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How the charm recommendation is decided

Charm points are slow to earn, so the plan is solved for the whole hunt at once.

This is the most opinionated advice on the site, and the most expensive to get wrong — charm points take a long time to earn and moving one later is a real cost.

  • Cobra Assassin Enflame Vampiric Embrace
  • Cobra Scout Wound Void's Call
  • Cobra Vizier Divine Wrath
Example Cobra Bastion

One plan, not one answer per creature

Asking "what is the best charm for each creature here" gives bad advice, because the answers overlap: three creatures can each be best served by a different charm that solves the same third of the spawn, and following all three spends points three times on one problem.

So the hunt is solved as a whole — which sometimes means the charm shown for a single creature is not the one that creature would pick alone.

Majors follow what the hunt is made of

A major charm does elemental damage, so its worth is the creature's sensitivity weighted by how much of the hunt that creature is. A charm that hits hard on something you meet six times an hour loses to one that hits adequately on the four hundred you kill. The mixture is the input, not the creature list.

Minors answer a different question

The four minor charms respond to what the hunt does to you, so they are planned alongside the majors on their own reasoning — ranked on damage they would always lose.

A drain is judged by how long the hunt leaves you standing in it, not by whether it happens: a little drain across most of a spawn's health is a worse problem than a lot from something that dies immediately, and the second is what looks worse in a list of abilities. Same for a charm that punishes fleeing, or one that leeches back.

What the plan does not know

  • Which charms you have unlocked, or how many points you have. It assumes the choice is open, which makes it a target rather than an instruction.
  • That you hunt somewhere else on Tuesdays. A charm is a lasting commitment and this page is about one hunt — if you split your time, compare the two plans and take what they agree on.

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The rankings come from this site's own damage model applied to wiki data. They are estimates, not official figures from CipSoft, and not a promise about what a weapon will do on your screen.

Hunt rates were read from recorded sessions played by other people. Your own hour will differ — spawn, level, gear and luck all move them.

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About

Tibia Hunt Helper ranks every melee weapon, attack spell and damage rune against the creature or hunting ground you pick, and shows what each hunt pays per hour. It is a fan project, built because raw attack is a poor guide when every creature takes each damage type differently.

The ordering comes from this site's own damage model: the weapon's physical and elemental attack against the creature's per-element modifiers, with fighting skill, proficiency piercing and armour on top. Those are estimates built from the wikis' numbers, not figures CipSoft publishes — a ranking is a good guide to what to carry, not a promise about any single hit.

Creature, item and spell data is crawled from TibiaWiki and its Portuguese counterpart, used under CC BY-SA. Hunt rates are different: they were read from recorded sessions, and where there is a video the hunt links to the exact moment the reading was taken.

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