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Latest News - Redream Seasonal 2026
#1 Seasonal World Returns!
Tuesday, January 6th 2026 at 15:00 (GMT+1)
January 6, 2026
Seasonal World - Start

Introduction

The Seasonal World 2026 arrives on January 6th, built directly from the feedback and experience gathered during the 2025 season.

Our goal for this edition is clear: refine what worked, improve what didn’t, and deliver a faster, smoother and more rewarding progression without losing the essence of Redream.

This season focuses on balance, quality-of-life improvements and a more engaging endgame experience from day one.
What’s New
The 2026 season introduces a significant expansion of content and structural improvements, representing the most ambitious update to date.

A brand-new frozen continent has been added to the world, featuring original environments, quests, and challenges designed to support progression up to level 250. This new land expands the endgame while preserving the pacing and risk-reward balance of classic gameplay.
Helidya
World Cartography Map



Alongside this expansion, the game now includes a new generation of custom creatures specifically designed for high-level progression between levels 180–240+. These creatures introduce new combat dynamics, resistances, and encounter patterns, significantly expanding the endgame ecosystem while remaining faithful to classic balance principles.

The newly introduced creatures include: Crystal Spider, Frost Dragon, Slagwurm, Plate Slagwurm, Necromaster, Degradator, Infernal Demon, White Knight, Ice Witch, Frozen Beast, Magma Devil, Wyrm and Unholy Beast. Each of them has been carefully integrated to provide meaningful progression challenges without invalidating existing hunting routes or strategies.
Exclusive Limited-Time Content

To commemorate the official server opening, a unique opportunity will be available for a strictly limited period. From January 6th (launch day) until January 20th, the iconic Ferumbras Outfit will be available for purchase exclusively during this timeframe.

This offer is temporary and non-recurring, intended as a special collector’s item for early supporters of the project.

Ferumbras Outfit Ferumbras Outfit

A comprehensive global rebalance has been applied across systems, mechanics, and progression curves, based entirely on feedback collected during the Seasonal 2025 edition. These adjustments aim to improve fairness, class viability, and long-term sustainability of the seasonal experience.

Regarding donations, all items that provided excessive advantages have been removed. In their place, a limited selection of new donation features has been introduced, focused on convenience and moderate progression support rather than competitive dominance.

One of these additions is the Trainer Monk (24h), a summonable monster that can be invoked and dismissed at will for a maximum duration of 24 hours. Training with the monk grants double skill gain and a small amount of magic level progression depending on vocation. Knights receive a slightly reduced skill bonus (+75%) but gain additional shielding progression as compensation.

Important: For training to be effective, the player must remain within 1 SQM (melee range) of the Trainer Monk. If the player moves away from the monk, training effects are immediately disabled until proper distance is restored.

Additionally, the Selling Hammer has been introduced — a utility item that allows players to instantly sell all common shop items (non-Djinn) contained within a backpack, parcel, or container, significantly improving quality of life during hunts and cleanup.
Additional Systems & Quality of Life Improvements
Seasonal 2026 – Launch Day Patch
(Updates applied for the opening of the seasonal world)
General Adjustments
  • Movement Speed Scaling: Movement speed gained per level has been adjusted. Previously, players gained +3 speed per level; this has now been reduced to +2, aligning the progression more closely with the original version of the game.
  • Paladin Speed Bonus: Paladins retain a small additional movement speed bonus based on their Distance level, preserving their mobility advantage without creating imbalance.
  • Anti-Bot System Review: The anti-bot system has been disabled. As a result, the use of tasking tools is now allowed at the player’s own responsibility. Characters may be left training Magic Level or skills, but they remain vulnerable and can be attacked by other players.

Vocation Balance
  • Montaraz: Can now reach higher Magic Levels, allowing the use of offensive runes such as Explosion. This change turns the Montaraz into a more hybrid and enjoyable vocation, capable of adapting to both PvP and PvM situations.
  • Knight: Magical progression has also been accelerated. Knights can now comfortably reach Magic Level 9, enabling more effective use of Magic Wall runes. Additionally, Knights now gain +1 Magic Defense for every 15 Shielding points (previously every 10), improving balance and overall survivability.
  • Sorcerer and Druid: Receive a small increase in Magic Level progression speed, maintaining their dominant role as primary magical damage dealers.
  • Melee Damage Scaling: Melee vocations now gain increased physical damage as they progress in levels:
    • Montaraz: +1% physical damage per 10 levels
    • Knight: +0.75% physical damage per 10 levels
  • Magic Stat Limits: Maximum Magic Power has been capped at 12%, and maximum Magic Defense at 20%, in order to prevent balance issues in late-game stages. Overall, these changes make melee vocations more dynamic in PvM, offering meaningful ways to combine physical and magical damage without breaking the game’s overall balance.

Weapons and Ammunition
  • Crystal Arrow Rework: Crystal Arrows are now single-target, dealing +8 attack compared to Power Bolts. They require level 120 and consume 10 mana per shot, positioning them as a high-impact, late-game ammunition choice.
  • Acquisition Method: Crystal Arrows can only be obtained through spell conjuration, ensuring controlled availability and proper progression.
  • Weapon Type Effectiveness System: A new weapon type system has been introduced. Certain monsters take 15% increased damage depending on the weapon used:
    • Sword → Strong against Undead and Human creatures
    • Club → Strong against Venom and Beast creatures
    • Axe → Strong against Fire-based creatures
    • Arrow → Strong against Human and Undead creatures
    • Bolt → Strong against Fire and Beast creatures
    This system encourages tactical weapon selection based on enemy type, adding depth and strategic decision-making to the hunting experience.


Game Economy
  • Cost Adjustments: The price of the Amulet of Loss has been reduced from 40k to 30k, and Goron Aol Shop prices from 30k to 20k, lowering economic pressure during early and mid-game progression.
  • Blessings: The maximum cost of blessings has been reduced from 60k to 40k, or 22k when reaching the maximum hunting score, rewarding active and consistent hunters.
  • Synthesis Points: Synthesis points are now obtained slightly more slowly, prioritizing long-term consistency over short-term farming.
  • Death Penalty: Upon death, only 25% of the hunting score is lost (previously 50%), reducing frustration while maintaining risk.
  • Repair System Update: Item repairs no longer require Orichalcum. Instead, gold is automatically deducted based on the item’s condition, simplifying the repair process.


Runes and Healing
  • Healing Adjustment: UH and CH runes now heal approximately 7–8% less than before, balancing sustain during prolonged combat encounters.
  • Overall Combat Balance: Melee vocations become more versatile and engaging in PvM, but slightly less durable. The intended survivability hierarchy remains: Mages > Paladins > Melee.

Guild System — PvP and PvM
  • A new dual guild system has been introduced, completely redefining group progression and allowing guilds to specialize in either competitive PvP or cooperative PvM gameplay.
  • Guild leaders can set the guild type using the commands !setpvp or !setneutral. Changing the guild type will reset all accumulated guild points to 0.

PvP Guilds
  • PvP guilds earn points and experience by killing members of other PvP guilds. These kills directly contribute to the guild’s overall progression.
  • When a player is killed, their guild loses points accordingly, reinforcing competitive risk and reward.
  • Kills between PvP guilds do not generate frags, as the system operates in Enforced PvP mode.
  • Killing members of neutral or PvM-oriented guilds will still generate punishment and frags.

PvM Guilds
  • PvM guilds gain points primarily through hunting activities, completing quests, and defeating elite monsters, providing a non-PvP path for guild progression.

PvP Guild Bonuses
Points Benefits
0–99 (Level 1)
100–299 (Level 2)+2% Healing
300–749 (Level 3)Haste Boost
750–1499 (Level 4)+2 Magic Capacity
1500–2499 (Level 5)Mana Fluid Regeneration
2500–3999 (Level 6)50% Travel Cost
4000–5999 (Level 7)+2% Experience
6000–7499 (Level 8)+3% Healing
7500–9999 (Level 9)Improved Mana Fluid Regeneration
10000+ (Level 10)-25% Experience loss on death

PvM Guild Bonuses
Points Benefits
0–99 (Level 1)
100–299 (Level 2)Gold Rate +1
300–749 (Level 3)Free Ally Summoning
750–1499 (Level 4)+3% Healing
1500–2499 (Level 5)Mana Fluid Regeneration
2500–3999 (Level 6)Gold Rate +2
4000–5999 (Level 7)+5% Experience
6000–7499 (Level 8)+2% Magic Defense
7500–9999 (Level 9)Improved Mana Fluid Regeneration
10000+ (Level 10)+10% Experience

World and Content
  • Access Requirements Removed: Task-based access requirements have been removed from the Goron zones and the Lizard Jungle, allowing unrestricted entry and smoother exploration.
  • Quest Doors Removed: Minimum quest requirement doors have been removed, reducing artificial progression barriers and improving overall game flow.
  • Hunting Areas Expansion: Several new hunting zones have been added, while the most popular areas (Heroes, Dragon Lords, Hydras, and others) have been expanded and redesigned for more comfortable and efficient gameplay.
  • Endgame Extension: All high-difficulty quests have been updated, and game content now extends beyond level 225+, offering a deeper and more rewarding endgame.
  • New Ice Continent: A brand-new Ice Continent has been introduced, featuring 10 entirely new creatures, unique items, and a final quest that concludes the game’s lore.
  • Monster Rebalance: Monsters have been fully reviewed, with damage, loot, and experience values adjusted to maintain natural and consistent progression.

Reputation and Fishing System
  • Reputation Adjustments: The amount of reputation gained or lost when admiring or condemning players has been reduced, preventing excessive reputation swings.
  • Fishing Reputation Cap: A maximum of 1000 reputation points can now be earned through fishing. Once this cap is reached, no additional reputation can be gained from fishing activities.

Summonable Trainer (New System)
  • Trainer System Overhaul: The old !hunt command has been removed and replaced with a new summonable trainer available for 24 hours via donation.
  • Shared Usage: The trainer can be used by multiple players simultaneously, making it ideal for friends, parties, or guild training sessions.
  • Automatic Magic Level Detection: Mages gain Magic Level experience by attacking the trainer, which is automatically detected by the system.

Donations and Balance Adjustments
  • Donation Shop Review: Several items have been removed from the donation shop due to providing excessive advantages over standard progression. The following items are NO LONGER AVALIABLE:
    • Ranger Crossbow
    • Light Bow
    • Access Scrolls
    • Golden Mace
    • Magic Long Sword
    • Demon Legs (+4% magic damage)
    • Blessed Shield (Defense 44, +7% magic defense)
    • Elven Legs (Armor 9, +2 Distance)
    • Sprite Wand and Crystal Wand (level 60+ requirement)
    These changes ensure a fairer environment and prevent pay-to-win advantages.

Gameplay and System Adjustments
  • Rune Weight System: Runes now have weight based on their number of charges, following the original Tibia 7.6 formula. This reinforces inventory management and realism.
  • Shared Experience Range: The level range allowed for shared party experience has been increased from 20 to 50 levels.
    Important: If the highest-level player in the party has a reduced experience multiplier, the entire party will share that same multiplier to prevent abuse.
  • Death Information: Upon death, players will now see the exact amount of experience lost, improving transparency.
  • Guild PvP Experience: Experience gained from killing another player in guild PvP has been increased, further rewarding competitive gameplay.
  • Energy Ring Adjustment: The Energy Ring now reduces incoming damage by 25% when the player has more than 100 mana points. This additional protection applies only against monsters (PvM), preventing PvP imbalance.

Quality of Life (QoL) Improvements
  • Automatic Gold Pickup: Gold coins are now automatically collected when killing creatures if you have a Premium Account, reducing manual looting and improving hunting flow.
  • Fully Revealed Minimap: The minimap is now completely revealed from the start, including all underground levels, allowing better navigation without exploration restrictions.
  • Rune Creation Convenience: It is no longer required to hold blank runes in your hand to create runes. The server automatically detects blank runes inside your backpack and consumes them when casting rune spells.
  • Ammunition Slot Rework: The ammunition slot now behaves like a container, allowing players to store ammunition inside it, similar to a quiver. If no container is found, the system will fallback to the original ammunition behavior.

Balance, Progression and Experience
  • Difficulty-Based Experience Bonus: A new experience bonus system has been introduced to reward challenging hunts. For every 500 HP of the creature you kill, you gain an additional +1% experience. This encourages riskier and more demanding hunting spots.
  • Monster AI Improvements: Monster artificial intelligence has been enhanced, and pathfinding issues when players are partially surrounded have been fixed. A demonstration video will be published soon.
  • Donation Balance Cleanup: Donation items that provided excessive offensive or defensive advantages have been completely removed. Only quality-of-life and convenience items remain, ensuring balance and fair competition.
  • New High-Level Mana Potion: A new mana potion has been added for Master Sorcerers and Elder Druids level 150+.
    • Restores approximately twice the mana of standard potions.
    • Cannot be used while PZ-locked, preventing PvP abuse.
  • New Endgame Content: Two long and challenging missions have been added for level 200+ players, expanding post-game progression.
  • World Expansion: New hunting areas, previously unseen creatures, and unique items have been added to enrich exploration and progression.
  • Client Update: The game client has been updated to version 1.8.

Technical Optimization
  • Legacy code has been reviewed and refactored to improve performance and reduce RAM usage.
  • Internal optimizations have been applied to ensure a more stable, efficient and reliable server experience.

New Systems and Infrastructure
  • New Donation Item – Selling Hammer: Allows players to automatically sell all sellable items inside a container (such as a loot bag) with a single click, greatly improving inventory management.
  • Instant Donation Delivery: Donations are now delivered automatically and instantly to your account, without manual delays.
  • Proxy System Completed: The proxy system is now fully implemented (previously partial), improving latency and connection stability. Available locations:
    • 🇫🇷 Europe → France
    • 🇺🇸 LATAM → Miami
    • 🇨🇦 North America & Canada → Canada

Experiencie Stages

Level Range Experience Rate
10 - 80x7
80 - 90x6
90 - 100x5
100 - 120x4
120 - 140x3
140 - 180x2
180+x1


Conclusion
Seasonal 2026 represents the evolution of our seasonal concept: shaped by player feedback, refined by data, and focused on delivering a fair, fun and competitive experience from start to finish.