Demonax is a heavily enhanced fork of Tibia 7.7 — the same classic gameplay you know, but with deeper combat, faster progression, new spells, and modern quality-of-life features. Everything here is custom content built on top of the original engine. Below is a summary of what makes Demonax different.
Demonax adds 10+ new spells and runes, giving every vocation more options in combat:
| Spell | Words | Description |
|---|---|---|
| Blood Rage | ut ori mort |
Boost melee skills by 50% for 15 seconds. Level 100. |
| Divine Protection | ut ori vita |
Boost shielding by 200% for 15 seconds. Level 100. |
| Focus Strike | ex ori hur |
Powerful single-target physical attack. Scales with level. Level 65. |
| Quick Strike | ex ori isa |
Lighter single-target physical attack. Half the cost of Focus Strike. Level 45. |
| Great Fire Wave | ex evo gran flam hur |
Fire cone attack, mirroring Energy Wave. Level 38. |
| Great Mass Healing | ex evo gran mas res |
Massive party heal — 4x stronger than regular Mass Healing with a larger radius. Level 50, druids only. |
| Crystalline Arrows | exevo con frigo |
Create high-damage arrows (50 ATK). Requires level 100. Paladins. |
New runes:
| Rune | Words | Description |
|---|---|---|
| Divine Healing Rune | ad ura mas |
Restores 200 ± 100 mana — twice as much as mana fluids. |
| Mortal Strike Rune | ad ori mort |
Ranged physical damage for knights. Level 65. |
| Great Poison Ball | ad ori gran pox |
Poison area damage, completing the elemental trio alongside fire and energy. |
| Great Energy Ball | ad ori gran vis |
Energy area damage rune for sorcerers. |
| Death Cloud Rune | ad ori gran mort |
Death/physical area damage with tight, consistent damage range. |
Buff to classic runes: Heavy Magic Missile and Great Fireball deal 50% more damage than in original Tibia, making them viable into mid and late game.
Spell damage scaling: All spells and runes scale with both your level and magic level — (Level × 2) + (Magic Level × 3) — so your damage grows with your character even after maxing magic level.
Blood Rage and Divine Protection are mutually exclusive — you can’t stack both buffs.
Wearing a critical hit ring gives your melee attacks a chance to deal bonus damage. A glowing “CRITICAL!” text appears when it triggers. Different rings can offer different chance and damage bonuses.
When you hunt in a party, all nearby members get equal experience — even if one player dealt zero damage. No more kill-stealing or damage competition. Healers and tanks get full credit just for being there.
The catch: you must be within 8 tiles and on the same floor. And bestiary kill credit still goes to whoever lands the killing blow.
All vocations advance skills faster than in original Tibia 7.7:
These rates were tuned per vocation — maximum boost where it matters most, while keeping relative balance.
Every creature you kill is tracked. Your bestiary count for each monster type is saved permanently and visible on your character profile. Certain NPCs will acknowledge your hunting experience — some quests require a minimum bestiary count to start.
Use an Obsidian Knife on creature corpses to harvest materials — leather, wings, hair, bones, and other monster parts. Each creature has a success chance (typically 4–11%). If the roll succeeds, you receive a reward item and a green sparkle appears; if it fails, you get nothing. Either way, the corpse advances to its next decay stage, so you only get one attempt per corpse — no re-harvesting.
Your harvesting progress is tracked per creature type and visible on your character profile and the harvesting leaderboard. Some NPCs and achievements reward dedicated skinners.
Both systems support achievements — see the Achievements page.
When you die, two things happen: you lose 10% of your current experience progress toward the next level (skills drop proportionally), and each item you are wearing or carrying has a 10% chance of being dropped on your corpse.
Original Tibia 7.7 let you buy blessings from NPCs — single-use consumables that stacked together to reduce both penalties. Demonax has removed the blessing system entirely. There are no blessing NPCs and no blessing items.
Protection is now built directly into amulets. Any amulet with death protection absorbs part or all of the penalty when you die wearing it in the neck slot — and is consumed in the process. One death, one amulet gone.
Two independent penalties can be protected against:
An amulet can protect against one or both. A few reference points:
| Amulet | Item loss | Exp loss | Source |
|---|---|---|---|
| Amulet of Loss | Full | None | Eremo (50,000 gp) |
| Sapphire Amulet | Full | −4% (lose 6%) | Anaximander (75,000 gp) |
| Granite Amulet | None | Full | Behemoth / Destroyer (~5%) |
| Bronze Necklace | Full | Full | Pharaohs (~0.2%) |
Most amulets in the game — from low-level pieces like the crystal necklace up to endgame items like Ferumbras’ Necklace and the Covenant of Death — carry some degree of protection alongside their other stats. Higher-tier amulets generally offer better protection combined with combat bonuses, but they are consumed on death regardless. See the Equipment library for the full breakdown.
Note: charge-based amulets (elven amulet, dragon necklace, terra amulet, and similar items with a use counter) do not provide death protection. Their charges deplete through normal use, not on death.
Item descriptions now automatically show special properties: critical hit chance, damage type protections and weaknesses, level requirements, and vocation restrictions. No more guessing what an item does.
Some protective items come with a trade-off: high resistance to one damage type, but increased vulnerability to another. For example, a ring might give 99% fire protection but make you take 99% more physical damage. These create glass cannon build choices.
Items can require a minimum level and/or specific vocations — displayed automatically in the item description.
The quest system supports up to 1,000 quest variables per character, enabling complex multi-stage quest chains. Some outfits are unlocked by completing specific quests rather than being available from the start.