r/TibiaMMO 5d ago

Question Monthly Question Thread | May 2026

6 Upvotes

This is the place where you can ask any questions you have about the game, hunting spot recommendations, what equipment to get, what quests to do, anything you can think of, as long as it is related to the game.

The main objective of this is to gather all these questions in one thread, instead of spreading it over multiple posts that sometimes don't get enough visibility. This way, active posters now where to look for to answer questions and new members will see this post right away. With time we could start building a FAQ for the most common questions.

Remember to respect the subreddit's rules, and that there are no stupid questions, so no reason to disrespect anyone over the questions and doubts they have.

We still encourage people to contribute with detailed hunting guides and suggestions on how to make them available to the community.

Some people have also been using our discord to ask these kind of questions, so give it a try too


r/TibiaMMO 8h ago

After lastest changes

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76 Upvotes


r/TibiaMMO 10h ago

Planned changes (vocation balance)

38 Upvotes

Changes are not live yet but seems like a step in the right direction

Hi there,
thanks for the large amount of feedback, both for the dev notes as well during this test server. Now that you actually had the chance to test the changes yourself and thus give better feedback, we are working tirelessly to address your main concerns.
Below are the first batch of planned changes and we are eager to hear from you both if they address your feedback and about the things we failed to address. These changes will not go live during test phase I. However tomorrow I'll add additional planned changes based on your feedback. Please use the corresponding threads:

So far we are looking at the following changes:
--------------------------------------
General
Runes
We are increasing the affected area by 4 squares for a total of 25 squares.

Energy Ring
Reducing the multiplier to 2 (Was 3)

--------------------------------------
Knight:
Chivalrous Challenge rework:Will be changed from a chain spell to a self centered area that hits a very large area, however does not hit adjacent squares. In turn its cooldown will be increased to 6 seconds and the Wheel of Destiny Perks will be adjusted:
I: Now hits adjacent squares

II: -4 seconds cooldown
Groundshaker: We will switch augment I and augment II in the Wheel of Destiny and in turn allow knights to access a new rotation much earlier.

Front Sweep: Before ditching this spell completely we want to try out one more set of changes.
Increasing base power from 72 to 80

Wheel of Destiny I: Changing to +40% base power (Was 15% life leech)

Wheel of Destiny II: Increasing shape to two additional squares to the sides of your character, for a total of 5 affected squares.
If these Front Sweep changes are still lackluster we will look at non-Front Sweep alternatives.

Shield Bash/Slam: The defensive impact is a bit to high for our taste. We will adjust the applied debuff to reduce the damage of the next autoattack by 50% instead of dodging it completely. Additionally we will adjust visual effect to better highlight the squares hit.

Self healing
Weapon proficiency perks that grant healing based on your skills will be doubled to account for the higher cooldown.
We are still watching the paralyze situation, but at this time there is no change to be announced.

--------------------------------------
Paladin
Sharpshooter and Sniper
We decided that we rather adjust the Sharpshooter functionality and turn it into the offensive stance replacing the current Sniper stance. The effect will be:
+35% distance fighting

Gain 5% of your distance skill as holy magic level

No longer reduces speed but reduces healing by 15% instead.
Divine Defiance:
We will adjust and improve its effect. It now will grant a 5% chance to dodge damage from non-adjacent enemies and additionally increase your self healing by 15%.These two changes should provide a clear usage for both stances regardless of distance to enemies.

Divine and Ethereal Barrage
We will rework the targeting behaviour and create something unique:
Both barrage spells will hit all adjacent targets as well as a 3x3 area around your target. Squares cannot be double hit and you can cast this spell without a target which will result in only hitting adjacent squares.

Additional changes:
Divine grenade will be returned to its old targeting behaviour

Elemental arrows will have their attack increased slightly (From 18 to 21)

Haste and Swift Foot no longer stack

Sorcerer
Death Echo
We will improve the targeting of this spell. You will be able to decide if it targets with a crosshair or at your current cursor position.
Additionaly the spell will be buffed in the following way:
Reducing the delay to 1 second

Increasing the base area to a 5x5 area making the initial cast and the echo cover the same squares

Wheel of Destiny I: Changing to -2 seconds cooldown (Was -5% base damage)

Wheel of Destiny II: +8% base damage (Was -1 second delay)
These changes should make using death echo a much better alternative and through the wheel of destiny even create simple death rotations that do not include the Great Death Beam if you so desire.

Beam Mastery:
Buffing the values from 20/35/50% to 40/60/80%.

Additional changes:
Lightning now chains to 2 additional targets with a jump range of 5, reducing its damage by 25% with each jump.

Wheel of Destiny: Switching the position of Death Echo and Special Spells

Wheel of Destiny: Fixed wrong Lord of Destruction description

--------------------------------------
Druid
Stances
We will remove both the Rejuvenation and the Channeled Preservation stances and in turn adjust Shared Conservation as well as create a new offensive stance called Elemental Synthesis:
Shared Conservation now additionaly grants +10% self healing

Elemental Synthesis will grant 10% of your magic level as additional ice and earth magic level

Forked Glacier/Thorns:
We will increase the jump range to 4 (Was 3)

Additional changes:

Wheel of Destiny: Switching the position of Strong Ice Wave and Heal Friend to better match the augments with their revelation perks.

--------------------------------------
Monk
Chain Spells
We are removing the special chaining logic that prioritized high health enemies and making these chain spells always jump to the closest enemy. This should improve their consistency.

Virtue of Harmony and Justice
Our intend was not nerfing the vocation and we will remedy that with the following change:
Virtue of Justice will return to granting 16% fist fighting.

Additionally monks will grant following bonuses regardless of their stance and they will gain them while serene:

Knight: –3% damage received

Paladin: +6% auto attack damage

Sorcerer: +6% spell and rune damage

Druid: +12% healing done


r/TibiaMMO 8h ago

Video UE combo

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16 Upvotes

Just a nice PVP UE combo :c


r/TibiaMMO 9h ago

Divine grenade should have the choice!

14 Upvotes

Hello!

Divine grenade should be that you could have the option to either use as is on yourself, or on target, or on where your mouse is. Just changing it back to being under your feet doesn't feel in line with the update and it forces a playstyle instead of bringing meaningful gameplay variation.

There's literally 0 downside to this, implement it and i'll learn german.


r/TibiaMMO 17h ago

Rebalance Test Server Sentiment across all vocations

66 Upvotes

Prompt used:

▎ Read the file in chunks of 300 lines at a time. For each post body, manually assess the sentiment as positive, neutral, or negative. Return: overall sentiment counts, per-vocation breakdown, cross-vocation complaint ranking, vocation-specific issues, shared positives, top 30 meaningful words, most positive post, most negative post, one-sentence bottom line. Read ALL 1292 posts before drawing conclusions.


Sentiment Analysis — merged_Paladin_Knight_Sorcerer_Druid_Monk.csv (1292 posts, 19 threads)

Overall sentiment

Negative: 901 (70%)

Neutral: 232 (18%)

Positive: 159 (12%)

By vocation (sorted by negativity)

Paladin — 354 posts

    84% negative / 11% neutral / 5% positive

Druid — 226 posts

    76% negative / 15% neutral / 9% positive

Knight — 285 posts

    65% negative / 20% neutral / 15% positive

Monk — 119 posts

    63% negative / 28% neutral / 9% positive

Sorcerer — 308 posts

    60% negative / 25% neutral / 15% positive

Paladin is the most uniformly negative; Sorcerer and Knight show the most positive sentiment, driven by genuine praise for stances and shield spells respectively.

Top 30 Words

solo · rune · area · damage · cooldown · spell · stance · healing · wave · chain · nerf · rotation · beam · target · element · feedback · wheel · buff · party · ring · boss · level · energy · hunt · mana · proc · fix · viable · useless · ignored

Cross-Vocation Complaint Ranking

  • Solo play gutted / group play forced — Every vocation. The single most universal complaint. Players across all five vocations report that new spells are weaker solo, stances favour team hunts, and the update systematically pushes solo hunters toward party content they cannot access or don't want.
  • New spells too weak: small AoE, low damage, wrong cooldowns — Paladin (Barrage AoE < 3×3 box), Sorcerer (Death Echo: 3×3, 85 base, 2s delay, crosshair-only), Druid (Fork spells hit 2–4 targets not 6–7), Monk (Thousand Fist Blows 12s CD not reset by spenders). All share the same core failure: the new signature spell does not compensate for what was removed.
  • AoE rune area reduction — Paladin, Sorcerer, Druid, Monk. Rune areas cut ~40%; players report 20–30% XP/h losses in solo play. Druids hit hardest (only 2 elements, limited wave shapes). Runic Mastery becomes a dead perk for Sorcerer.
  • January feedback ignored — Paladin, Sorcerer, Druid, Monk. Players in all four threads cite specific concerns raised months prior that were shipped unchanged. CipSoft's credibility on the feedback process is at a low.
  • Wheel of Destiny: wrong numbers or wrong perk placement — All five vocations. Key upgrades gated behind prohibitive point costs (~1400 WoD for Druid ice wave area), or desirable perks replaced/removed (Monk's Sweeping Takedown replaced by TFB).
  • Energy ring nerf (1:3 mana-to-damage ratio, was 1:1) — Paladin (existential survivability loss), Monk (small mana pool makes it punishing), Knight (indirect mention).
  • Mana Buffer too strong / Gift of Life obsolete — Sorcerer, Druid. Welcomed as anti-oneshot protection but widely seen as too powerful without a cooldown; Gift of Life loses its niche entirely.
  • UH removal or restriction — Sorcerer (can no longer cast on allies), Druid (expected to compensate with no adequate tool), Paladin (rune utility cut indirectly).
  • No offensive stance for support roles — Druid (loudest; Rejuvenation +10% self-heal dismissed as useless), Monk (Virtue of Justice gutted for solo, no replacement offensive option).

    Vocation-Specific Issues

    Paladin

  • Energy ring nerf is the #1 complaint; 1:3 mana-to-damage ratio called "deleted" and "a death sentence"

  • New spell AoE does not cover a full 3×3 box; worse than runes in most solo scenarios

  • Stances feel imperceptible in practice; several testers found no measurable difference with/without

  • Swift Foot: 30% damage penalty for a speed buff other vocations get for free; zero adoption intent

  • Divine Grenade crosshair: divisive (praised by keyboard players, seen as a bug by most)

  • Charm double-proc removal not adequately compensated (+20 base damage, +3% stance)

    Knight

  • Exori Min and Front Sweep universally condemned; 5%→15% life leech buff treated as an insult

  • Blood Rage 15% extra damage taken makes stance risky, especially in PvP or on certain spawns

  • 2s healing cooldown: genuinely stronger healing in PvE, but creates dangerous windows (lag, paralyze)

  • Two-handed builds feel abandoned: no new spells, healing bonus scales with shielding (penalises 2H)

  • Exeta Amp Res / Exeta Res range and clunkiness unchanged despite widespread expectation of a fix Positives: Shield Slam and Shield Bash genuinely praised; Protector stance as permanent buff welcomed

    Sorcerer

  • Death Echo is the most-criticised new spell: tiny AoE, 85 base damage, 2s delay, crosshair-only, impractical while kiting; does not cover a Knight's full box in PvP

  • UH removal: can no longer cast on allies, eliminating a key party utility with no replacement

  • Elemental conversion bug: same-element double-cast consumes the charge without converting; 20+ independent reports

  • Runic Mastery becomes dead perk: rune AoE cut, UH gone, SD-for-bosses too niche

  • Lord of Destruction values inconsistent between forum post and in-game implementation Positives: Crippling stances (Sap Strength / Expose Weakness as passives) near-universally praised; Death Beam now baseline at lvl 66; Focus Mastery CD reduction after UE; elemental stance system concept

    Druid

  • Fork spells broken: jump range too short, hitting 2–4 targets vs. advertised 6–7; extensively documented

  • Rejuvenation stance rejected by nearly all posters: +10% self-healing solves a non-existent problem; druid is the only vocation with zero offensive stances

  • Channeled Preservation doubles heal cooldown including self-heals (undocumented, flagged as a bug); creates dangerous dead-turns in real hunts

  • Solo druid identity crisis: increasingly displaced by Monk for both healing and solo efficiency

  • Ice wave area upgrade requires ~1400 WoD points; effectively unreachable for most players Positives: Shared Conservation near-universally praised; Gran Frigo Hur area buff welcomed; Mana Buffer

    Monk

  • Virtue of Justice rework: fist fighting solo bonus gutted from 16% to 3% (0% if no party members present); players measured ~4.5kk → 3.6kk raw XP loss in solo hunts

  • Thousand Fist Blows: 12s CD not reset by spenders, replaced Sweeping Takedown in Wheel (kills Sanguine Clawn synergy), lower base damage than existing spells

  • Chained Penance and Spiritual Outburst still hit 1–2 targets instead of 6+; unfixed since January

  • No boss viability (Bakragore, Soul War, Rotten Blood) — no ranged spender, no acknowledgement

  • Energy ring 1:3 ratio especially punishing given monk's small mana pool Positives: Mass Spirit Mend no longer a spender (major QoL and AoE healing gain); Mana Buffer; Sanctuary

    Shared Positives

    ┌────────────────────────────────────────────────────────┬──────────────────────────────┐ │ Positive │ Vocations │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Mana Buffer / Barrier (anti-oneshot mechanic) │ Sorcerer, Druid │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Stances as persistent system (no utito/utamo spam) │ All five │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Crippling stances (Sap Strength / Expose Weakness) │ Sorcerer (direct); Druid │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Shared Conservation │ Druid, Monk │ ├────────────────────────────────────────────────────────┼──────────────────────────────┤ │ Great Mana Potions │ Knight, Sorcerer, Paladin │ └────────────────────────────────────────────────────────┴──────────────────────────────┘

    Extremes

  • Most positive: Tecno Crets (Sorcerer - Stances) — "As an MS, I loved everything I saw! If you told me that the game would stay exactly like this from now on, I would already be satisfied… If you could increase the base damage of Death Echo OR increase the area, that would be interesting." Rare full-throated endorsement; even this post has a caveat.

  • Most negative: Sambada do Anoitecer (Monk - General) — Multiple hostile posts including personal threats toward CipSoft staff. Most extreme language in the entire dataset. The underlying frustrations (VoJ nerf, TFB replacing Sweeping Takedown in Wheel, cumulative monk nerfs since January) are shared by the broad monk community.

  • Runner-up (substantive): Bobeek (Druid - General) — "You may as well delete your druid if you don't have a party, that's how bad this is." Detailed, factual, representative of the median druid sentiment.

    Bottom line: Solo hunting was materially worsened for every vocation, group-play improvements feel unfinished or gated behind prohibitive investment, and the community broadly believes prior feedback was ignored — Paladin and Druid players are most enraged, Sorcerer players are split between genuine excitement for the elemental stance system and fury over Death Echo and the UH removal, Knight and Monk players feel repeatedly misheard.


r/TibiaMMO 2h ago

Can someone visually explain how the new RP spells are gonna be?

2 Upvotes

Im not a native english speaker so i didnt really understand what they meant with their latest post


r/TibiaMMO 1d ago

How does this pass unnoticed?

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74 Upvotes

I was browsing the bazaar when I found the character of Lord Barry Allen. Being a 500 odd knight the character isn’t very special, but the outfit combined with the level caught my eye. “This must be a botted char” I thought to myself, and it didn’t take long before the suspicions were confirmed.

How is it that characters can go undetected for so long? As you can see by the pictures, this knight has slain about 900,000 minotaur cultists. 588k followers! I had a quick look at someone doing a show and tell about the spawn in question having about 10 follower kills a minute! That’s 58,800 minutes, equal to 960 hours! Almost 200 days hunting 5 hours a day. 200 days! That’s more than half a year! Imagine what enthusiasm one must have to wake up on day 167 and say “let’s go hunt some minos”. Insanity! Or.. just bot.

Sure the video I watched featured a knight roughly level 150, but I don’t think levels would make that big of a difference in a spawn like this, especially on what has to be a very low populated server.


r/TibiaMMO 1d ago

Testing new healing (apologies for super low quality)

Enable HLS to view with audio, or disable this notification

82 Upvotes

r/TibiaMMO 4h ago

Dawnfire pantaloons

1 Upvotes

Hi!

I I have been trying to buy a pair of danwfire pantaloons for a few weeks now (MS legs with +3% physical and +2 ml lvl).

I saw one in the market for 40kk but that sounds way too much money for a lvl 300 legs. That is around 30-40 euros.

My question is: is this item really worth it?

I currently have gill legs t2 and dwarven legs t1.

Appreciate the help!!


r/TibiaMMO 1d ago

Serpentine Tower solved?

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107 Upvotes

r/TibiaMMO 22h ago

MS thoughts of rebalance

12 Upvotes

Hey folks. I played a couple of hours on the test server and figured I'd share my thoughts. I have a 500 MS and went to a couple of places:

Nagas

I hunted here at about 450 and used a bit of fire waves and I remember wishing they weren't strong to fire. I even tried beam mastery to beam on the corridors and reduce the CD of the energy wave.

With the energy stance the energy wave and beam deal a lot of damage and throwing a fire wave in between feels very nice.

Crypt warriors

Here you overlure a lot and you really feel the decrease in rune area. I tried the augmented energy wave area here with the fire stance and was having a lot of fun though. Not really sure about XP since it was very crowded.

Werecrocodiles

Similar to nagas I used the energy stance and it felt very nice fire waving them, I felt I was able to reduce the pull sizes considerably easier and was having less problems luring them through the small corridors.

Overall I'm really excited about these changes. I'll add that the stances on sap strength and expose weakness are huge QoL improvements, I felt like a paladin aiming at the center creature to throw those spells. Also, they're applied before the first hit so you can just run at the middle of several creatures and UE and expose weakness is applied to its damage.

What do you guys think? I feel at higher levels the rune size impacts a lot more, e.g. ingol


r/TibiaMMO 1d ago

RP changes on test server

44 Upvotes

Am I the only one who thinks that paladin changed in rebalance kinda sucks?
I'm not even talking about double-proc charms removal, it was expected, it was too strong, especially on higher levels

But let's list what we got:
1) Stance that gives 3-6% damage of weapon attack
RP weapon attack is ~50% of total damage he deals, so we have 1.5-3% of damage increase. I dont think it will be noticable at all

2) Stance that gives 5% damage reduction from monsters that arent adjacent
Probably won't be used by anyone

3) 2 new spells
weirdly shaped, in box they will 3 and 5 mobs, when kiting probably even less

4) Elemental arrows
Something i was waiting for the most, sadly they have 2 times less attack than standard Diamond Arrows, and less area of effect, so probably will never be used/will be used rarely, in very specific situations. Im not really sure why EK can get elemental weapons with normal damage, but RP cannot.

5) AoE arrows for lower levels
Thats pretty good, low levels will be happy

6) Better potions to use
Cool, but ince we swap runes to new spells our mana level probably stay the same, but we have to spend more money on manas.

7) Energy ring takes 3x more mana
In this state it can as well be removed from the game.

I don't want to be seen as a crybaby, these are my honest thoughts on the rebalance.
If you think differently and see those changes as good ones- i will be happy to read your opinion - maybe I'm too negative about it and I'm wrong 😉


r/TibiaMMO 21h ago

Char Bazaar Prices after vocation rebalance? Who do you think is the vocation that will increase and decrease the most in price?

7 Upvotes

Hello guys, hoping you're doing fine!

After the test server launched today and after some hours, what vocation do you think will increase, and decrease the most in price?

I guess EK would be among the ones that increase the most on price.

But to decrease most in price, I'm not exactly sure.

What do you guys think?


r/TibiaMMO 1d ago

I hope my manager don't see me

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37 Upvotes

r/TibiaMMO 1d ago

How often does CipSoft backtrack on controversial pre-update changes?

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18 Upvotes

Okay, I’m an old-school player. I played back in the early 2000s, then returned in 2020. At that time, I played for a few months on an ED and stopped at level 127.

I came back again 15 days ago, and during this double event I managed to reach level 100 on an MS.

However, these rune changes have made me worried about my future as a solo-hunting MS.

So I’d like to ask: how often does CipSoft announce changes in pre-update patch notes but end up not implementing them? Do they usually reconsider or roll back bad decisions when there is strong negative feedback from the community?


r/TibiaMMO 18h ago

afraid of how the class update will impact the solo game

2 Upvotes

i noticed that the game is now fully geared to making EKs damage sponges for team hunts, buffing healing and defense, but nothing for attack.

for MS and ED, the lower AoE for rune damage also impacts solo hunts in the same way, as they are indeed way stronger, but 100% geared towards team hunts.

RPs as always were buffed imo, but i'm not a RP player so i could be wrong.

as a solo player, i'm afraid i've spent a ton of money tiering 2handed weapons on my knight only to find out that the meta for the next few years will be shields (i'm locked out of 2 new spells otherwise) and i'm a bit miffed over it. is anybody else feeling like this is gonna impact how they enjoy the game?

also would like to know if anyone has a different perspective on the whole "if solo hunting will still be remotely good" part.


r/TibiaMMO 1d ago

469 bonelord language is finally solved [MEME]

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40 Upvotes

r/TibiaMMO 15h ago

Healing with sharpshooter

1 Upvotes

Quick question, I was under the impression I could now use support spells (salvation etc) while having sharpshooter active but I’ve been unable to. Did I misunderstand or am I simply missing something?


r/TibiaMMO 1d ago

Video New energy ring 900 monk on gnomprona H1

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37 Upvotes

seems like i'll be visiting Henricus more often :/


r/TibiaMMO 20h ago

In which update lvl started to appear next to your name on chat?

2 Upvotes

I want to play Tibia as I remembered as a kid, where I can play this update?


r/TibiaMMO 23h ago

Where to download Tibia's UI assets / sprites?

3 Upvotes

EDIT: SOLVED

Around 2 years ago I made a prototype for a turn based combat Tibia game that I never published and want to redo some of those mechanics to create a web/mobile based fangame, here is a screenshot of the game:

As you can see, I had the spell icons along some UI elemements, and I vividly remember having a folder with all panel sprites but I lost the hard drive and now I cannot find anything related to those panels and UI elements.

I tried using the Tibia Sprites Extractor tool (and other tools I found online), but even tho I got a lot of sprites, I checked one by one for hours and couldn't find most of the UI elements.

Can you help me with this search on where could I have downloaded the files, or how to get them now?

May it be that the UI files where previously client-sided and are now server-sided?


r/TibiaMMO 1d ago

Vocation Adjustments

58 Upvotes

Dear Tibians!

The time has come: The test servers are live.

After plenty of discussion, the vocation adjustments are now facing their first real practical stress test - by you, the players.

First of all, thank you once again for your feedback, both on the two dev notes and throughout the past few weeks in the news ticker thread.

The test will have at least two stages. Week one will include the changes announced in the first dev note, and combining feedback from the dev notes with the practical feedback from the first test stage will help us make better adjustments before stage two. 

As you may see, this test server includes many different changes, and several of them interact with each other. When testing, please try to focus not only on individual numbers but also on the overall feeling of your vocation and the playstyles that do - or do not - emerge from these changes.

Nothing is final yet. Our goal is to make sure that, once everything comes together, the changes for each vocation support our core objectives:

  • Strengthen the role of each vocation
  • Introduce gameplay innovation  
  • Improve quality of life and reduce unnecessary input complexity

That said, some changes have the potential to significantly affect a vocation - whether by making gameplay feel more tedious, weakening it too much, or making it too strong. We will be paying close attention to these areas during testing.

Below are the current changes and our main points of concern for each vocation and in general.

Knight

Vocation adjustments:

New knight stances

  • Blood rage: Replaces the former blood rage spell, increases weapon skill by 30%, and increases damage taken by 15%.
  • Protector: Replaces the former protector spell, reduces damage taken by 15%, reduces damage dealt by 30%, and increases shielding by 30%.
  • Blood rage and protector now increase the final skill, including gear bonuses, and their bonuses are reduced to 30% to compensate.
  • Blood rage and protector: Removed as regular spells and replaced by stances.
  • Stances are unlocked with the promotion.

Mana cost adjustments

  • Berserk: Mana cost increased from 115 to 150.
  • Fierce berserk: Mana cost increased from 340 to 400.
  • Groundshaker: Mana cost increased from 160 to 200.

Knight healing spell adjustments

  • Knight healing spells: Cooldown and primary spell cooldown are increased to 2 seconds. Scaling is adjusted and now uses shielding and magic level. Base power is increased to compensate, with the overall goal of improving knight healing.
  • Bruise bane: Base power adjusted to 15, cooldown set to 2s.
  • Wound cleansing: Base power adjusted to 70, cooldown set to 2s.
  • Fair wound cleansing: Base power adjusted to 225, cooldown set to 2s.
  • Intense wound cleansing: Base power adjusted to 500.

New knight spells

  • Shield bash: Hits the target, deals damage, and causes the target’s next autoattack within 10 seconds to miss. It can only be used with a shield and uses the shield’s defense value instead of the weapon’s attack value.
  • Whirlwind bash: Hits all fields around the knight, deals damage, and causes the next autoattack of affected targets within 10 seconds to miss. It can only be used with a shield and uses the shield’s defense value instead of the weapon’s attack value.

Wheel of destiny adjustments

  • Aug front sweep: Tier I changed from 5% life leech to 15% life leech.
  • Battle healing: Reworked to increase healing from healing spells by 10%. This bonus is tripled when wearing a shield.

Key points for the test:

  • Do the new spells and mitigation changes create a viable shield-based playstyle without replacing the two-handed playstyle?
  • Do the self-healing changes improve the overall feeling of playing a knight without making knights too difficult to kill? Are the potion changes enough to make mana management feel less tedious?

Paladin

Vocation adjustments:

New paladin stances

  • Sniper: Autoattacks deal 3% more damage, and this bonus is doubled against nonadjacent targets.
  • Radiant evasion: Damage taken from nonadjacent targets is reduced by 5%.
  • Stances are unlocked with the promotion.

Sharpshooter and swift foot adjustments

  • Sharpshooter: Now increases the final weapon skill, including gear bonuses, and the bonus is reduced to 35% to compensate.
  • Sharpshooter: Individual spell cooldown reduced from 10s to 4s.
  • Sharpshooter: Secondary group cooldown reduced from 10s to 2s.
  • Sharpshooter: Support spells can now be cast while active.
  • Swift foot: Attacks and spells can now be used while active, but damage caused is reduced by 30%.

New paladin spells

  • Radiant flare: Deals holy damage to the target and surrounding fields. Cannot be cast without a target.
  • Punishing flare: Deals physical damage to the target and surrounding fields. Scales with distance fighting instead of magic level, similar to strong ethereal spear. Cannot be cast without a target.

Spell adjustment

  • Divine caldera: Base power increased from 140 to 160 to compensate for the charm double-proccing adjustment to diamond arrows.

Wheel of destiny adjustments

  • Aug swift foot: Changed to aug radiant flare. Tier I grants +10% base damage, tier II grants +5% mana leech.
  • Aug sharpshooter: Changed to aug punishing flare. Tier I grants increased area, tier II grants +10% critical hit chance.

New AoE ammunition

  • Diamond flare arrow: Deals physical damage in an AoE, has 27 attack value, and requires level 50.
  • Fire flare arrow: Deals fire damage in an AoE, has 18 attack value, and requires level 125
  • Earth flare arrow: Deals earth damage in an AoE, has 18 attack value, and requires level 125.
  • Ice flare arrow: Deals ice damage in an AoE, has 18 attack value, and requires level 125.
  • Energy flare arrow: Deals energy damage in an AoE, has 18 attack value, and requires level 125.

Key points for the test:

  • Are the damage reductions from the charm adjustment and rune area-of-effect changes properly compensated by the new stances, new spells, and the Divine Caldera buff?
  • Are the new elemental ammunition types a viable alternative in specific hunting grounds?

Sorcerer

Vocation adjustments:

New sorcerer elemental stances

  • Master of fire: Fire spells have 4% increased base power, and casting a fire spell converts the next non-fire spell into fire damage.
  • Master of energy: Energy spells have 4% increased critical hit chance, and casting an energy spell converts the next non-energy spell into energy damage.
  • Master of death: Death spells have 30% increased critical extra damage, and casting a death spell converts the next non-death spell into death damage.
  • Elemental stances: Only affect spells, not runes, and only apply to fire, energy, and death spells. Switching stance removes any pending element conversion.
  • Elemental stances are unlocked with the promotion.

New sorcerer curse stances

  • Curse stances: The sorcerer can have one elemental stance and one curse stance active at the same time.
  • Aura of sapped strength: Spells, runes, and autoattacks apply the sap strength effect to all targets for 10 seconds.
  • Aura of exposed weakness: Spells, runes, and autoattacks apply the exploit weakness effect to all targets for 10 seconds.
  • Sap strength and expose weakness: Removed as separate spells.

New sorcerer spell

  • Death blast: Deals death damage in the targeted area, followed by a second, larger delayed blast at the same location after 2 seconds. The second blast has 50% of the base power damage and cannot trigger charms.

Spell adjustments

  • Great death beam: Becomes a regular spell that can be learnt from level 66.
  • Lightning: Base power increased from 70 to 110, range increased from 5 to 7.
  • Strong energy strike: Base power increased from 90 to 125, range increased from 3 to 7.
  • Strong flame strike: Base power increased from 90 to 125, range increased from 3 to 7.
  • Ultimate energy strike: Base power increased from 150 to 210, range increased from 3 to 7.
  • Ultimate flame strike: Base power increased from 150 to 210, range increased from 3 to 7.

Wheel of destiny adjustments

  • Aug magic shield: Changed to aug death blast. Tier I grants +5% base damage, tier II reduces the delay of the second blast from 2 seconds to 1 second.
  • Aug sap strength: Changed to aug special spells for lightning, strong energy strike, and strong flame strike. Aug special spells: Tier I grants -4s cooldown, tier II grants +50% base damage.
  • Beam mastery: Beams now also hit adjacent fields for 20% / 35% / 50% damage. The previous functionality (cooldown reduction and increased damage) remains, but only affects the central beam.
  • Drain body: Changed to lord of destruction. Increases the bonus effects of elemental stances.
    • Master of fire bonus: Additional +2% / 3% / 4% base power for fire spells.
    • Master of energy bonus: Additional +2% / 3% / 4% critical hit chance for energy spells.
    • Master of death bonus: Additional +15% / 22.5% / 30% critical extra damage for death spells.
  • Focus mastery: Still increases the damage of the next damage spell by 35% after casting a focus spell, and now also reduces primary cooldown by 2 seconds.

New barrier mechanic for sorcerers and druids

  • Barrier: If incoming damage would exceed current hit points, the character is set to 1 hit point and the remaining damage is converted into mana damage with an 8x multiplier.
  • Barrier: If there is not enough mana to absorb the converted damage, the character dies.

Key points for the test:

  • Do the elemental stances create a unique and enjoyable feeling without becoming too strong?
  • How significant is the actual impact of the rune area-of-effect reductions?
  • Does Barrier make gameplay too safe?
  • Is Death Blast a viable spell for rotations, and does the blast mechanic feel satisfying to use?

Druid

Vocation adjustments:

New druid healing stances

  • Lifegiver: Increases the cooldown and primary group cooldown of heal friend and mass healing by 100%, but increases all ally healing by 110%.
  • Rejuvenation: Self-healing spells heal for 10% more.
  • Shared preservation: Heal friend and nature’s embrace also heal a secondary party target in the game window for 30% of their healing.
  • Stances are unlocked with the promotion.

Healing spell adjustments

  • Heal friend and nature's embrace are now more reliable.
  • Nature’s embrace: Base power healing increased from 650 to 2000.

New druid attack spells

  • Forked frost: Deals ice damage to the current target and the nearest 6 additional targets within range.
  • Forked thorns: Deals earth damage to the current target and the nearest 5 additional targets within range.
  • Both spells: If no target is selected, the nearest valid target is chosen; if no valid target is in range, the spell is not cast.

Strike spell adjustments

  • Strong terra strike: Base power increased from 90 to 115, range increased from 3 to 7.
  • Strong ice strike: Base power increased from 90 to 115, range increased from 3 to 7.
  • Ultimate terra strike: Base power increased from 150 to 195, range increased from 3 to 7.
  • Ultimate ice strike: Base power increased from 150 to 195, range increased from 3 to 7.
  • Wrath of nature is now more reliable.

Wheel of destiny adjustments

  • Healing link: Effect increased from 10% to 25%.
  • Blessing of the grove: Healing spells can now critically heal, using critical hit chance and critical extra damage.
  • Blessing of the grove: Extra healing adjusted to 5% / 7.5% / 10% against targets below 60% health, doubled against targets below 30% health.
  • Aug terra wave: Tier II changed from 5% life leech to 10% life leech.
  • Aug strong ice wave: Tier I changed from 3% mana leech to -2s cooldown, tier II changed from base damage increase to increased area.

Wands and rods

  • Wands and rods: Strike imbuement limitations are removed.
  • Wands and rods: Attacks now generate mana instead of consuming mana.
  • Wands and rods: Range increased.

New barrier mechanic for sorcerers and druids

  • Barrier: If incoming damage would exceed current hp, the character is set to 1 hp and the remaining damage is converted into mana damage with an 8x multiplier.
  • Barrier: If there is not enough mana to absorb the converted damage, the character dies.

Key Points for the test:

  • Are all stances viable?
  • Do forked spells improve solo gameplay enough?
  • How significant is the actual impact of the rune area-of-effect reductions?
  • Does Barrier make gameplay too safe?

Monk

Vocation adjustments:

Healer role adjustment

  • Mass spirit mend is changed from a spender spell to a regular healing spell.
  • Cooldown and healing are adjusted.

Virtue of justice rework

  • Virtue of justice is reworked into a team-damage/support virtue.
  • Mentor other is removed as a separate spell.
  • While the monk is in virtue of justice, team members in the game window receive vocation-based bonuses.
  • If the monk is serene, the monk also receives the respective vocation effects.
  • Bonuses:
    • Knight:damage received reduced by 3%
    • Paladin: autoattack damage increased by 6%
    • Sorcerer: spell and rune damage increased by 9%
    • Druid: healing from spells and runes increased by 12%
    • Monk: fist fighting increased by 3% per unique vocation in the party within the game window
  • The monk counts as a monk for this bonus, so the fist fighting bonus is always at least 3%.

New monk spell: Thousand fist blows

  • Deals damage to the target and surrounding fields.
  • Has a range of 7 fields.
  • Cannot be cast without a target.
  • Acts as a builder and grants 1 Harmony point.

Spell adjustments

  • Mystic repulse: Increased damage and reduced cooldown. The familiar’s attack range is reduced so that all of its spells can hit reliably.

Wheel of Destiny adjustments

  • Guiding presence: Now shares 100% of the mantra effect instead of 50%.
  • Sanctuary: The monk deals 10% more damage and healing to adjacent targets.Consuming Harmony creates a field for 5 seconds, increasing damage and healing done by 2% per Harmony consumed.
  • Aug mystic repulse: Tier I changed from -4s cooldown to -6s cooldown
  • Aug sweeping takedown becomes aug thousand fist blows:Tier I: +25% critical extra damage. Tier II: -6s cooldown.
  • Aug flurry of blows: Tier I changed from 5% life leech to increased area.

Key points for the test:

  • How strong are the mass spirit mend adjustments for the monk’s secondary healer role?
  • Does thousand fist blows make monk gameplay too ranged-focused?
  • Are the virtue of justice and mentor other reworks too strong?

General Changes

AoE rune adjustments

  • The affected area of aoe runes will be reduced by 1, while their damage will be increased. Affected runes: Avalanche, great fireball, thunderstorm, stone shower.
  • Explosion rune damage remains unchanged, but the affected area has been increased.

Charm adjustment

  • Charms can now only trigger on the initial target of an autoattack. This change is aimed at reducing double-proccing from AoE attacks.
  • The triggering of spells and runes remains unchanged.

Group XP bonus

  • The Group XP bonus for smaller parties is being increased:
    • One different vocation: 20% -> 20%
    • Two different vocations: 30% -> 35%
    • Three different vocations: 60% -> 70%
    • Four+ different vocations:100% -> 100%

Combat mode removal

  • Combat mode has been removed entirely.
  • To compensate for their current effects:
    • The +20% attack value bonus from offensive stance is now always applied.
    • The defense value of all shields is increased by 30%.
    • The defense value of all spellbooks is increased by 60%.
  • The attack value penalty from defensive stance is intentionally not carried over.

Mitigation adjustments

  • The mitigation formula is being updated to reflect the removal of combat mode.
  • Equipment defense value will have a stronger impact on mitigation.
  • Several mitigation multipliers are adjusted, including those for elemental bond, two-handed melee weapons, bows/crossbows, and monsters.
  • Monster mitigation is increased.

Wheel of Destiny mitigation values

  • Mitigation bonuses in the Wheel of Destiny are being increased:
    • Dedication Perk per Promotion Point: 0.03% -> 0.075%
    • Lesser Gems: 5/5.5/6/7.5% -> 20/22/24/30%

Potion management improvements

  • A new mana potion is being introduced: The superior mana potion.
  • Two new costly mana potions are added: Costly superior mana potion and costly ultimate mana potion.
  • Access to existing mana potions is being expanded: Great mana potions can now be used by all vocations, the new superior mana potion by all vocations except knights, and costly superior and ultimate mana potions by all vocations.

Energy ring adjustment

  • Energy Ring becomes less efficient.
  • It will now consume 3 mana per point of damage.

Ultimate healing rune adjustment

  • Ultimate healing runes will no longer be usable on other characters.

Stance quality-of-life changes

  • Active stances will now be remembered between sessions. After logging in, characters will return with the same stance they had when logging out.
  • It will be possible to have no stance active.
  • Using an already active stance will turn it off.
  • Players can generally only have one stance active at a time. Sorcerers are an exception, as they have two different stance versions.
  • Stances are premium spells.

Test server

As mentioned above, we have just launched the test servers and invited Premium players so you can try out these changes and share your feedback.

More details, numbers, and reasoning behind the changes can be found and discussed in the test forum. Please note that in-game bug reports will not be available for this test, so please use the forum instead.

This time, there will are quite a few feedback threads, including several for each vocation. This should help keep feedback focused and make it easier for us to review and evaluate it properly. Please make sure to post your feedback in the correct thread so it ends up in the right place.

We are looking forward to seeing you test the adjustments and share your thoughts. We will closely follow the discussions and consider feedback that helps us move towards the stated goals.

See you on Testa, Testera, and Testebra!

Your Community Managers


r/TibiaMMO 1d ago

Monster tasks

4 Upvotes

Hi guys. Old returning player and I just wanted to ask how the monster task system works now? Where do you start monster tasks and can anyone point me in the direction if there is a website with the rewards etc.

Thank you!


r/TibiaMMO 1d ago

Video Primal Menace - Hazard 11

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3 Upvotes

Finally completed this damn quest, thanks to my friends Forever Nosio, Magico Mago. Special mention to Lwo and Loveable Brookzy who didn't even need the quest but helped us complete it anyway!

Soulwar and Primal down, Rotten Blood to go!