Library ยท Rotation guide
Tibiadrome Timer & Guide
Track the next Tibiadrome rotation and review the practical details before entering: entry rules, Drome level, waves, creatures, modifiers, rewards and potion effects.
A rotating PvE arena for testing combat skill
Tibiadrome is a special Premium combat area where players fight increasingly difficult waves. It is useful for practising execution, pushing limits and chasing rotation rewards because characters can fight without the normal death penalties.
How an attempt works
Attempt loop
Choose one of the Tibiadrome entrances and decide whether to go solo or with a shared-experience party.
Each wave has a maximum duration of 120 seconds. If the team clears it, the Drome level increases.
The active rotation adds combat modifiers, so the same wave number can feel very different between rotations.
A battle ends when the wave timer runs out, all combatants die or the team leaves through the exit teleport.
At rotation end, eligible characters receive Drome points and may receive special potion rewards.
Drome level basics
A character starts from Drome level 0 when entering for the first time.
In a group, the lowest starting level among the party members determines the first wave.
After an attempt, the next starting level is lowered from the highest level reached, making another push possible without restarting from zero.
When the two-week rotation ends, standings reset and the next rotation starts from a reduced level based on the previous result.
Where to enter and how waves scale
Entrance locations
Monsters per wave
The five Drome roles
Domestikion
Base HP: 750
Physical
Energy
Holy
Mana Drain
Life Drain
A support-oriented melee creature that can increase the damage output of the monster group.
Hoodinion
Base HP: 800
Ice
Fire
A ranged creature with area pressure and dangerous burst moments.
Mearidion
Base HP: 850
Death
A ranged single-target creature that keeps steady pressure on the team.
Murmillion
Base HP: 1,100
Physical
A durable melee creature that can pressure the front line and slow movement.
Scissorion
Base HP: 950
Physical
Earth
A melee striker that focuses one target, can hit hard and may become invisible.
What can change each rotation
Melee Drome creatures can jump to the player standing furthest away from them.
Avoid spreading too loosely if a fragile character could become the target.When a creature dies, an area hit targets the player who dealt the final blow and nearby players.
Control last hits and avoid stacking tightly around the finisher.Killed creatures can explode around their corpse, punishing players who stay too close.
Move away from corpses quickly, especially when several monsters are low.Low-health monsters become stronger, as if they were several Drome levels higher.
Finish targets decisively instead of leaving many creatures low at once.Tiles become dangerous after a short warning. Standing on lava can remove a large part of current health.
Prioritize safe tiles before damage greed.Marked vortex tiles teleport affected players to random positions in the room.
Keep escape routes open so a teleport does not split the team at the wrong time.Marked tiles can apply super drunk and make affected players take extra damage.
Step out early; the drunk movement can make the next mechanic harder.A green seed appears and must be stepped on before it fears the team.
Assign responsibility before the wave starts so nobody hesitates.A brown seed appears and must be stepped on before it roots the team.
Root can be deadly during heavy pressure; treat the seed as a priority.Drome points, potions and titles
Drome points
Beat at least one wave in the rotation to become eligible for Drome points.
Reward shop
Drome points can be exchanged with NPCs for decorative items, cosmetics, Drome Cubes and mounts.
Special potions
Top leaderboard positions and raffles can award rare Drome potions.
Temporary title
Top performers can receive a temporary title until the next rotation ends.
Example: if a character finishes a rotation at Drome level 25 and is eligible, the reward is 250 Drome points. A character must defeat at least one wave in the rotation.
Potion distribution
Drome point shop
Possible potion rewards
Physical attacks treat target sensitivity as 8% higher for 1 hour.
Physical protection is increased by 8% for 1 hour.
Fire attacks treat target sensitivity as 8% higher for 1 hour.
Fire protection is increased by 8% for 1 hour.
Ice attacks treat target sensitivity as 8% higher for 1 hour.
Ice protection is increased by 8% for 1 hour.
Earth attacks treat target sensitivity as 8% higher for 1 hour.
Earth protection is increased by 8% for 1 hour.
Energy attacks treat target sensitivity as 8% higher for 1 hour.
Energy protection is increased by 8% for 1 hour.
Death attacks treat target sensitivity as 8% higher for 1 hour.
Death protection is increased by 8% for 1 hour.
Holy attacks treat target sensitivity as 8% higher for 1 hour.
Holy protection is increased by 8% for 1 hour.
Bestiary kills count twice for 1 hour.
Offensive charm trigger chance is increased by 5% for 1 hour, except Cripple.
Resets spell cooldowns as an instant effect.
Restores 1 hour of stamina without exceeding the stamina cap.
Critical hit chance is increased by 5% for 1 hour.
Regular monster loot is doubled for 1 hour.
Most duration-based Drome potions last 1 hour and use an individual 24-hour cooldown. Their timer keeps running even if the character logs out.
Where this guide comes from
This TibiaXplorer guide summarizes stable public information about Tibiadrome. If CipSoft changes Drome rules in a future update, this page should be reviewed.