Welcome to Dreadmarch
The Rot has woken nine shards of a dead king's shell. Break the shards. Stop the march.
Dreadmarch is an action RPG on the real map of Tibia, with a harder, deeper heart. You walk the real map, from Thais to Carlin, from Edron to Zao, but the way you grow, fight and loot follows the rules of a deep action RPG: rarity, affixes, a passive tree and maps. This handbook explains every rule you need.
The journey in four parts
- The Wrackline. A short tutorial shore and its camp. You leave it at level 6 with your first spell, your first passive point and the Shardbreaker Mark. See The Wrackline and Gullrest Camp.
- The Campaign. Nine acts across Tibia's cities, from Thais to Farmine, starting when you pass the Breakwater Gate. Each act ends with a boss who carries a shard of the Unburied King's Mortal Shell. See The campaign: acts and hubs and The Nine Shards.
- The Atlas. When the campaign ends at about level 68, you receive the Atlas. Maps, four factions, four pinnacle bosses and finally Voruun Hale himself wait for you. See The Atlas.
- Seasons. The world runs in seasons of about four months. Your character always survives into the persistent Standard realm. See Seasons.
What makes it different
- Gold buys services. Orbs craft items. Flasks refill from kills (The flask belt).
- Items are bases plus affixes of different rarity (Item rarity).
- You grow through a shared passive tree (The passive tree), spell ranks (Spell ranks) and gear. Level 100 is the cap.
- Death never takes your gear or your levels (The death rule).
- The world is PvE only.
If you know Tibia, read What is different from Tibia first. If a word confuses you, check the Glossary. Pages tagged (coming soon) describe systems that are designed but not yet in the game.
See also: Vocations, Using this handbook, Hardcore and Solo Self-Found.