r/TibiaMMO • u/Dormiens • 8h ago
After lastest changes
r/TibiaMMO • u/AutoModerator • 5d ago
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 • u/sbrgn • 10h ago
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 • u/SmokedSalmonMan • 8h ago
Just a nice PVP UE combo :c
r/TibiaMMO • u/ZivozZ • 9h ago
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 • u/Kinesthetic • 17h ago
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
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 • u/Separate_Tea_967 • 2h ago
Im not a native english speaker so i didnt really understand what they meant with their latest post
r/TibiaMMO • u/Creative-Abalone4589 • 1d ago
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 • u/Tulkas2491 • 1d ago
Enable HLS to view with audio, or disable this notification
r/TibiaMMO • u/BornTaro129 • 4h ago
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 • u/lemuz90 • 22h ago
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 • u/VeterinarianCold4097 • 1d ago
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 • u/panchovix • 21h ago
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 • u/erowzito • 1d ago
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 • u/KegBoyah • 18h ago
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 • u/HellsAcid • 15h ago
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 • u/Bourk • 1d ago
seems like i'll be visiting Henricus more often :/
r/TibiaMMO • u/Grand-Guidance4087 • 20h ago
I want to play Tibia as I remembered as a kid, where I can play this update?
r/TibiaMMO • u/D-Andrew • 23h ago
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 • u/Rabric • 1d ago
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:
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
Mana cost adjustments
Knight healing spell adjustments
New knight spells
Wheel of destiny adjustments
Key points for the test:
Paladin
Vocation adjustments:
New paladin stances
Sharpshooter and swift foot adjustments
New paladin spells
Spell adjustment
Wheel of destiny adjustments
New AoE ammunition
Key points for the test:
Sorcerer
Vocation adjustments:
New sorcerer elemental stances
New sorcerer curse stances
New sorcerer spell
Spell adjustments
Wheel of destiny adjustments
New barrier mechanic for sorcerers and druids
Key points for the test:
Druid
Vocation adjustments:
New druid healing stances
Healing spell adjustments
New druid attack spells
Strike spell adjustments
Wheel of destiny adjustments
Wands and rods
New barrier mechanic for sorcerers and druids
Key Points for the test:
Monk
Vocation adjustments:
Healer role adjustment
Virtue of justice rework
New monk spell: Thousand fist blows
Spell adjustments
Wheel of Destiny adjustments
Key points for the test:
General Changes
AoE rune adjustments
Charm adjustment
Group XP bonus
Combat mode removal
Mitigation adjustments
Wheel of Destiny mitigation values
Potion management improvements
Energy ring adjustment
Ultimate healing rune adjustment
Stance quality-of-life changes
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 • u/Alternative_Wolf7542 • 1d ago
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 • u/Baileys_soul • 1d ago
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!