Help Tibia Royal and collect contribution points, 2.000 points you can exchange for Shield of Destiny in game!


Created by Tibiasula. on 08 Jun 2021, 17:00

The Tibiadrome will be a major addition to the game, replacing the current PvE arena. It will allow players to prove their combat skills in fights against creatures which get progressively harder. We have received a lot of feedback about it in the Dev Note a few months back which we have taken into consideration while finalising the design.

The difficulty of a fight in the Tibiadrome scales via two factors: group size and current wave level. The more players participate in the fight, the more creatures spawn in a wave, and the higher the wave level, the stronger the creatures are. A maximum of five players can enter the arena at the same time, and at least level 50 is required for each participant. The monsters which spawn are unique to the Tibiadrome, and each represents one gameplay archetype. Each wave lasts a maximum of 120 seconds, in which all the monsters have to be killed to advance to the next wave.

To spice things up and make fights more interesting, there are a number of combat modifiers which trigger certain effects, thus raising the difficulty of the encounters and creating an additional challenge. At the beginning of a rotation, which lasts two weeks, two modifiers are randomly selected which are the same across all game worlds and are active in all waves during this period.

Since the Tibiadrome is a special environment, certain rules outside of it do not apply here. There is no death penalty, and mana, life and spirit potions, as well as runes, bolts, and arrows will not be consumed when used. There is no stamina drain and skill or level progression inside the Tibiadrome, and spells which cost soul points are deactivated.


Besides a new highscore category, there will also be a leaderboard on the website showing the standing of the participants in the current rotation. Players who have beaten at least one wave in the rotation will receive drome points after it has ended, which can be exchanged for decorative items and cosmetics.

Moreover, the players ranking among the top 20 receive a certain amount of randomly selected new potions after a rotation, depending on how well they fared. Additionally, a number of potions will be raffled among the rest of the participants. These potions have strong effects, but also a long cooldown. Those who have made the top 5 in a rotation will also receive a temporary title which will last until the next rotation ends.

Teaser in a Nutshell


Your starting level signifies on which wave you will begin when entering a fight. Once you have beaten a wave, your drome level and starting level will be raised by one. If you are entering as a group, the lowest starting level of any participant will determine on which wave you start. Once a rotation is over, the drome level of all players will be reset to zero and their starting level will be reduced by five.

Combat and preparation phase

Between each combat round (lasting a maximum of 120 seconds), a 8 second preparation phase takes place. The amount of players determines the amount of monsters in each round:

  • 1 Player: 3 Monsters

  • 2 Players: 7 Monsters

  • 3 Players: 10 Monsters

  • 4 Players: 13 Monsters

  • 5 Players: 16 Monsters

These creatures are randomly selected out of a pool of five different monsters that each have a distinct combat role. The monsters and roles are:

  • Murmillion: Tanky melee

  • Scissorion: High single target damage melee

  • Hoodinion: Ranged with AoE spells and high damage spikes

  • Mearidion: Ranged with consistent single target damage

  • Domestikion: Support melee that increases the damage output of all monsters

Combat modifiers

  • Somersault: All melee monsters have a 15% chance to teleport to the furthest player.

  • Going Down With Me: Upon death, monsters trigger an AoE that hits the lasthitter and all players around him for 25% of their current hp.

  • Exploding Corpses: Monsters explode in an AoE upon death, hitting all players around them for 40% of their current hp.

  • That Escalated Quickly: Monsters that drop below 25% increase their power as if they were 5 wave levels higher.

  • The Floor is Lava: Every 15 seconds 100 random fields will be marked. After 3 seconds they deal damage equal to 60% of the current hp of players standing on them.

  • Beam me Up!: Every 15 seconds 100 random fields will be marked. After 3 seconds all players on them will be teleported to a random position in the arena.

  • Tanked Up: Every 15 seconds 100 random fields will be marked. After 3 seconds all players on them will be superdrunk for 10 seconds.

  • Sown Sorrow: Every 20/17/14/11/8 seconds, depending on the number of participants, a seed will spawn. If no player steps on it within 6 seconds it will explode and fear all players for 2 seconds.

  • Bad Roots: Every 20/17/14/11/8 seconds, depending on the number of participants, a seed will spawn. If no player steps on it within 6 seconds it will explode and root all players for 3 seconds.


The new tradable potions are given out based on performance:

  • 1st-5th place: 3 potions

  • 6th-10th place: 2 potions

  • 11th-20th place: 1 potion

On top of that, a certain amount of potions (equal to 20% of the remaining participants, but not more than 50) will be raffled among these participants. The chances of winning a potion this way are based on the participant's drome level. The higher the drome level is in comparison to their competitors, the higher the chance to win.

These potions either have a onetime effect or last 1 hour, and each has its own individual cooldown of 24 hours. They are:

  • Kooldown-aid: Resets cooldowns for all spells

  • Strike enhancement: Increases critical hit chance by 5% for one hour

  • Stamina extension: Fills up stamina by one hour (but not above the maximum)

  • Charm upgrade: Increases offensive charm trigger chances by 5% (except Cripple) for one hour

  • Wealth duplex: Doubles the loot from every regular monster you kill for one hour

  • Bestiary Betterment: Makes kills count twice for the Bestiary for one hour

  • Resilience: Increases protection by 8% for one hour

  • Amplification: Increases damage by having your attacks and spells treat the targets sensitivity as being 8 higher for one hour

Resilience and amplification potions can be found in 7 different variants: fire, ice, earth, energy, holy, death, physical.

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