Dear Tibians!

Welcome to this summer's update test server and the discussion about the Weapon Proficiency feature!
Please use this thread to share your general feedback on the Weapon Proficiency feature, as well as feedback regarding its interface, overall progress, and the changes to the behaviour of critical hits.

Please do not post feedback regarding specific items in this thread. Please use the appropriate thread for your vocation:

- Knight
- Paladin
- Sorcerer
- Druid
- Monk

Vision:
The Weapon Proficiency feature is meant to be an easy to understand feature offering fun for players of all levels. Our goal is to allow you to customize your weapons slightly according to your personal preference and and to give a stronger sense of progression while hunting. This feature isn't intended as a gold sink or to demand extra resources to progress your weapons.

Features overview:
Nearly every weapon in Tibia has its own Weapon Proficiency. You gain Proficiency Progress for a weapon while killing monsters from the bestiary or bosses with the weapon equipped.

  • Each proficiency has 1 to 7 Proficiency Levels.
  • Only one perk per Proficiency Level can be active at a time.
  • Selecting a perk (if none is selected) can be done anywhere, but changing or removing a perk is only possible in protection zones.
  • Proficiency Progress is bound to the character and cannot be transferred.
  • Proficiency Progress from monster kills follows the same rules as Bestiary Progress (anyone who contributed damage gains progress).
  • Two new items can be used to grant Proficiency Progress: Proficiency Catalyst: +25,000, Greater Proficiency Catalyst: +100,000. Both are available as quest rewards and rare loot. They are boosted on the test server.
  • A clickable progress bar is displayed next to the status bar, showing the percentage toward the next Proficiency Level for the equipped weapon.
  • For those who already unlocked all stages of their weapon, there is a final challenge to complete: Mastery. Mastering a weapon requires the progress of two levels higher than the weapon's maximum level. It provides only titles and achievements, no gameplay advantages.

    Changes to critical hit chance and extra damage

  • All characters now have a default critical hit chance of 5% and 10% critical extra damage. Any additional crit chance gained from items is reliably added on top.
  • Monsters get a 1% critical hit chance for auto attacks. Please note that monsters do not deal additional critical damage. They only have a slightly higher chance to roll their maximum hit, so the maximum possible damage per hit remains unchanged.
  • To maintain balance, weapons no longer provide any critical hit chance in the basic version.
  • Strike Imbuements have been rebalanced to align with the new base values. Example: Powerful Strike before: +10% critical hit chance, +50% critical extra damage. Now: +5% critical hit chance, +40% critical extra damage.
  • A new augment will be introduced that grants critical hit chance. It can appear on any gear, gem, or wheel perk in the future, but for now you will find it mostly in the new Weapon Proficiency trees.


    We hope you enjoy your time on the test servers and mastering your weapons.
    We're looking forward to your feedback!

    Best,
    Niadus and Fluffey
  • Required Proficiency:
    • Level 1: 1.750
    • Level 2: 25.000
    • Level 3: 100.000
    • Level 4: 400.000
    • Level 5: 2.000.000
    • Level 6: 8.000.000
    • Level 7: 30.000.000
    Proficiency gain by difficulty:
    • Harmless: 1
    • Trivial: 30
    • Easy: 70
    • Medium: 100
    • Hard: 165
    • Challenging: 240
    • Bane: 500
    • Archfoe: 5000
    • Nemesis: 15.000

    Changelog:
    We will track and post updates to Weapon Proficiency General / Interface / Progress in Fixes and Changes, and list all official replies below.


    Official replies:

    24.06.2025: Initial reply
    25.06.2025: Bugs, bonus attack on elemental weapons and general feedback
    25.06.2025: Proficiency values and more
    25.06.2025: Charm criticals and random proficiency progress
    25.06.2025: Proficiency progress from influenced and fiendish creatures
    26.06.2025: Perks that grant elemental bonus and perk activation delay
    26.06.2025: Changes to progress gain and fixed critical hits from reflect damage
    26.06.2025: Elemental damage bonus and runes
    26.06.2025: Fixed delay when switching weapons
    27.06.2025: Clarifications
    27.06.2025: New proficiency xp values
    27.06.2025: Update on proficiency progress
    30.06.2025: Upcoming changes to Knight weapons
    02.07.2025: Calculation of % bonus
    08.07.2025: Closing post
    Dear Tibians,

    Thank you for your initial thoughts and feedback!

    Let me address some of your first questions:

    First of all i would like to suggest improvement of GUI, i think it would be really nice if you would add some checkbox to show only items that we have in our equipment/backpack, so we dont have to search for the item we want to change
    We'll take this into consideration. The interface is currently designed to open with the weapon you have equipped. However, we understand that having a small checkbox to filter and display only items in your backpack (or worn) could be a convenient addition.

    I have a question do influenced and fiendish monsters provide more xp for the weapons?
    No, influenced and fiendish monsters do not grant additional proficiency experience currently.

    in my opinion the value of points are too low [...] it will take years to make weapon to level 7 or mastery.
    Thanks for your feedback! We've run the numbers, and the system is designed to allow quick progress in the early stages, while requiring significantly more time in the higher ones. That said, it's still far from taking years to advance.

    we need a really buff, like make the points x5 or something idk, i belive you can fix something cool
    That's a great idea. Definitely something we could explore for a temporary event!

    Thanks for the new content, it's quite interesting overall and while I would have liked something a little more complex (e.g. 100 perks per weapon, perhaps randomized and re-rollable instead of 10~ static ones ) it's still a pretty good feature overall.
    Thank you! Designing 100 perks per weapon would've driven our balancers mad. But we're confident there will still be plenty of interesting perks and combinations to discover.

    I do not like forced perks for bestiary categories. [...] Literally every weapon tree I've looked at so far, for me there was one single 'correct' path to take with no real decision making/ambiguity.
    This feedback seems to be more relevant for our balancers. We'll bring these points up with them. While we believe the bestiary categories offer interesting perks, we understand they may not appeal to everyone.

    Not sure it it really works, i just checked 3 times staying with 8 monsters, copying server log (1000 lines) and didnt find any crit damage, or maybe server log message of damage wont say its crit?
    There is indeed no indicator when a monster lands a critical hit. Monster crits function very differently from player crits. Overall, this change simply results in monsters dealing slightly more damage on average. The use of the term "critting" can be confusing, as the underlying mechanic for monsters is quite different.

    The buffs in weapons profiency can be debatable? Somewhat adjusted in numbers or stats in overall?
    All perks and values are subject to change. If you have specific feedback regarding individual items or perks, please share it in the appropriate balancing thread.

    And mostly, not having a global buff per weapons masterized (like soulcores) is ultimate?
    We understand the appeal, but it wouldn't be fair to vocations that have fewer weapon options to choose from.

    u will only get "back" the damage you lost because of the nerf on weapons, and only after that you get a "increase" on 15% crit extra dmg or 1 attack / 2% crit chance
    We're closely monitoring the power level and will make balancing adjustments as needed.

    It's not so intuitive nor easy to follow up the weapon proficiency with the right click on the weapon...
    Thanks for your feedback and the bug report! We've currently decided against implementing a highscore, as it could put some vocations at a disadvantage.

    Weapon proficiency does not increase with the final mob of the soul cores. It does provide exp and I feel that particular mob should at least increase the weapon proficiency exp..
    Agreed!
    Just addressing some feedback, as I do not have any news to share yet:

    "On Kill" perk does not always trigger.
    Thanks. We'll take a look.

    Situation: Perks don't activate immediately.
    I found a weird situation regarding the activation of the perks. When you equip a weapon that has perks, these don't activate immediately and take a little bit (1-2s?) to be activated.

    Quickest way to replicate:
    1) Equip a fully unlocked Ice Rapier (so you have the 95% crit chance from the perks).
    2) Go to a nearby creature neutral or resistant (but not immune) to ice with high HP (e.g. Silencer).
    3) Hit the creature, it should give you a guaranteed crit.
    4) Immediately equip another Ice Rapier as soon as it breaks (preferably with a hotkey).
    5) If you did this correctly, your next hit will NOT be a critical hit despite having the perks (it takes a while to activate on the character).
    Thanks for bringing this up. This is actually not a bug, but a purposeful addition to prevent the creation of a playstyle in which a player swaps the weapon before each spellcast to make use of specific perks. It takes 6 seconds to activate a perk. This is the same mechanic that has existed for augments on gear since their addition to the game.

    What means +1 Attack for weapons that have physical and elemental damage?
    You see a sanguine bludgeon (Atk:8 physical + 50 earth)
    +1 Attack means +1 on physical damage or +1 on elemental damage?
    The short answer: In most cases it will be added to the elemental damage.
    The longer answer: The bonus attack will be distributed to maintain the weapon's current physical-to-elemental damage ratio as closely as possible. The sanguine bludgeon has ~86.2% earth damage and as such adding the bonus to its earth damage will stay closer to the original ratio. Adding it to earth leaves us with a 86.4% ratio while adding it to the physical leaves us with a 84.7 ratio.

    Regarding various feedback about specific perks and trees (For example "Inkborn" and "Sanguine discrepancy"): Thank you. We are working on addressing a lot of your feedback. We expected that a lot of changes have to be made after having created over 400 unique proficiency trees.

    As a side-note: If you were to have ideas for simple yet cool perks I am glad to hear them.

    Thanks for the feedback so far and keep it coming,
    Niadus
    Just some quick additional infos or clarifications:
    I've added the full information regarding needed proficiency per level as well as gained proficiency per difficulty in my initial posts.

    Hello, I noticed the wording for certain augments changed compared to what we've seen in the past, for example, the Sanguine Bow used to provide a 4% base damage increase for Divine Caldera but in the Weapon Proficiency system this is stated to be a 4% damage increase for Divine Caldera.
    Nothing has changed in its functionality. We'll adjust the text.

    Completionists going crazy
    I can relate but not really help. We intentionally designed no highscore, achievement or titel that requires any kind of completion reduce the pressure to maximize all existing weapons, but in the end only you can stop yourself.

    Regarding rookguard and dawnport:
    It is intended that both the critical hit changes as well as the proficiency work in these areas.

    Regarding Sanguine/Soul Weapons (and many more):
    We are working on improving their proficiency trees.
    In general we agree that proficiency levels where the only option is a bestiary bonus are not desirable and will work on making adjustments to only have these nodes as an alternative that can be better under certain conditions. Shazaya and Ilyndor will update the vocation specific threads as soon as we settled on new proficiency trees.
    Is it intended that charms are now critting?
    No, we are working on it.

    For example, a hard creature 115 to 145, what is the condition for the extra 30 points?
    There is no condition, its a random roll. The intent behind it is simply to not be forced to have all values match perfectly with the required proficiency.
    I have a question do influenced and fiendish monsters provide more xp for the weapons?
    We've decided to increase the proficiency progress gained from creatures affected by Sinister Embrace stacks (i.e. influenced and fiendish) by 10% per stack. This matches the existing bonus to regular character experience.

    A similar adjustment will be made to the Soulpit. The final boss will grant proficiency progress as well.

    These changes are not live yet.
    We will let you know as soon as they are released.

    Cheers,
    Fluffey
    Another clarification:
    All perks that currently adjust elemental damage or elemental critical extra damage or elemental critical hit chance are getting their text adjusted to properly reflect their functionality:
    They work on all spells and runes of that damage type.

    For example:
    A perk that grants "+1.00% critical hit chance for death spells" is actually a perk that grants "+1.00% critical hit chance for death spells and runes" and as such boosts sudden death rune as well.

    @May Cin:
    I do understand your concerns regarding activation delay of perks. We'll adjust to functionality to only put augments on that delay, as only augments are prone to lead to a permaswapping playstyle.
    Dear Tibians,

    With the latest update we have changed:

  • Influenced creatures give 10% more proficiency progress per sinister embrace stack.
  • Fiendish creatures give 150% more proficiency progress.
  • The final boss in the soulpit now gives 2800% proficiency progress.
  • Fixed a bug that caused all reflected damage to be treated as a critical hit.


    Originally posted by Elru Modran on 25.06.2025 17:03:24:
    nice to see that the proposition got made into the reality ;d
    You're welcome. Thank you for your proposal!

    Cheers,
    Fluffey
  • Originally posted by Kokiris on 26.06.2025 11:41:31:
    Just to understand. With today's path

    Where we have for example
    1% critical damage for ice spells

    this also increase runes (avalanche)

    If is fire the main elemental increase, will be gfb.

    Or is applied only to spells?
    Yes, these perks work for all runes of the given elemental damage type. (For example: Ice works for Avalanche and Icicle runes)
    They have worked like that from the beginning and their description will be adjusted with one of the next patches.
    Dear Tibians,

    With the latest update, all non-augment effects in Weapon Proficiency now activate instantly when switching weapons.

    Previously, switching weapons triggered a 6-second delay before all associated perks became active. This behavior has now been adjusted.

    From now on, only augments will retain the delay. All other Weapon Proficiency bonuses, including effects like "on kill" perks and stats will be active instantly upon switching weapons.

    Regarding Soulpit:
    It's not work... when u kill a final boss on the soulpit the progress is not working dont win anything exp on the weapon
    Thanks for reporting! We will double check.

    Cheers,
    Fluffey
    We are still looking into adjusting proficiency xp values in general and boss proficiency xp in general. On top of that we are looking at the breakable weapon xp gain.

    Will there be any change on behavior of diamond and perfect shot? Right now only the monster selected recieves the extra damage, can it be changed for any monster hit in given range?
    No, this is currently not in scope.

    The default filter shows both 1-hand and 2-hand items, after selecting one type I cannot remove the filter and it starts toggling from 1h to 2h.

    I would like to just unselected the button and show both 1h/2h again.
    I've forwarded this problem.

    Would it be possible to add all of the weapons to the Test Assistant?
    No, this is not easily possible.

    The proficiency is tied to the BASE item right? so if I currently have a tier 4 sanguine bow, and I level it up to 3 perks, and then I sell my current bow and buy a tier 5 sanguine bow, these perks that I have gained will be persisted, right? As this is the 'same item' but a different tier
    Correct. Your character gains progression with that base weapon and keeps its regardless of the specific weapon.

    I think that if you want to keep these weapons focused on buffing wheel only spells, then one of these perks should unlock the spells they're meant to buff or at least give points towards that section of the wheel
    This is an interesting idea. We'll check how complex this would be to add.

    please can you clarify if the "200% of your ml added to healing spells" on the sanguine bow works off of base magic level only? or does it take into account food/imbuements/etc?
    All three of these type of perks work with your fully buffed values.

    Thanks for all the feedback regarding this feature in general and please stick to the specific threads when providing feedback to a specific weapon.

    - Knight
    - Paladin
    - Sorcerer
    - Druid
    - Monk

    Happy testing,
    Niadus
    Dear Tibians,

    Some news before the weekend. These changes will go live with the next update.

    Changes:
    We have increased the amount of Proficiency Progress gained from monsters and bosses. To balance this change, we have also raised the Proficiency Progress required for stages 5 to 7 and Mastery.

    We have removed the XP variance from monster kills. Proficiency Progress is now awarded at fixed values per difficulty:

    harmless: 1 -> 1 XP
    trivial 25-55 -> 30 XP
    easy 55-85 -> 70 XP
    medium 85-115 -> 100 XP
    hard 115-145 -> 165 XP
    challenging 145-175 -> 240 XP

    Overall we have significantly increased the Proficiency Progress granted by hard and challenging monsters. This change speeds up progression through stages 1–4 for higher levels, so you can regain your weapons power faster. The progress for trivial creatures was slightly reduced to 30 xp per kill.

    We have decided to also increase the Proficiency Progress gained from boss kills as follows:

    Bane: 100 -> 500 XP
    Archfoe: 500 -> 5000 XP
    Nemesis: 1000 -> 15000 XP

    To maintain the intended overall pacing for later stages and Mastery, we have increased the Proficiency Progress required for stages 5-7 and the Mastery.

    Masterylevel 5: 1.250.000 -> 2.000.000 XP
    Masterylevel 6: 5.000.000 -> 8.000.000 XP
    Masterylevel 7: 20.000.000 -> 30.000.000 XP
    (Mastery only) 8: 40.000.000 -> 60.000.000 XP
    (Mastery only) 9: 60.000.000 -> 90.000.000 XP


    Fixes:
  • We have fixed an issue where the cooldown of all support spells was incorrectly tied to the cooldown of an augmented Wheel of Destiny spell. Support spells now properly use their own individual cooldowns as intended.
  • Charms dealing critical damage has been fixed.
  • The final boss in the Soulpit will now correctly reward Proficiency Progress.

    Cheers,
    Fluffey
  • Dear Tibians,

    Thank you for your feedback on the updated Proficiency Progress!

    We agree that the requirements for stages 6 and 7, as well as the mastery stages 8 and 9, are currently quite high and demand a significant time investment. It's not our intention to disadvantage solo players or knights. We will be reevaluating these values next week to determine where adjustments make sense.

    That said, we're happy with the current pace for stages 1 to 5.
    Remember: all progress is gained passively during your regular hunts.

    Enjoy your weekend, everyone!

    Cheers,
    Fluffey
    Dear Tibians,

    Thank you for your continued feedback over the weekend!

    We have taken another look at the Proficiency Progress required to progress weapons for Knights. Previously, Knights were at a disadvantage because they use more weapons than any other vocation, and therefore had to gain more overall XP to improve their weapons.

    To address this, we've reduced the required Proficiency Progress to level up Knight weapons.

    The required Proficiency Progress for Knight weapons has been adjusted as follows:

  • Stage 1: 1.750 -> 1.250 XP
  • Stage 2: 25.000 -> 20.000 XP
  • Stage 3: 100.000 -> 80.000 XP
  • Stage 4: 400.000 -> 300.000 XP
  • Stage 5: 2.000.000 -> 1.500.000 XP
  • Stage 6: 8.000.000 -> 6.000.000 XP
  • Stage 7: 30.000.000 -> 20.000.000 XP
  • Stage 8 (Mastery): 60.000.000 -> 40.000.000 XP
  • Stage 9 (Mastery): 90.000.000 -> 60.000.000 XP

    Similarly, we have streamlined the system for the Paladin's crossbows.

    The old x3 Progress Multiplier has been removed and replaced with a reduced XP table:

  • Stage 1: 1.750 -> 600 XP
  • Stage 2: 25.000 -> 8.000 XP
  • Stage 3: 100.000 -> 30.000 XP
  • Stage 4: 400.000 -> 150.000 XP
  • Stage 5: 2.000.000 -> 650.000 XP
  • Stage 6: 8.000.000 -> 2.500.000 XP
  • Stage 7: 30.000.000 -> 10.000.000 XP
  • Stage 8 (Mastery): 60.000.000 -> 20.000.000 XP
  • Stage 9 (Mastery): 90.000.000 -> 30.000.000 XP

    These changes will go live with one of the upcoming updates. We will let you know as soon as the update is available on the test server.

    Cheers,
    Fluffey
  • Dear Tibians,

    Thank you very much for your valuable feedback!
    We've seen some intriguing suggestions for possible future perks and have taken note of them.

    Also to clarify: Perks that grant a bonus based on a skill level are calculated after all other applicable bonuses have been applied to that skill. It is not simply calculated on top of the base skill level.

    Cheers,
    Fluffey
    Dear Tibians,

    As this year's summer update test comes to a close, we are now closing this thread.

    Thank you all for your valuable feedback and suggestions over the past two weeks!
    It's been a pleasure fine-tuning the Weapon Proficiency with your help and sharpening it to its current state.

    While Ilyndor and Shazaya covered vocation-specific items and topics in their respective threads, this one focused on the overall feel and progression of the system.

    At this point, we believe the sense of progression and the speed of gaining Proficiency Experience are in a good place.
    We've carefully run the numbers, and leveling a weapon is achievable across all levels, vocations, and playstyles.
    Naturally, especially following release, we will keep a close eye on progression and perks to determine whether any adjustments are necessary.

    Additional suggestions, such as adding Proficiency Progress to an analyzer widget, have been noted.

    Cheers,
    Niadus & Fluffey