Bosses without queues: every boss in 3 fight rooms
More than 30 bosses exist in 3 identical fight rooms. When the lever is pulled, the team goes to the first free room: that is 3 teams fighting at the same time, each with its own boss.
The problem in regular Tibia
In Tibia, a lever boss is one room, one team and one queue. While one team fights, all the others wait outside — and the fight can go on until the room's time runs out. On a full server, at the hour when everybody plays, boss night becomes waiting night: the team gathers, walks there and finds another one ahead. With quest bosses it is worse, because the queue is made of people who need that fight to move on. And often the boss is not even worth the wait: it gives little experience for the time it takes, and on many servers the rare item it drops also comes out of a roulette or a paid box.
How it works here
- More than 30 bosses have 3 fight rooms: the one on the map and its copies. It is the same room — same terrain, same fight — and each one has its own boss.
- There is nothing to choose: when you pull the lever, the team goes to the first free room. The lever is the usual one, in the usual place, with the usual requirements.
- Only with all 3 rooms occupied does the lever warn that someone is already fighting. Then the team waits for one of them to free up.
- Each room has its own fight timer: one team's clock does not touch the others'.
- The cooldown is still per player and is the same: an extra room does not let anyone kill the boss more times — it only removes the queue.
- Bosses are worth the fight: the experience scales with the boss's health — at least 10 exp per health point — and is multiplied by 6x up to level 500 and, from there on, by the server's experience stage, which drops from 4x to 1x at level 1401. How much each one gives is on the Boss Experience page.
- Since there are no roulettes or paid item boxes, rare items come from the game — from bosses, quests and hunts — and keep their value.
- When the boss is inside a hunt with rooms, the lever room is a single one for all rooms of the hunt — and, after the fight, each player goes back to the room they came from.
- Boss rooms apply in all worlds.
Where it already is
Bosses with 3 fight rooms
In all worlds. Bosses not on this list still have one room.
Why it was designed this way
A boss queue is not a challenge, it is waiting: it tests nobody, it only decides who arrived first. Multiplying the room removes the queue and leaves the rest as it is. The cooldown is per player, so an extra room does not give anyone more loot: each player keeps facing the boss at the same interval as before, they just no longer wait for the turn of the team ahead. There is no room list to choose from here, as in the hunts, because with a boss there is nothing to choose: the team wants the empty room, and that is where the lever sends it. And the experience scales with the boss's health so that the longest fight of the night is not the one that pays the least.
Frequently asked questions
Do I need to choose the boss room?
No. The lever sends the team to the first free room.
What if all 3 rooms of the boss are occupied?
Then the team waits for one of them to free up, as before. The difference is that now there are 3 fights at the same time instead of one.
With more rooms, can I kill the same boss more times?
No. The cooldown is per player and has not changed: the extra room removes the queue, not the interval between fights.
Do all bosses have rooms?
No. Only the ones on the list on this page; the others still have a single room.
Which world does it apply to?
All of them. It is the hunt rooms that, for now, exist only in the Non-PvP worlds.
Can I log out inside the boss room?
No: you cannot stay in a boss room after the fight.
How much experience does a boss give?
At least 10 exp per health point of the boss, multiplied by 6x up to level 500 and, from there on, by the server's experience stage, which drops from 4x to 1x at level 1401. The Boss Experience page shows the value for each one.
The features involved
Each one has its short description on /wiki:
See also
Hunts with rooms
The most contested hunts exist in 3 identical rooms, each with its own monsters. At the entrance you see how many people are in each one and choose where to hunt.
Read the page →Bestiary and Bosstiary unlocked
Every creature and every boss comes with its information open — loot, attributes, resistances and where to find it. You no longer need to hunt hundreds of times just to be able to READ about the monster. Killing still counts: it is what gives charm points and unlocks the use of the runes.
Read the page →You can try it at no cost
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