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!

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
Dear Tibians,

Please note that, contrary to what is currently stated in the UI descriptions, the critical hit chance and critical extra damage perks for specific elements apply not only to spells, but also to the corresponding runes.

For example, a perk that grants 10% critical extra damage for ice will boost not only ice spells but also icicle and avalanche runes.

The UI texts will be updated accordingly in one of the next testserver patches.

Best regards,
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
Dear Tibians,

as announced yesterday, the reworked proficiencies of the Cobra/Lion/Falcon wands are now live. Please let us know what you think. Next week, we will focus on Inferniarch and Eldritch proficiencies.
Problem: The Wand Was Nerfed by -1 energy magic level or loose his +10% critical extra damage for rage of the skies and there is no how to recover both features
This bug has been fixed with the latest testserver patch.
Wand of Darkness
problem:
gets proficiency, but doesnt have a proficiency skilltree?
suggestion:
maybe add it to the proficiency skilltree?
The Wand of Darkness as well as some other proficiencies that didn't appear in the UI, are now also viewable.

Happy weekend,
Ilyndor
Dear Tibians,

We hope you had a great weekend!

While we continue working on the Eldritch and Inferniarch sets, we've also made some changes to the Soultainter proficiency:
  • The increased critical hit chance for runes perk can now be chosen at level 4.
  • At level 5, you can now choose between +2 death magic levels or +1 magic level.

These changes 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.

In addition, we have made the following adjustment:

  • Falcon Wand: Added a spell augment as an additional perk option at level 2.

Please take a look at these changes and let us know your thoughts.

Happy testing,
Ilyndor and Shazaya
Hello sorcerers,

we have adjusted the following wand proficiencies:

Soultainter
  • reduced critical extra damage for death (spells and runes) at level 2: 10% -> 7.5%
  • increased critical hit chance for death (spells and runes) at level 4: 1% -> 1.5%

Wand of Destruction
  • moved magic level +1 perk from level 6 to level 3

These changes will probably go live with the next test server patch.

Best regards,
Ilyndor
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.
Originally posted by Greamir on 03.07.2025 09:07:54:
Sanguine coil/rod still dont have the +20% critical extra damage bonus that all other sanguine weapons received.


Whats wrong with sorcerer?
Hello,

There are still 4% critical extra damage on the (grand) sanguine coil itself. Therefore, at mastery level 6, they can reach 22% critical extra damage (8% at level 2 and 10% at level 6), the same amount as for example the (grand) sanguine bludgeon.

Best regards,
Ilyndor
Dear sorcerers,

tomorrow, you can expect a reworked proficiency of the amber wand. We are also evaluating your other suggestions.

Keep the feedback coming, we also appreciate any suggestions for mid- and low-level wands.

Kind regards,
Ilyndor
Dear sorcerers,

we have made the following adjustments to the (Grand) Sanguine Coil:

  • Increased critical extra damage on the weapon: 4% -> 5%
  • Reduced critical extra damage at proficiency level 2: 8% -> 7%

This change ensures that both the Sanguine Rod and the Sanguine Coil now provide the same amount of critical extra damage directly on the weapon. The adjustment should arrive on the test server this afternoon.

We are also currently reviewing your suggestions for other wands, thank you for your input.

Best regards and happy weekend,
Ilyndor
Dear Tibians,

We have made the following proficiency adjustments:

Sanguine Coil and Grand Sanguine Coil

  • Realigned some perks so that corresponding perks appear in the same row


Wand of Cosmic Energy

  • Added spell augment for Energy Beam at level 3


Wand of Draconia

  • Replaced damage against Dragon bestiary type at level 4 with critical hit chance for fire spells and runes


Wand of Dimensions

  • Removed the perk "Gain % of your magic level as auto attack damage" at levels 1 and 4
  • Added critical extra damage and critical hit chance in its place


Jungle Wand

  • Increased damage against Vermin bestiary type at level 2
  • Replaced the level 3 perk with critical extra damage for runes


Wand of Inferno

  • Replaced the perk "Gain % of your magic level as auto attack damage" at level 1 with critical hit chance for fire spells and runes


Best regards,
Ilyndor
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