my impact on server population was nothing comparing it to what you guys did for months so stfu hipocrit
apart from these 3 months since I started playing here, I always wanted the server to be populated because it brings benefits to everyone
  • Last edited 30.09.2025 11:07:21.
  • Quote

© Copyright by Tibiantis Online 2020-2025. All rights reserved.


All times are CEST (GMT+02:00). This page was generated at 22:52.