Tibiadrome

Tibiadrome is an arena implemented with Summer Update 2021 that was created to replace Monster Arena. There you can prove your combat skills in fights against creatures which get progressively harder. It was first presented to players through a Dev Note on .
SU21 T7 Pre.png|Preparing for Tibiadrome
SU21 T7 Fight.png|Fighting in Tibiadrome
== Locations ==
There are five Tibiadrome areas. Their entrances are near the Duelling Arenas:
Thais 	Edron 	Rathleton
Ankrahmun	Kazordoon	
== Progression and Restrictions ==
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.
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.
Since the Tibiadrome is a special environment, certain rules outside of it do not apply here. There is no death penalty, and mana, health 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.
Once someone has left a Tibiadrome fight, there is a 60-minute cooldown to re-enter it.
== Combat and Preparation Phases ==
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: 4 monsters (i.e. a monster-to-player ratio of 4.00 ∶ 1)
* 2 players: 8 monsters (i.e. a monster-to-player ratio of 4.00 ∶ 1)
* 3 players: 11 monsters (i.e. a monster-to-player ratio of 3.67 ∶ 1)
* 4 players: 14 monsters (i.e. a monster-to-player ratio of 3.50 ∶ 1)
* 5 players: 17 monsters (i.e. a monster-to-player ratio of 3.40 ∶ 1)
Note that you can only go with players in your Party Experience Share range. This is to prevent high level characters from "carrying" lower level characters to high ranks for easy Drome points farming.
Creatures in Tibiadrome will progressively get stronger and have a bigger health pool as you advance through waves. Their health points are determine by the following formula:
HP = baseHP * (1.039^{wave})
These creatures are randomly selected out of a pool of five different monsters that each have a distinct combat role. The monsters are:
Name 	Base HP		Combat Role
Domestikion	750 		Support melee that increases the damage output of all monstersMultiple Domestikions stack their buff.
Hoodinion 	800 		Ranged with Aoe spells and high damage spikes
Mearidion 	850 		Ranged with consistent single target damage
Murmillion 	1100 		Tanky melee
Scissorion 	950 		High single target damage melee
== Combat Modifiers ==
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. Below are listed all possible 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 last hitter and all players around him for 40% of their current HP.
* Exploding Corpses: Monsters explode in an AoE upon death, hitting all players around them for 25% 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. While superdrunk, damage taken is increased by 10%. 
* 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. While feared, damage taken is increased by 15%. 
* 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. While rooted, damage taken is increased by 25%. 
== Rewards ==
Players who have beaten at least one wave in the rotation will receive 10 * dromeLevel drome points after the rotation ends. Drome points can be exchanged for the following decorative items, cosmetics, and mount.
Reward 	Drome Points
Arena Badge Replica 	250
Brown Pit Demon 	400
Green Pit Demon 	750
Blue Pit Demon 	1,500
Drome Cube 	2,500
Plushie of a Domestikion 	2,500
Plushie of a Hoodinion 	2,500
Plushie of a Mearidion 	2,500
Plushie of a Murmillion 	2,500
Plushie of a Scissorion 	2,500
Black Pit Demon 	3,000
Red Pit Demon 	6,000
Ogre Rowdy Doll 	2,500
Retching Horror Doll 	2,500
Sublime Tournament Accolade	5,000
Tournament Accolade 	5,000
Phant 	8,000
Lion of War Outfits 	12,500
Moreover, the players ranking among the top 20 in the leaderboards receive a certain amount of randomly selected new potions after a rotation, depending on how well they fared. The distribution works as follows:
* 1st-5th place: 3 potions
* 6th-10th place: 2 potions
* 11th-20th place: 1 potion
In case of a tie, the tiebreaker will be the XP that the characters had at the time of reaching the highest drome level, with having lower XP being better.
Additionally, a number of potions, represented by 20% of the remaining participants up to a maximum of 50, will be raffled among themselves. 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 their own individual cooldown of 24 hours. They are:
Potion 		Description
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
Fire Resilience 		Increases protection by 8% for one hour
Ice Resilience 		Increases protection by 8% for one hour
Earth Resilience 		Increases protection by 8% for one hour
Energy Resilience 		Increases protection by 8% for one hour
Holy Resilience 		Increases protection by 8% for one hour
Death Resilience 		Increases protection by 8% for one hour
Physical Resilience 		Increases protection by 8% for one hour
Fire Amplification 		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Ice Amplification 		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Earth Amplification 		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Energy Amplification 		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Holy Amplification 		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Death Amplification 		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Physical Amplification		Increases damage by having your attacks and spells treat the targets sensitivity as being 8% higher for one hour
Those who have made the top 5 in a rotation will also receive a temporary Character Title which will last until the next rotation ends.
== Current and Next Rotation Info ==
With the exception of the first Tibiadrome's rotation, which started on a Monday, all rotations start (and end) at the Server Save of every other Wednesday. Note that the starting (and ending) day of a rotation is not affected by Server Resets. The table below shows the current rotation, how long ago it started, and how long left for the new rotation to begin.
[ Click here to purge the cache and update the time values.]</noinclude>
Category:Game Elements