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Description Tibiadrome

What is the Tibiadrome?

The Tibiadrome is a wave-based arena challenge. Pull a lever, clear waves of Drome monsters under a time limit, and earn experience for each wave you clear. Push as many waves as you can — each clear grants experience, and difficulty rises as you go.

Quick summary: Clear waves under a 2-minute timer. Difficulty scales hard with wave number. You get 0.2 levels per wave, with a large catch-up XP on the first clear if you start at a high wave.

Requirements & entry

  • Pull the Tibiadrome lever from the preparation tiles (main arena or regional entrances: Thais, Ankrahmun, Edron, Kazordoon, Rathleton).
  • Party size: 1–5 players.
  • Cooldown: 20 hours per character after entering.
  • Only one group can occupy an arena at a time.
  • Safe death: dying inside the Drome does not cause level or skill loss — you are teleported out.

How a run works

  1. The run starts at a starting wave based on the party’s highest level (see below).
  2. Monsters spawn; the party has 120 seconds to clear the wave.
  3. If the timer runs out, everyone is kicked out.
  4. After a clear, the next wave starts after 8 seconds, with higher difficulty.
  5. Random arena mechanics activate during the fight (see below).

Starting wave

Your starting wave is based on the highest level in the party: roughly 1 wave per 100 levels.

Highest party level Starting wave
4004
400040

Starting at a high wave (high-level characters) means you begin already scaled — fights are tougher from the first clear.

Description Monsters & difficulty

Monsters per wave (by party size)

Players Monsters
18
216
322
428
534

Monster pool

Each spawn picks randomly from:

  • Domestikion
  • Hoodinion
  • Mearidion
  • Murmillion
  • Scissorion

Difficulty scaling

Monster HP and damage both scale up with the wave number. The higher the wave, the harder the fight — this ramps up quickly, so late waves hit much harder than early ones.

Higher wave number = much tougher fights. High-level parties that start mid-run already face this scaled difficulty from the first clear.

Description Wave rewards

Each cleared wave grants experience equal to a fraction of a level bar (full level progress at your current level — not a flat XP number).

Reward type Amount
Every wave after the first in that run +0.20 levels (20% of one level)
First wave of the run Catch-up: 0.20 levels × your starting wave (so you are not punished for starting higher)

Examples

Starting wave First clear Each later wave
Wave 1 0.20 levels 0.20 levels
Wave 40 8.00 levels (catch-up for waves 1–40) 0.20 levels
  • Roughly: 5 waves after the first ≈ +1 full level (not counting catch-up).
  • Experience is granted to every player still in the arena when the wave is cleared.
Description Arena mechanics

During a run, mechanics are shuffled and layered in. Only one floor hazard (lava / beam / tanked) runs at a time, alongside other effects.

Mechanic What it does
Lava fields Standing on them deals heavy % HP damage (about 60% of current HP).
Beam fields Teleport players to random tiles. No HP loss — only displacement.
Tanked fields Apply a long drunk effect (harder movement). No direct damage.
Exploding corpses % HP AoE on death (about 25% of current HP).
Targeted exploding corpses Smaller % HP blast toward a nearby player (about 40% of current HP).
Fear seed Step on the seed to clear it, or get feared (brief loss of control).
Bad roots Step on the egg to clear it, or get rooted (cannot move for several seconds).
Monster teleport Chance for a monster to jump onto a player (breaks stacking).
Description Related items

Not granted by clearing waves directly, but part of the Drome economy:

Item Use
Drome Tokens Currency at Elron Dromevault (concoctions / trades).
Drome Cube Opens into a random Drome concoction (e.g. stamina extension, wealth duplex, resilience/amplification potions).
Drome concoctions Temporary combat/loot buffs from the shop or cubes, with their own cooldown/duration.
Categorie: Drome System
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