Hello first I would like to say that Tibia is not a game to be played with a manual. What I mean is that everything is very relative. How is your gameplay, if you do group hunts, what are your equipment, what investment in the hunt do you intend to make, what is the main characteristic of your vocation and your level? all this influences and the charms are not left out of this! What I am going to talk about here will not be something definitive for people to adopt as a rule. I will state my opinion as to why each charm is unlocked for each vocation trying to set examples. We will adopt that all vocations are at level 200 which, in my view, is ideal to start unlocking charms.
* for EK's we will adopt the following considerations, hunting alone or in groups (2 or 4), and the main characteristic of this vocation is to be a blocker
1) if you are a knight who hunts in a group of 2 vocations, most of the time, you will most certainly be a druid to assist in healing, so it is advisable that the first charm be a dodge that will make them both take advantage of the same rune; secondly, parry which will help to hunt stronger creatures since the more damage it causes, the more damage it will suffer (very good charm to activate on roshamuul creatures for example); thirdly, some attack rune preferably freezer but it depends on where you are willing to go with your druid to hunt if it is not so advantageous to unlock freezer another idea would be zap but as I said it goes according to your need; lastly a charm somewhat forgotten by the players but it plays a very good role in hunting 2x - cleanse - this rune helps to remove negative effects leaving the ek temporarily immune to the removed effect very good to be used where creatures lower their skills or cause a lot of paralysis effect.
1.1) if you are a knight who hunts in groups of 4 vocations, all the runes indicated above will also fit here with the exception of the fourth rune. Now being in a hunting group of 4 vocations, the creature boxes die very fast and the faster they die the more XP will provide so I would indicate another attack rune whose most enjoy where you are going to hunt with your group.
1.2) if you are an ek that hunts alone here it will depend a lot on your level and where you are going to do these hunts. But just in case, keep the same pattern that has followed for eks charms with the exception of the last rune. In the charm room you have the possibility to play and be daring. Keeping the standard being 1st dodger, 2nd parry and 3rd attack you will occasionally be able to do group hunts and the 4th charm you can add for your own use since you are more used to hunting just so to speak. Here you could unlock the charm Gut to provide creature loot to be "fatter" great to be activated on creatures from warzones 4,5,6 or even to unlock an adrenaline burst as it is a very fun rune (you become the GM for a few moments) and helps a lot to form the boxes of creatures faster.
* for RP's we will adopt the following considerations, hunting alone or in groups (2 or 4), and the main characteristic of this vocation is to be a shooter.
2) for you who are rp and hunting 2x will depend a lot on what is the other vocation that is hunting with you if by chance it is an ek that is the most improbable you will insert the role of a half-blocker in the hunts to take the most out of the hunts so I would recommend dodger first, followed by some attack rune which will be chosen according to your need, thirdly it will depend a lot on where you are hunting if by chance the creatures where you are have any you take a lot of damage i would analyze if it would be worth more to unlock another attack rune or parry since the attack rune only inflicts 5% of the creature's life + its weakness compared to parry analyze some hits and draw conclusions as to which will be better (roshamuul for example is only worth unlocking parry and inserting into the mouthpieces), the fourth rune depends on how the third is, if by chance it was chosen parry previously here I would choose an attack rune. It is worth remembering that your character has as main characteristic to insert great damages in creatures.
2.1) if you are a rp and hunting 4x will it depend on whether you will play which role in the hunt will lure the creatures close to the knight's box? will block with the knight? will just insert damage? let's see if you are going to play the role of lure and if it is really necessary not only to get to the creatures faster but also to get out alive from them adrenaline burst would be ideal as first rune followed by attack runes until the fourth rune always analyzing which attack rune it will be more advantageous for you in the situation where you are used to; if you are going to play the role of blocker with ek the first rune would be dodger and and I advise you to put on a creature that gives a strong wave of magic such as prison by hellhound, the second rune, third and fourth runes seek to inflict damage then unlocking attack runes. And if you don't hunt and you don't need to make lures or block creatures, choose to unlock them all as needed. I forgot to tell about the paladins that leaked everything at the same time in the hunt so my choice of charms would be the same situation as the paladin that lura if adrenaline burst is needed if not a dodger, 2nd would depend on the choice of the first but it would be between dodger or one attack rune can be parry (depends on where you hunt), 3rd attack rune and 4th rune would be low blow - it would leave the low blow last since it needs many points to unlock. it’s more interesting to have 2 more runes in the beginning which is easier to make the points instead of just having one rune, it has to be versatile xD
2.2) if you hunt alone things get more interesting here for the same reason as the knight you can play and dare when choosing runes but it all depends a lot on where you go. But in summary 1st charm would be dodge, 2nd parry or rune of attack (as I said earlier depends on where you are going), 3rd rune adrenalie burst to assist in the speed of the char thus avoiding unwanted attacks during the lure (for example if you are hunt in the catamombs of oramond you don’t want that in a space of that size, the creatures will be beating you up if you can avoid it a little bit more, you know?) or if it isn’t necessary (example hunting diremaws - runners it is not necessary to have speed as if running too much undoes the lure) it would unlock an attack rune or parry and the fourth charm would depend on the choice of the third but would also be depending on the same issues as the third rune ...
* for MS's we will adopt the following considerations: hunting alone or in groups (2 or 4) and the main characteristic of the vocation is to insert damage.
1) if you hunt in a group, whatever 2 or 4 players now, you will not need to play the role of a blocker (unless you are lvl 1500 who hunts bookstore xD), to lure the creatures you will not need charms to assist since the magician's utani gran hur magic is very good + help from some specific equipment for speed makes the adrenaline burst rune unnecessary. In short 1st charm would be a dodger to avoid any tragedy that might happen due to the lack of this charm, 2nd, 3rd and 4th rune would be an attack always depending on where you are going to hunt.
2) hunting alone? things get more interesting! 1st rune dodge for the same reason to avoid unexpected events (or not!), 2nd attack rune, 3rd low blow and 4th rune is the most interesting because you can choose from Numb to cause paralysis in the creatures (good choice to put in snakes bastions or in falcons since they already walk slowly will give you time to position yourself to get the best out of spells), if you are playing just to make money Gut could be a good card up your sleeve (but I only advise taking this rune if this it’s really your focus because in the course of character development it’s kind of left out over time), or some other attack rune depending on your situation choosing the most appropriate.
* finally the ED's for your considerations we will adopt hunting alone or in groups (2 or 4). And the main characteristic of the vocation is to be a healer.
1) if you hunt in a group of 2 the first rune would be dodge for the same reason the MS has it and that is independent of what the other vocation is, the second rune would be some attack as well as the third rune and would be chosen according to need, and the fourth case is necessary where you are hunting in a place where the creatures lower their ml making their healing not stable, I advise cleanse otherwise the fourth rune would be another attack or even a low blow depends on your willingness to make the charm points here.
2) hunting alone? here is the same scheme as MS.
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I hope I've helped. to make it clearer what I meant I will briefly summarize the runes and what situations I would use or not
adrenaline burst only if it is extremely necessary to burn or leave the lure alive;
dodger to avoid creatures with very strong waves and that you cannot avoid all attacks (ex: hellhound has several waves of life drain, fire and poison, you know? it is complicated to imbue defense in every set just for one creature is easier for a rune and let luck act xD);
parry for creatures that have little health and that do high damage to the character (ex: roshamuul's small mouth);
attack runes depends on where you are hunted if it is more advantageous if you use fire against a creature you will not unlock a poison rune, ok? But when choosing this rune you don't just think about your current situation, try to imagine where you can use this rune in other situations that are similar.
and yes ... just so as not to forget the fifth rune is your preference since I analyzed all possible combos with the first four runes unlocked in the schemes I made above the fifth you have the freedom to choose just anything.
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