Bao’s Hunter Journal
Bao keeps the Hunter’s Journal. Complete its hunts and rotating weekly orders to earn standing, marks and hunter ranks. New ranks open more of Bao’s services, weapon progression and chapters in The Hunter Who Came Home.
How BackpackOT differs from the OpenTibia you know. Each guide states plainly what stays in the world for you to discover.
Bao keeps the Hunter’s Journal. Complete its hunts and rotating weekly orders to earn standing, marks and hunter ranks. New ranks open more of Bao’s services, weapon progression and chapters in The Hunter Who Came Home.
Bender Shun coordinates objectives shared by the whole server. Ask him for the current missions, contribute what is needed and check the combined progress. Completed milestones permanently open regions, routes and encounters for everyone.
Eligible equipment can roll with bonuses from ordinary monster loot. Boss rewards and other exceptional finds may arrive Unrevealed instead. The colour corner and the item name show what was revealed.




✦Exact roll odds and undiscovered sources remain for players to uncover.
An Unrevealed item has not rolled its rarity yet. A Rune of Mystery makes an item Unrevealed. A shrine or a Revealer Torch reveals it.
Use it on a piece of equipment that has no rarity yet. The item becomes Unrevealed at once, and one charge is spent.
Use the shrine on an Unrevealed item you are carrying and its rarity is revealed on the spot.
Does exactly what a shrine does, wherever you are. Use it on an Unrevealed item to reveal its rarity. It is never used up.
The available family depends on the equipment. Values and exact roll rules stay in the game.
AttackAccuracyRangeCrit ChanceSpell DamageElemental DamageMulti ShotStun ChanceLife LeechMana Leech
DefenseExtra DefenseArmorElemental ResistancePhysical ResistanceDeath ResistanceMagic ResistanceDodge ChanceMana Shield
SpeedMax HealthMax ManaCapacityWeapon SkillsShield SkillMagic LevelFortune
A rare safeguard found on the strongest druid rods.
Turns part of a paladin’s physical strike into a shifting element.
Lets select sorcerer wands echo a spell hit moments later.
Knight armor grows steadier while its wearer holds position.
Lets a rod carry part of a heal to an injured party member.
Two-handed knight weapons may cut into a second nearby enemy.
Protective headgear can turn danger into aid for a nearby ally.
Knight and paladin armor becomes tougher under focused pressure.
A high-class equipment bonus that increases earned experience.
Mage armor trades safety for greater outgoing damage.
A hireling is a servant who lives in your house. Once placed he stays there, and he keeps whatever trades you have taught him.
Looking for your first lamp? Follow The Lamp That Wanted a Job in Quests and events.
Stand near him and say service to open his window; his trades, his workshop, his bank counter and his wardrobe are all inside it. If you would rather talk, ask him about banking and he handles it in conversation as a town banker would.

Bakes runes to order and hands them over by the backpack.

Opens a full trader’s stock of house furnishings, sorted by section.

Cooks gourmet dishes that carry an hour-long benefit.

Opens your supply stash without a trip to a depot.

Balance, deposits, withdrawals and transfers, in conversation.
A trade is taught by a contract, used on the hireling himself. A contract binds to that hireling and no other, so teaching one to bake runes leaves the rest as they were. Consider which of your hirelings should hold which trade before you spend one.




The Goods page lists all thirteen sections and names what a closed one needs, so you can see what a contract would buy you before you buy it.
Contracts are bought under Hireling › Jobs in the store, delivered to your Store Inbox, and used on the hireling who should learn the trade. A contract is spent on one hireling, so a second hireling needs a second contract.
Choose a rune, hand him blank runes, and he works whether or not you are online. He fills his shelf and then stops, so there is a rhythm to checking in rather than a reason to leave him running unattended forever.



He takes a wage when you collect. That wage is a share of what the same rune costs in a shop, and his window shows both numbers side by side — compare them before committing to a long run. Once the blank runes are counted, the cheaper runes are rarely worth his time.
He improves with use, and it is the runes you actually collect that teach him; a full shelf you never take teaches him nothing. A new crafter knows only the simpler recipes, and the runes worth the most come a few levels in. As he improves he also works faster and keeps more finished backpacks on hand. Some runes leave his workshop stronger than others — inspect their charges.






He bakes for any owner. There is no vocation on his bench — a knight’s hireling stocks ultimate healing runes as readily as a druid’s.
Dresses are bought in the store and belong to you rather than to a single hireling, so any hireling you own may wear one. Choose from his window; his colours are kept when he changes.










A name plaque hangs over one hireling’s head with his name written on it — carved oak, riveted iron, a slab of ice that never melts. It is what people see standing in your house and nothing more: the battle list keeps his plain name, so a plaque never makes him harder to find.
A plaque is a thing you carry, not an account unlock. Buy one in the store, take it out of your Store Inbox and use it on the hireling who should hang it — the same way a contract is used. It binds to that hireling, so hanging one on Bella leaves the rest as they were, and she hangs it the moment she takes it. A hireling with more than one swaps between them in his wardrobe.








A pet is a named animal that lives in your house. It wanders the place on its own — up the stairs, down the ladders, through every room you own — it cannot be attacked, and it cannot leave: walk out of the door and it stays behind.



Eight animals are sold: a cat, a dog, a rabbit, a penguin, a parrot, a panda, a flamingo and a white deer. The Pets page also puts one away and places it again, so a pet can be moved from one room to another whenever you like.
Kept in the world: how quickly he works at each stage of his skill, how much he can hold, how often a rune leaves his bench unusually strong, and how much collecting it takes to improve him. Those are yours to observe.
Old Man Bao opens this one. The window stays shut until you buy Weapon Proficiency from his shop — 600 marks, and he offers it at his very first rank, so it is one of the earliest things he can teach. You can also buy it in the Store, for 500 Bp Coins. Until then he will tell you plainly that he has not taught you to read a weapon yet.
Every weapon you carry keeps its own record. Fight with it and it learns; as it learns it offers you perks, and you choose which ones it keeps.
Proficiency is earned by the weapon in your hand when something dies — a share of the experience the kill was worth, credited to that weapon and no other. Swap weapons and the new one starts its own record while the old one keeps everything it had. Nothing is lost by changing your mind, only time.
How fast a weapon learns depends on what it is. Crossbows advance on a shorter ladder than swords and axes do, and a knight’s weapons sit between the two. A weapon that has run its ladder out keeps its mastery on display.
A weapon opens seven perk levels over its life. Each one presents up to two options and you take one; the other stays visible and unchosen. Later levels stay padlocked until the weapon has earned them, so the window always shows both what you have decided and what is still ahead.
A choice is not a life sentence. Perks can be reset from the same window and picked again, which makes the early levels a good place to experiment rather than a trap to research first.
Perks are drawn from the weapon’s own character, so an axe offers axe things and a wand offers wand things. Across the catalogue they cover:
The window warns you when a weapon’s perks are inactive because you cannot yet use it — the wrong vocation for it, or not enough levels. The record still accumulates; only the perks wait.
Kept in the world: what share of a kill a weapon takes, the experience each level asks for, and which two perks a given weapon offers at a given level. The window tells you all three for the weapon in front of you.
Four things open the Talent Compass. You need level 51, a promotion and Premium Time. Old Man Bao must also teach you the Talent Compass. He sells that at his second rank, for 2,500 marks. The Store also sells it, for 500 Bp Coins. Before that, you can still open the Talent Compass and look.
After level 50, every level gives you 3 points. You put them into the Talent Compass, a circle of 36 slices. Every point gives a small bonus. A full slice gives a reward.
The Talent Compass has four colours: green, red, blue and purple. Each colour has a big reward. All points in that colour count toward it.
Every star also gives damage and healing: +2% at one star, +4% at two, +6% at three. This counts for each colour. Green is Gift of Life for everyone: a hit that would kill you heals you instead.
Bao sells five scrolls. Each one gives points that stay forever. Each needs a higher rank with Bao.





Adding points is free. To take out points you already saved, you need a Talent Compass Reset from the Store. One reset covers one save, even a whole new build.
Saved builds keeps the builds you like. It also gives you a code to share.
Kept in the world: what each spell upgrade does, and which talent sits where. The window shows it all when you point at a slice. Gems are not part of the Talent Compass. See Gems.
Old Man Bao opens gems for you. Buy a gem from Neck. Reveal it to see its bonuses. Wear up to three gems in your sockets, and change them between hunts.
Revealing is free. Neck's price is the whole price. A gem works for one vocation only. A knight buys knight gems.




HP, mana, capacity, speed or luck. Or protection: fire, ice, energy, earth, death or physical. Knights can also get sword, axe and club, and shielding. Paladins get distance and shielding. Sorcerers and druids get magic level.
The bonus values are the same as on rarity items. A Prime gem bonus is as big as a Prime item bonus. A gem never has the same bonus twice.
Luck from your rings, amulets and boots counts when you reveal. A luck gem in a socket counts too. Gear and gems together stop at 24%. The Gems window shows your chances for each size. They change with your luck.
You can keep up to 100 gems. Lock a gem so you cannot sell it by mistake. Sell a gem you do not want: you get a tenth of Neck's price, in your bank. Gems stay with your character.
A gem dealer with strong opinions about poison daggers. He sells every gem. Ask him which one is yours, then say trade.
Kept in the world: the exact chances, and every value a bonus can roll. The Gems window shows both.
A rumour, a curious object, someone with a story to tell. Every journey begins somewhere.
Some treasures are buried. This one was blocking a drain.

Neck has a problem made of brass. Dented, cold and thoroughly unsellable, the lamp he pulled from a drain ought to have stayed there. He cannot mend it. He refuses to keep carrying it.
And yet, he insists, it is not quite empty.



A little heat might straighten the brass. That would explain the dents. It would not explain the feeling that something in there is waiting to be useful.
There are people who know what to do with broken things. Neck is very clear that he is not one of them.
At level 40, visit Neck and ask about his lamp. Let the conversations carry you from there.
A first whisper of the hireling lamp quest. The rest of its story waits in the world.
The address is clear. The letter keeps coming back.

Kevin can forgive a muddy bootprint. He can forgive a late delivery. But there is an envelope on his desk that has travelled farther than some postmen, and nobody will take responsibility for its last few steps.
Someone is still waiting for it. Perhaps that is what bothers him.


The post has keys, seals and rules for almost everything. Finding the person behind an address takes something else.
Visit Kevin at the postal headquarters. A letter on his desk may be the beginning of earning his trust.
A postal story. The rest waits along the delivery route.
A merchant carries his stock. His name travels ahead of him.

At one inn, a room has been paid for. At another, a parcel waits beneath a counter. Rashid leaves little pieces of his business across the world, trusting that he will find them as he left them.
Lately, something has been arriving before him. His name is on it. His word is not.


There are bargains a sharp eye can recognise, and promises no scale can weigh. A week on the road has room for both.
Find Rashid on his travels and ask about a commission. Someone who remembers the small things may earn a place in his larger business.
A travelling trader story. Each day carries a different promise.
Two courts remember every insult. A quieter promise has gathered dust.

Melchior knows a greeting that can open a conversation in the mountains. He also knows how quickly a conversation becomes an oath.
Beyond the guards, among shelves and stores, lie words that were written for another kind of visitor. Nobody has had much reason to read them lately.


The halls are familiar. Their records are less so. Somewhere between what was sent and what was received, a different sort of passage may still be possible.
Speak with Melchior in Ankrahmun about the Djinn. Before choosing what to say, it may be worth learning how to listen.
A story between two courts. Some doors open with a word.
Every creature in the current server data. Open one for its record.
Equipment that can carry rarity, with its base stats and documented drop sources.
Words, requirements and vocation access from the current spell library.
adana mort
exori gran icoexevo gran max visexevo infir conadori mas frigo
uteta res sacuteta res druuteta res equteta res venutamo teraexori
adori blankutito tempoexura infir icoexori icoutamo gran tempoexana inaexeta resadevo ina
utani tempo hurexeta amp resutamo tempo visexevo conexevo con mortexevo con flamexevo con gravexevo con poxexevo con visexevo con huradeta sio
utevo res inaexana korexana flamexana mortexana visexana poxadana pox
utori mortexori mortadito grav
adito tera
exevo mas sanexana amp resutevo grav sanexevo tempo mas sanexura sanexori sanaleta gravutori visutori mas sioexeta conexeta visexevo vis luxadevo mas vis
adevo grav vis
exori visadevo mas grav vis
exevo vis hurutori poxexevo gran mas frigoexori conexori amp koradevo mas hur
exori moeexori granexivaadevo mas flam
utori gran flamadevo grav flam
adevo mas grav flam
exevo flam huradori flam
exori flamexevo panexori minexevo mas frigoexevo max mortexevo gran vis luxexevo gran flam huradori mas flam
utevo gran luxexori masutani hurexura sioutura mas sioadori vis
exevo gran mas flamutori sanadori san
exevo ulus frigoexori frigoexevo frigo huradori frigo
utori flamutori korexura granadura gran
utura granexura gran icoutana vidaleta sioaleta somalana sioexani hurutevo luxexuraadori min vis
adori infir mas tera
adori infir vis
exori amp visexura infirexani terautamo vitaadevo grav tera
utori con sioexura gran mas resexura gran sioadana aniexori moe icoadevo mas pox
adevo grav pox
adevo mas grav pox
exevo dis flam hurexura disadori dis min visutamo mas sioutamo tempoexevo gran mas visuturaexura max mas resexori amp conexura gran sanexevo gran mas sanadevo gran sanexori korutito tempo sanadevo res flam
adori tera
adori mas tera
exori gran visexori gran conexori gran flamutani gran hurexori gran frigoexevo gran frigo hurexori gran teraadori gran mort
utevo resutamo tempo sanexevo ulus teraexori teraexevo tera huradori mas vis
utito mas sioexori max visexori max flamexura vitaadura vita
exori max frigoutevo vis luxexori max terautamo vita icoadevo gran mortexori huradevo grav vita
exevo max teraexura icoexevo gran mas tera