Dear
Tibians!
As promised last week, we are back with the second part, diving into the new tutorial and other upcoming changes in Tibia. This time, we will take a closer look at the new features and answer some of the questions raised by the first teaser.
Tutorial and Newhaven
Players will begin with a new tutorial that covers the basic mechanics of the game. Upon finishing, they have the chance to teleport to Rookgaard or, as most of the adventurers may do, take the portal leading to Newhaven and select their vocation through a new pop-up.
Entering Newhaven, the player will find a small village featuring key NPCs such as a trader, banker, quest givers, and a spell trainer. The village has two exits: north to the hunting grounds and west to the main continent. Here, players learn the basic mechanics needed for character progression.
The northern exit leads to two themed hunting grounds, while the western exit is blocked by a new level door requiring level 8 and email confirmation. Beyond it lies a ship that travels to Thais Peninsula, with monks instead travelling to Blue Valley.
The maximum level on Newhaven is capped to 20 and there are no special PvP rules or restrictions.
The New Dialogue Interface

When talking to an NPC, a new interface appears within the game window, making interactions more convenient while keeping the familiar keyword-based communication system intact.
The dialogue interface displays the NPC's sprite and name, along with a chat window for direct interaction. This window includes clickable keywords and a scrollbar to view the conversation history.
Depending on the NPC, various shortcut buttons will be available; pressing one automatically adds the corresponding word to the chat, functioning like a keyword input. These shortcuts can include trade options, such as general or equipment trade, that open the trade widget next to the chat window, as well as sail and bank shortcuts.
Both the size and position of the dialogue window are configurable to prevent any interruption to the game experience.
Info Icons
Important NPCs now display a small, optional icon above their head in the game window to indicate their role. The following icons are available and assigned according to the function of the NPC: Vendor, Transport, Hireling, and Other.
Info Banner
A new info banner has been added to the game window to highlight important events or notify players about specific situations. These banners appear automatically but can be disabled in the settings. They can queue up to five messages at once. Examples include notifications about running out of ammunition, reaching a new level, or discovering a new Bosstiary entry.

Attack Animation
A new optional animation for melee weapons appears in the game window whenever an auto-attack is performed. The animation depends on the equipped weapon: sword, club, axe, two-handed fist, dual-wielding fist, or bare fist.
Weight Reduction
The weight of gold coins has been decreased from 0.1 oz to 0.01 oz per coin. Empty potion flasks have also become much lighter: the empty great potion flask now weighs 1.35 oz instead of 1.80 oz, the empty strong potion flask 1.00 oz instead of 1.60 oz, and the empty potion flask 0.75 oz instead of 1.50 oz. The weight of full potions as well as platinum and diamond coins remains the same.
Rookgaard and Achievements
As mentioned in the first teaser, "rooking" will no longer be possible. If you wish to visit Rookgaard with an existing character, be sure to do so before the feature goes live. After the release on the main game worlds, characters who die will no longer be able to return to Rookgaard.
New characters will still have the opportunity to travel to Rookgaard from the new starting area, but once they leave, returning will no longer be possible.
Related achievements have been adjusted to remain obtainable for everyone. Upon release, the Berserker, Mastermind, and Sharpshooter potions, as well as the Jack to the Future quest, will become available to all players. Every vocation can use the potions (though without any effect) to earn the associated achievement, and players can replay the quest for its alternative achievement and outfit by paying a substantial gold fee.
Additional quests that previously required rooking to reset achievements will be made available in the weeks following the release. We will keep you updated.
Further Adjustments to Existing Systems
- The mana costs of all wands and rods requiring level 20 or lower have been drastically reduced.
- The Arrow Call spell now creates 30 arrows instead of 3 per cast, costs 30 mana instead of 10, and is automatically granted to paladins after choosing their vocation.
- The range difficulty system has been streamlined. As a result, lower-level paladins will now hit their targets more reliably, no matter how far away they are, as long as there is some distance between them. This change does not affect characters with higher distance levels.
- Regeneration rates have been adjusted so that all vocations now regenerate at the same intervals, every 4 seconds for HP and 6 seconds for mana, while the amount regenerated depends on the vocation. Eating food grants the saturated state, shortening these intervals to 3 seconds for HP and 5 seconds for mana. Resting areas and regeneration-boosting items continue to work as before.
- A new monk spell, Lesser Mystic Repulse, is being introduced and can be learnt at Newhaven. Available from level 6, it functions similarly to Mystic Repulse.
- Flame Strike and Ice Strike can now be learnt starting at level 8.
- Apprentice's Strike now requires level 6 and can be learnt both in Newhaven and on mainland.
- The base capacity for all characters, regardless of vocation, has been increased by 200, raising it to 600. This will only take effect for your character in the game after you have levelled up.
- The Harmony Amulet will no longer have a level requirement.
That is quite a lot to take in for one release! We hope you will enjoy everything we have prepared. Give it a try starting next week and let us know what you think. As always, we truly appreciate your constructive feedback.
The introduction of Newhaven marks a significant step towards creating a better experience for new players in Tibia. For quite some time, we have been making adjustments to how the early game feels, and this new starting area represents the most substantial update in that direction so far. To ensure Tibia remains a lively world with an active community, new players are vital to keeping the game fresh and healthy.
However, Newhaven is not the end of the journey. We are determined to continue improving many aspects of Tibia, not only to attract newcomers but also to enhance the experience for everyone.
Looking ahead, our next step will be to refine the experience once you reach the mainland for the first time. But that is a story for another day... after all, we have heard winter is coming.
The release is scheduled for next week, Tuesday, October 21st. As a reminder to all players who still have characters on Dawnport: if you wish to keep your progress, make sure to leave the island before the update goes live and it sinks into the floods.
For Tibia!
Your Community Managers