Hunts with rooms: the same hunt 3 times, each with its own respawn
The most contested hunts exist in 3 identical rooms, each with its own monsters. At the entrance you see how many people are in each one and choose where to hunt.
The problem in regular Tibia
In Tibia, good hunts are few and they have an owner. The best caves in the game fit one team at a time, and on a full server that means logging in, walking there and finding the respawn taken — again. What is left is waiting, going to a worse hunt or fighting for the spot; in a Non-PvP world not even the fight exists: whoever got there first stays, and the rest wait. With bosses it is the same story: one room, one team, and a queue at the lever. The map was designed for far fewer people than a current server puts online, and the math fails exactly in the places everybody wants.
How it works here
- The most contested hunts exist in 3 rooms: the one on the map and its copies. It is the same place — same terrain, same doors, same teleports, same chests — and each room has its own respawn.
- At the entrance of the hunt a list opens with the rooms and how many players are in each one. The first on the list is already selected for you: the room where someone from your party is; otherwise, the last one you were in; otherwise, the emptiest. One Enter and you are in.
- Inside, everything works like the usual hunt: the internal teleports stay inside the room, the exits lead to the world, and the hunt's protection zones exist in every room.
- With bosses it is automatic: when the lever is pulled, the team goes to the first free room. That is 3 teams fighting at the same time, each with its own boss. The boss cooldown stays the same. The list of bosses is at Bosses without queues.
- When the hunt has a boss inside, the lever room is a single one for all rooms — and, after the fight, you go back to the room you came from.
- Quest rewards do not multiply: the chest is the same in every room. Whoever took it in one does not take it again in another.
- Hunt rooms apply in the Non-PvP worlds; boss rooms, in all worlds.
Where it already is
Hunts with 3 rooms
In the Non-PvP worlds. The room list opens at the entrance of each one.
- Asura Mirror — by clicking the mirror that leads to the palace.
- Ferumbras' Ascension — the seals of Shulgrax, Tarbaz, Ragiaz and Mazoran, each through the volcanic mirror that stands in place of the seal's portal.
- Ingol — by asking Hawkhurst, in Cormaya, for passage.
- Secret Library — by clicking the statue at the monastery on the Isle of the Kings. It does not require the quest, and Dalbrect takes you to the island without the brooch.
- Falcon Bastion — through the symbol in Edron or by the boat on the coast of Zao.
- Oramond Underground — by stepping on the Rathleton slide that goes down to the underground: Glooth Bandits, glooth factory, minotaurs and wyrms. The Hero of Rathleton quest stays in room 1 only.
- Oramond Catacombs — by stepping on the Rathleton slide that leads to the Catacombs: Hellspawns, Grim Reapers, Destroyers, Demons, Dark Torturers, Hellhounds and Juggernauts.
- Soul War — the five hunts — Claustrophobic Inferno, Ebb and Flow, Furious Crater, Mirrored Nightmare and Rotten Wasteland —, each through its own portal in the hub. The tide in Ebb and Flow and the raids in Claustrophobic Inferno work in each room, and the lever room of each boss is a single one.
Why it was designed this way
The server handles far more people online than the map has good hunts. There were three ways out: let the queue decide who plays, invent new hunts that nobody knows, or multiply the ones everybody already wants. We went with the third, and only in the contested places — copying the whole map would spread the players out and empty the world. The list shows how many there are in each room so that the choice is yours: join someone or hunt alone. What the extra room removes is the queue, not the limits of the game: the quest chest is still a single one and the boss cooldown does not change. Hunt rooms start with the Non-PvP worlds, where there is no way to fight for a taken respawn — only to wait.
Frequently asked questions
Are the rooms really identical?
They are. Room 1 is the hunt on the map and the others are exact copies of it: same terrain, same monsters and the same respawn rate.
How do I get to the same room as my friend?
Join a party together. On the list, the room where someone from your party is shows up first, marked as the party's room. Without a party, just agree on the room number.
I died inside a room. How do I get back to my corpse?
Go back to the entrance of the hunt: for half an hour the list offers the room you were in first.
Can I log out inside the room?
In a hunt room, yes: you come back inside it. In a boss room, no: you cannot stay there after the fight.
Can I take the quest chest once in each room?
No. The chest is the same in every room: whoever took it in one does not take it again in another.
Are there hunt rooms in Open PvP and Hardcore?
Not for now: in those worlds the hunt is only the one on the map. Boss rooms exist in all worlds.
Does exiva find someone who is in another room?
It does, within the exiva rules of this server, and it says which room the person is in.
The features involved
Each one has its short description on /wiki:
See also
Bosses without queues
More than 30 bosses exist in 3 identical fight rooms. When the lever is pulled, the team goes to the first free room: that is 3 teams fighting at the same time, each with its own boss.
Read the page →Party Finder
One panel to list and find parties for hunts, bosses and quests.
Read the page →You can try it at no cost
Free account, our own client, three worlds. If you don't like it, you lost an afternoon — not a character.
