Dear Tibians,

welcome to the weapon proficiency thread for the summer update 2025!

We had a lot of fun designing approx. 400 weapon proficiencies. As this
is quite a big number, we need your help to identify proficiencies
that are too overpowered/underpowered or are diverging too far from
the "standard" progression.

While designing we had some main goals we wanted to achieve:
  • having more fun with weapons!
  • stronger identity for each weapon
  • strengthen the thematic characteristics of weapons
  • create game relevant choices for the player
  • make some old and/or rarely used weapons an interesting choice
  • improve rare weapons

IMPORTANT: When providing feedback please use the following
template and post in the correct vocation thread as we have
to track your suggestions as structured as possible.

Weapon Name:
Problem:
Suggestion:

If you want to try out the proficiencies of the weapon of your choice,
you can get the greater proficiency catalyst from the testserver
assistant. This catalyst ist boosted for testing purposes and will
grant increased progress.

We hope you have as much fun messing around with the proficiencies as
we had designing them!

Happy testing,
Shazaya and Ilyndor
Dear Tibians,

thank you for your feedback. At the moment, we are still collecting and evaluating your suggestions and thoughts.

We will announce any changes in this thread, so please stay tuned.

Best regards,
Ilyndor
Hello Tibians!

Thank you for the all the feedback. We will brew some proficiency changes but until then I would like to answer some questions:

I have a question do influenced and fiendish monsters provide more xp for the weapons?
Ideas are always welcome. General ones not specific to a weapon should be posted in the Weapon Proficiency General / Interface / Progress thread.

When we get, for example, "75% of your magic level as extra damage for auto attack", does that mean that if I have ml 12, my auto attacks will be doing a flat 9 extra damage, or that my weapon will have 9 more ATK for auto attacks?
Gain % (auto-attack, spells, healing) perks provide a flat bonus so your first assumption is correct.

Although I find these "non-standard" proficiencies very interesting and cool, allowing you to explore new types of games and etc, I don't know exactly if it's a mistake or not, but I'm leaving these observations here.
Also with eldritch weapons - giving perks that increase dmg based on mlvl doesn't really make any sense for ek in my opinion.
These "non-standard" proficiencies (e.g. gain 100 % of magic as auto-attack) are intended and should reward players investing in off-vocation skills. As a reward these perks should scale higher than the standard skill.

also, what's going on with eldritch knight weapons? they won't have profiency too?
Weapon Name: Eldritch knight's weapon
Problem: they have no profiency
They should have weapon proficiencies. Probably some filters are not set correctly but I will check this.

The weapon descriptions do not reflect the proficiency bonus.

Upon applying the bonuses, the character's stats do not update to reflect the skill changes.

The attack damage bonus does not specify whether it is applied to the character or the weapon. If applied to the weapon, it does not clarify if it modifies elemental or physical damage.

The crit extra chance is not reflected in the character's stats information.
I forwarded these issue for checking but non specific weapon proposals/bugs should be posted in the Weapon Proficiency General / Interface / Progress thread.

Happy testing,
Shazaya
Hello Tibians!

The first round of changes will be fixes of obvious bugs. This does not mean that there will be no further changes to these proficiencies.
  • Eldritch Rod: Level 2 - Energy ML -> Ice ML
  • Gilded Eldritch Rod: Level 2 - Energy ML -> Ice ML
  • Sanguine Rod: Level 3 - 12.5% Base Damage for Eternal Winter -> 12.5% Critical Extra Damage for Eternal Winter
  • Sanguine Razor: Level 7 - Critical Chance 1.5 -> 2.0
  • Grand Sanguine Razor: Level 7 - Critical Chance 2.0 -> 3.0
  • Sanguine Bludgeon: Level 7 - Critical Chance 1.5 -> 2.0
  • Grand Sanguine Bludgeon: Level 7 - Crit Chance 2.0 -> 3.0
  • Sanguine Battleaxe: Level 7 - Critical Chance 1.5 -> 2.0
  • Grand Sanguine Battleaxe: Level 7 - Critical Chance 2.0 -> 3.0
  • Replica Mayhem Bow/Crossbow: Lesser Front Sweep -> Lesser Ethereal Spear
  • Cobra Bo: removed life leech from weapon
  • Rending Inferniarch Greataxe: Level 2 - Sword Fighting -> Axe Fighting
  • Sanguine Bow/Crossbow: Level 6 - Critical Extra Damage 15% -> 20%
  • Grand Sanguine Bow/Crossbow: Level 6 - Critical Extra Damage 15% -> 20%
  • Sanguine Claw: Level 6 - Critical Extra Damage 15% -> 20%
  • Grand Sanguine Claw: Level 6 - Critical Extra Damage 15% -> 20%
Please continue to provide feedback. Don't forget low and mid-level weapons

Happy testing,
Shazaya and Ilyndor
Hello Tibians!

Just a small update on what we are working on at the moment.
Most of the feedback was about the sanguine and soul weapon proficiencies (all vocations). So for the next update tomorrow morning we will redesign these weapon proficiencies for all vocations. Please hold back feedback regarding these sets until you have a chance to review our new designed proficiencies.

Solutions to some of the identified problems will also be applied to other proficiencies over the next days (e.g. alternatives to single choice perks with bestiary/powerful foes bonus).

Have a nice day/evening!
Shazaya and Ilyndor
Dear Tibians!

With the next testserver patch you will be able to review the updated sanguine and soul proficiencies. This update aims to address your most prominent suggestions like:
  • alternative perks for single choice mastery levels (especially bestiary/powerful foe bonus)
  • more choices in general
  • repositioning of some perks/levels
  • vocation specific changes
Please let us know your thoughts on these changes.

With these suggestions in mind, we will also rework other proficiencies like the Falcon/Lion/Cobra/Inferniarch sets for one of the next testserver patches.

Happy reviewing,
Shazaya and Ilyndor
Hello Tibians!

Tomorrow you can expect revised proficiencies for cobra/lion/falcon sets:
  • morning - Knight and Monk
  • afternoon - Paladin/Sorcerer/Druid
Please keep the feedback coming!

Happy testing,
Shazaya and Ilyndor
Hello Tibians!

With the next testserver patch the following knight proficiencies have been revised:
  • Cobra/Lion/Falcon
    • more alternatives for level 3,4
    • changed level 5 to non-specific perk type

  • Naga Sword/Axe/Club
    • increased values for magic level scaling

Is it intentional that EK and Monk sanguine weapons get only +1 attack while Paladins get +2?
This is intended as the attack for melee is in general more valuable.
We need more transparency and to indicate which element will add +1 ATK since in EKs weapons usually have two elements or one,
they do it with ED/MS example +3 magic level fire but with EK they don't.
This has been answered here

Happy reviewing,
Shazaya
Dear Tibians,

We hope you had a great weekend!

While we continue reviewing the Eldritch and Inferniarch sets, we have also made a change to the Lion Longsword, Lion Hammer, and Lion Axe proficiencies:

The augmented spell at all corresponding levels has been changed from Fierce Berserk to Front Sweep. This change should go live with the next testserver patch.

Best regards,
Ilyndor
Dear Tibians,

With one of the next test server patches, you can expect revised proficiencies for the Eldritch and Inferniarch wands and rods.

We are also working on revised versions of the remaining weapon proficiencies in these sets, and you can expect more information about those soon.

Happy testing,
Ilyndor and Shazaya
Hello Tibians!

With the next testserver update you can expect the following changes:

  • Inferniarch Sword/Axe/Club
    • more choices for level 5
    • added level 7 spell augment

  • Tagralt Blade
    • new proficiency tree

  • Soul Sword/Axe/Club
    • added alternative perk for level 4

  • Cobra/Lion/Falcon Sword/Axe/Club
    • changed front sweep crit damage to cooldown reduction

  • Eldritch Sword/Axe/Club
    • added groundshaker augments to level 4 and 5

Happy testing,
Shazaya
Tested 10% of your dist fight as extra dmg to your spells perk on Sanguine Bow with 150 dist on Hydra

Without perk
50 mas sans avarage damage - 355.34
50 avalanche runes avarage damage - 154.15

With perk
50 mas sans avarage damage - 354.72
50 avalanche runes avarage damage - 150.65

Seems to me like a bug
Good find! We tested the damage values and you are correct. The +xx.xx % of your skill as extra damage for spells is not working as intended. A fix is already in the pipelines. This behaviour is true for all vocations.
Hello Tibians!

With the next testserver update you can expect the following changes:
  • Umbral proficiencies
    • level 2 - critical extra damage for auto attacks reduced from 20 % to 16 % (only master)
    • level 3 - added perk critical strike chance for auto attacks Crude/Normal/Master 1.5%/2.0%/3.0%

  • Jungle Flail
    • level 2 - changed life on hit to life on kill

  • Throwing Axe
    • level 2 - changed life on hit to life on kill

Happy testing,
Shazaya
Hello Tibians!

Thanks for your feedback. We have still some points on our todo list, so keep posting your thoughts.
Check deepling staff Level 2 and 4
You have the choice between an increase in club fighting scaling of 4% and 6% increase. That sounds like an easy choice. Good find. Will be fixed.

I think it might be a good time to redesign usefulness of gilded eldritch weapons. Until now the only difference between normal version and the gilded one is the looks, how about we have a whole different proficiency tree for gilded weapons?
The gilded version should already scale higher than the normal eldritch weapon. Or do you think about unique proficiencies for the gilded versions?
Hello Tibians!

With the next testserver update you can expect the following changes:
  • Phantasmal Axe
    • rearranged perks
    • add - gain 8% of axe fighting as healing

  • Resizer
    • level 4 - add 3 % crit chance for auto attacks

  • Eldritch Sword/Axe/Club
    • level 1 - gilded - reduce critical extra damage 40% -> 30%
    • level 3 - reduce critical strike chance 15% -> 5%
    • level 4 - groundshaker critical extra damage 14% -> 8 % (gilded 12 %)
    • level 5 - groundshaker critical strike chance 2% -> 1.5% (gilded stays at 2%)

  • Deepling Staff
    • fixed identical perks
    • level - increase bestiary aquatic 0.5% -> 1%

  • Destruction Weapons
    • level 3 - added critical strike chance with auto attacks 3.5%

Happy DoubleXPing/Weekend,
Shazaya
Hello Tibians!

With the following changes, that will not hit the testserver anymore, we would like to conclude this external test:
  • Naga Club
    • level 3 - decreased scaling from 150% -> 100%
    • level 5 - decrease scaling from 125% -> 75%

  • Vile and Ornamented Axe
    • added missing perks

  • Jungle Weapons
    • increased bestiary bonus from 2% -> 3%

Happy rampaging,
Shazaya
Dear Tibians,

Before closing this thread, we would like to thank you once again for all your feedback on the weapon proficiency.

During this external test, a lot of proficiencies changed and improved significantly - thanks to your help and detailed suggestions.

Due to the sheer amount of proficiencies, we mainly focused on high-level equipment, but some low- and mid-level items also received adjustments.

Rest assured, we will monitor how these proficiencies influence the overall gameplay.
We hope you enjoyed this external test and look forward to the launch of this new feature.

Happy hunting and until next time,
Shazaya and Ilyndor