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Paladin Hunting Guide — Distance Fighting and Ammunition

2026-04-08 · Minibia Team

Paladin Hunting Guide: Distance Fighting and Ammunition

Paladins are the ranged specialists of Tibia 7.6 and arguably the most self-sufficient vocation in the game. With +10 HP, +15 mana, and +20 capacity per level, they combine solid survivability with excellent mana regeneration. Paladins conjure their own ammunition, heal themselves with Ultimate Healing and Magic Shield, and deal heavy ranged damage from a safe distance. This guide covers ammunition, conjure spells, hunting spots, and everything else you need to dominate as a Paladin.

Distance Fighting: Your Most Important Skill

Distance fighting is the Paladin's primary skill. Every ranged shot you land in combat trains it, and higher distance fighting means more damage per hit and fewer misses. Never resort to melee unless you absolutely have to — every melee swing trains the wrong skill. Your goal is to keep enemies at range at all times.

Ammunition Breakdown

Choosing the right ammunition at each stage of the game determines your damage output and efficiency. Here is what is available:

Arrows (Bows)

| Ammunition | Attack | How to Get |

|---|---|---|

| Arrow | 25 | Buy from NPCs or Conjure Arrow (15 per cast, 40 mana, level 2) |

| Poison Arrow | 20 | Conjure Poisoned Arrow (12 per cast, 70 mana, level 5) |

| Burst Arrow | 27 | Conjure Explosive Arrow (9 per cast, 120 mana, level 10) |

Bolts (Crossbows)

| Ammunition | Attack | How to Get |

|---|---|---|

| Bolt | 30 | Buy from NPCs or Conjure Bolt (10 per cast, 70 mana, level 6) |

| Power Bolt | 50 | Conjure Power Bolt (5 per cast, 200 mana, level 14) |

Thrown Weapons

| Ammunition | Notes | How to Get |

|---|---|---|

| Spear | Melee thrown weapon | Conjure Spear (3 per cast, 120 mana, level 12) |

Important note: The spell "Explosive Arrow" (exevo con flam) creates Burst Arrows, not an item called Explosive Arrow. Do not confuse the spell name with the ammunition name.

When to Switch Ammunition

Paladin Conjure Spells

Conjuring your own ammunition is a core part of the Paladin routine. Sit in a Protection Zone, regenerate mana, and spam conjure spells to build up supplies before each hunt.

| Spell | Words | Mana | Level | Creates |

|---|---|---|---|---|

| Conjure Arrow | exevo con | 40 | 2 | 15 arrows |

| Poisoned Arrow | exevo con pox | 70 | 5 | 12 poison arrows |

| Conjure Bolt | exevo con mort | 70 | 6 | 10 bolts |

| Explosive Arrow | exevo con flam | 120 | 10 | 9 burst arrows |

| Conjure Spear | exeta con | 120 | 12 | 3 spears |

| Power Bolt | exevo con vis | 200 | 14 | 5 power bolts |

Conjuring is free aside from mana, which regenerates naturally. This saves enormous amounts of gold compared to buying ammunition from NPCs. Spend 15-20 minutes making ammo before each hunting session and you will rarely run out.

Hunting Spots by Level

Level 8-20: Building Foundations

Minotaurs (Mintwallin)

Minotaurs give 50 experience each and are the ideal first mainland hunt for Paladins. The corridors of Mintwallin are perfect for kiting — shoot from distance, kite around corners, and avoid taking melee hits. Stick to upper floors until you are comfortable with the layout.

Rotworms (Darashia / Edron)

Easy kills with decent gold drops. Rotworms are very safe and great for learning the kiting rhythm. Not the most exciting hunt, but reliable for building distance skill early on.

Level 20-35: Finding Your Rhythm

Amazon Camp (south-west of Venore)

Amazons give 60 experience each and the open terrain is excellent for kiting. Small rubies and protective charms provide solid profit. Use poison arrows for the extra damage-over-time on tougher targets.

Cyclops (Edron, Plains of Havoc)

At 150 experience per kill, Cyclops are a significant step up. They drop plate armor and battle shields that sell well. Keep your distance at all times — Cyclops hit very hard in melee range. This is where your kiting technique really starts to matter.

Level 35-50: Hitting Stride

Dragons (Darashia)

The classic Paladin hunting ground. Dragons give 700 experience and drop gold plus dragon ham for sustain. Use burst arrows here — their area damage helps when multiple dragons are nearby. Kite in open spaces and corridors. Bring fire resistance if possible.

Elves (Ab'Dendriel caves)

Moderate experience in a relatively safe environment. A good alternative when the dragon spawns are crowded.

Level 50-70: Serious Hunting

Dragon Lords (deep Darashia)

A massive step up at 2100 experience per kill. Dragon Lords drop fire swords and royal helmets, making them very profitable. Fire resistance is mandatory. Fight one at a time — their Great Fire Ball can end a hunt quickly if you pull multiples.

Giant Spiders (Plains of Havoc, Venore)

900 experience per kill with knight legs and platinum amulet drops. Their poison is dangerous, so bring antidote runes. Never let them reach melee range — kite constantly and keep maximum distance.

Level 70+: Endgame

Heroes (Edron Hero Cave)

One of the best endgame spots for Paladins at 1200 experience per kill. Heroes drop crown armor, crown legs, crown helmet, and fire swords. Use power bolts for maximum damage output.

Behemoths

2500 experience per kill with drops including giant sword, steel boots, and war axe. Behemoths deal pure physical damage and are relatively slow, making them ideal for kiting in wide corridors. Power bolts are essential — regular ammo will not cut it here.

Hydras

2100 experience per kill. Boots of haste, royal helmet, and medusa shield are among the valuable drops. Keep maximum distance as their wave attacks have limited range. Dangerous but extremely profitable.

The Kiting Technique

Kiting is the single most important combat technique for Paladins. The basic loop is simple:

1. Shoot the monster

2. Move one tile away before it reaches you

3. Shoot again as it follows

4. Repeat

When done correctly, you deal full damage while taking zero melee hits. This lets Paladins hunt creatures far above their level. Hunt in corridors and straight lines for easier distance control. Never corner yourself — always have an escape route. Watch for additional monsters spawning behind you.

Equipment Progression

| Level Range | Weapon | Armor | Helmet |

|---|---|---|---|

| 8-20 | Bow + arrows | Chain Armor | Leather Helmet |

| 20-35 | Bow + poison arrows | Scale Armor | Studded Helmet |

| 35-50 | Bow + burst arrows | Knight Armor | Iron Helmet |

| 50-70 | Crossbow + bolts | Knight Armor | Crown Helmet |

| 70+ | Crossbow + power bolts | Paladin Armor / Royal Armor | Royal Helmet |

Paladins generally do not use shields while hunting since bows and crossbows are two-handed, but keep one in your backpack for emergencies.

General Paladin Tips

Check the full spell list in the Library or start your Paladin journey