Ilyndor
Game Content Designer

22 Jun 2026, 09:58:44 CEST
last edited at 26 Jun 2026, 16:45:06 CEST
Post #59042
Game Content Designer
22 Jun 2026, 09:58:44 CEST
last edited at 26 Jun 2026, 16:45:06 CEST
Post #59042
Dear Tibians,
This summer update brings a lot of new equipment for all vocations: weapons, helmets and amulets. In this thread, you can share your feedback about the new gear.
Helmets
All helmets have a level requirement of 800 and upgrade classification 4.

Knight - Moonsilver Battle Visor

Paladin - Moonsilver Trail Hood

Sorcerer - Moonsilver Nimbus Hat

Druid - Moonsilver Spirit Mask

Monk - Moonsilver Strike Helm
Amulets
All amulets have a level requirement of 270, expire after 10800 seconds and Cledwyn happily recharges them for 5 silver tokens.

Knight - Flamingo Amulet of Valor

Paladin - Flamingo Amulet of Precision

Sorcerer - Flamingo Amulet of Destruction

Druid - Flamingo Amulet of Nature

Monk - Swan Amulet of Balance
This summer update brings a lot of new equipment for all vocations: weapons, helmets and amulets. In this thread, you can share your feedback about the new gear.
Helmets
All helmets have a level requirement of 800 and upgrade classification 4.

- Armor: 14
- Imbuement Slots: 2
- Protection: Physical +7% / Fire +10%
- Skillboost: Sword/Axe/Club Fighting +4
- Augment: Groundshaker - Mana Leech +4%

Paladin - Moonsilver Trail Hood
- Armor: 12
- Imbuement Slots: 2
- Protection: Physical +5% / Earth +10%
- Skillboost: Distance Fighting +4
- Augment: Divine Barrage - Mana Leech +2%

Sorcerer - Moonsilver Nimbus Hat
- Armor: 10
- Imbuement Slots: 2
- Protection: Physical +3% / Ice +8%
- Skillboost: Magic Level +4
- Augment: Death Echo - Mana Leech +3%

Druid - Moonsilver Spirit Mask
- Armor: 10
- Imbuement Slots: 2
- Protection: Physical +3% / Earth +8%
- Skillboost: Magic Level +4
- Augment: Forked Glacier - Mana Leech +3%

Monk - Moonsilver Strike Helm
- Armor: 8
- Mantra: 13
- Imbuement Slots: 2
- Protection: Physical +5% / Earth +8%
- Skillboost: Fist Fighting +4 / Magic Level +2
- Augment: Thousand Fist Blow - Mana Leech +6%
Amulets
All amulets have a level requirement of 270, expire after 10800 seconds and Cledwyn happily recharges them for 5 silver tokens.

Knight - Flamingo Amulet of Valor
- Armor: 4
- Protection: Physical +7% / Fire +12%
- Skillboost: Sword/Axe/Club Fighting +4 (was +3) / Shielding +1

Paladin - Flamingo Amulet of Precision
- Armor: 4
- Protection: Physical +5% / Fire +14%
- Skillboost: Distance Fighting +4 (was +3) / Holy +1

Sorcerer - Flamingo Amulet of Destruction
- Armor: 3
- Protection: Physical +3% / Fire +11%
- Skillboost: Magic Level +3 / Energy +1

Druid - Flamingo Amulet of Nature
- Armor: 3
- Protection: Physical +3% / Fire +11%
- Skillboost: Magic Level +3 / Ice +1

Monk - Swan Amulet of Balance
- Mantra: 4
- Protection: Physical +4% / Ice +12%
- Skillboost: Fist Fighting +4 (was +3) / Magic Level +2
Ilyndor
Game Content Designer

22 Jun 2026, 10:08:32 CEST
last edited at 26 Jun 2026, 16:44:07 CEST
Post #59043
Game Content Designer
22 Jun 2026, 10:08:32 CEST
last edited at 26 Jun 2026, 16:44:07 CEST
Post #59043
For the new best-in-slot weapons from the Make Believe questline, we are introducing two new perks for the weapon proficiency system. Please test them out in-game and let us know what you think.
Augments for Runes
Similarly to spell augments, weapon proficiencies can now also receive augmentations for runes, that boost their base damage, base healing, critical extra damage, critical hit chance, life leech or mana leech.
Homing Missile
With this perk active, offensive spells gain a certain chance of firing a homing missile of a predetermined damage type. This missile hits a random monster within the viewport of the player and deals damage based on the player level as well as the given multiplier.
All weapons have a level requirement of 1000 and upgrade classification 4
Weapons
Knight

Moonsilver Epee (1H Sword)

Moonsilver Claymore (2H Sword)

Moonsilver Axe (1H Axe)

Moonsilver Chopper (2H Axe)

Moonsilver Crusher (1H Club)

Moonsilver Mace (2H Club)
Monk

Moonsilver Katar (2H Fist)
Paladin

Moonsilver Bow

Moonsilver Crossbow
Sorcerer

Moonsilver Channeler
Druid

Moonsilver Sceptre
Augments for Runes
Similarly to spell augments, weapon proficiencies can now also receive augmentations for runes, that boost their base damage, base healing, critical extra damage, critical hit chance, life leech or mana leech.
Homing Missile
With this perk active, offensive spells gain a certain chance of firing a homing missile of a predetermined damage type. This missile hits a random monster within the viewport of the player and deals damage based on the player level as well as the given multiplier.
All weapons have a level requirement of 1000 and upgrade classification 4
Weapons
Knight

Moonsilver Epee (1H Sword)
- Attack: Physical 6 + Earth 50
- Defense: 33
- Skillboost: Sword Fighting +5
- Weapon Shield Modifier: +3
- Imbuement Slots: 2

Moonsilver Claymore (2H Sword)
- Attack: Physical 6 + Fire 54
- Defense: 36
- Skillboost: Sword Fighting +5
- Imbuement Slots: 3

Moonsilver Axe (1H Axe)
- Attack: Physical 6 + Earth 50
- Defense: 33
- Skillboost: Axe Fighting +5
- Weapon Shield Modifier: +3
- Imbuement Slots: 2

Moonsilver Chopper (2H Axe)
- Attack: Physical 6 + Energy 54 (was Fire)
- Defense: 36
- Skillboost: Axe Fighting +5
- Imbuement Slots: 3

Moonsilver Crusher (1H Club)
- Attack: Physical 6 + Earth 50
- Defense: 33
- Skillboost: Club Fighting +5
- Weapon Shield Modifier: +3
- Imbuement Slots: 2

Moonsilver Mace (2H Club)
- Attack: Physical 6 + Ice 54
- Defense: 36
- Skillboost: Club Fighting +5
- Imbuement Slots: 3
Monk

Moonsilver Katar (2H Fist)
- Attack: Energy 46
- Defense: 22
- Skillboost: Fist Fighting +5 / Magic Level +2
- Imbuement Slots: 3
Paladin

Moonsilver Bow
- Attack Modifier: +10
- Hit Rate: +7
- Attack Range: 6
- Protection: Fire +7%
- Skillboost: Distance Fighting +4
- Imbuement Slots: 3

Moonsilver Crossbow
- Attack Modifier: +11
- Hit Rate: +8
- Attack Range: 6
- Protection: Holy +7%
- Skillboost: Distance Fighting +4
- Imbuement Slots: 3
Sorcerer

Moonsilver Channeler
- Attack: Death
- Attack Range: 6
- Protection: Energy +7%
- Skillboost: Magic Level +5 / Death +1
- Mana Generation: 10
- Imbuement Slots: 2
Druid

Moonsilver Sceptre
- Attack: Ice
- Attack Range: 6
- Protection: Earth +7%
- Skillboost: Magic Level +5 / Ice +1 / Healing +2
- Mana Generation: 10
- Imbuement Slots: 2
Ilyndor
Game Content Designer

22 Jun 2026, 10:08:54 CEST
last edited at 02 Jul 2026, 17:24:15 CEST
Post #59044
Game Content Designer
22 Jun 2026, 10:08:54 CEST
last edited at 02 Jul 2026, 17:24:15 CEST
Post #59044
Official replies
June 23, 2026: Flamingo Amulet of Destruction not expiring
June 24, 2026: Changes to moonsilver chopper, knight weapon proficiencies, amulets and helmet augments
June 26, 2026: Changes to moonsilver weapon proficiencies
July 1, 2026: Changes to moonsilver helmets and sceptre/channeler proficiencies
July 2, 2026: Changes to moonsilver weapons
June 23, 2026: Flamingo Amulet of Destruction not expiring
June 24, 2026: Changes to moonsilver chopper, knight weapon proficiencies, amulets and helmet augments
June 26, 2026: Changes to moonsilver weapon proficiencies
July 1, 2026: Changes to moonsilver helmets and sceptre/channeler proficiencies
July 2, 2026: Changes to moonsilver weapons
Hello Tibians,
Welcome to the test server for this year's summer update. At the moment, we are still collecting your feedback and will post an update in this thread if there are any changes.
Best regards,
Ilyndor
Welcome to the test server for this year's summer update. At the moment, we are still collecting your feedback and will post an update in this thread if there are any changes.
For the MS helmet, is it meant to be Death Echo? It currently says "Death Blast".Yes, that is correct. It should say Death Echo. Thank you for pointing this out. I have amended the description on the first page of this thread.
hiThank you. This bug will be fixed with one of the next test server updates.
moonsilver channeler doesnt give mana on hit and enchanted flamingo amulet of destruction is not losing its time(perma 3h)
Best regards,
Ilyndor
Dear Tibians,
Based on your feedback and after careful consideration, we have decided on the following changes:
Weapons
Moonsilver Chopper (Axe 2H)
Knight moonsilver weapon proficiencies
Helmet augments
Moonsilver Battle Visor
Moonsilver Trail Hood
Moonsilver Nimbus Hat
Moonsilver Spirit Mask
Moonsilver Strike Helm
Dev comment: With these changes, we increase the offensive capabilities of the new helmets and strengthen the synergy effects of the helmet augments with the proficiency perks of the moonsilver weapons.
Amulets
Enchanted Flamingo Amulet of Valor
Enchanted Flamingo Amulet of Precision
Enchanted Swan Amulet of Harmony
Dev comment: These changes put the new amulets on par with the collars of plasma, while offering better defensive capabilities.
These changes will go live with one of the next test server updates. Please try them out and let us know what you think.
Best regards and happy testing,
Ilyndor
Based on your feedback and after careful consideration, we have decided on the following changes:
Weapons
Moonsilver Chopper (Axe 2H)
- Switched elemental damage from fire to energy.
Knight moonsilver weapon proficiencies
- Changed physical pierce to elemental pierce (with slightly reduced values).
Helmet augments
Moonsilver Battle Visor
- Changed augment from Groundshaker Mana Leech +4% to Groundshaker Critical Extra Damage +12%.
Moonsilver Trail Hood
- Changed augment from Divine Barrage Mana Leech +2% to Divine Barrage Critical Extra Damage +8%.
Moonsilver Nimbus Hat
- Changed augment from Death Echo Mana Leech +3% to Death Echo Critical Extra Damage +8%.
Moonsilver Spirit Mask
- Changed augment from Forked Glacier Mana Leech +3% to Forked Glacier Critical Extra Damage +8%.
Moonsilver Strike Helm
- Changed augment from Thousand Fist Blows Mana Leech +6% to Thousand Fist Blows Critical Extra Damage +12%.
Dev comment: With these changes, we increase the offensive capabilities of the new helmets and strengthen the synergy effects of the helmet augments with the proficiency perks of the moonsilver weapons.
Amulets
Enchanted Flamingo Amulet of Valor
- Increased Sword, Axe and Club Fighting skill boost from +3 to +4.
Enchanted Flamingo Amulet of Precision
- Increased Distance Fighting skill boost from +3 to +4.
Enchanted Swan Amulet of Harmony
- Increased Fist Fighting skill boost from +3 to +4.
Dev comment: These changes put the new amulets on par with the collars of plasma, while offering better defensive capabilities.
These changes will go live with one of the next test server updates. Please try them out and let us know what you think.
Best regards and happy testing,
Ilyndor
Dear Tibians,
Thank you for your continued feedback. At the moment, we are working on adjustments to the weapon proficiencies of the moonsilver weapons. We will share more details about these changes tomorrow.
Best regards and happy testing,
Ilyndor
Thank you for your continued feedback. At the moment, we are working on adjustments to the weapon proficiencies of the moonsilver weapons. We will share more details about these changes tomorrow.
The MS amulets ticks down, without beeing worn. Thats most likely not intended?Thank you for reporting this bug. We have already identified the problem, and it will be fixed with one of the next test server patches.
Best regards and happy testing,
Ilyndor
Ilyndor
Game Content Designer

26 Jun 2026, 16:03:22 CEST
last edited at 26 Jun 2026, 16:03:57 CEST
Post #60100
Game Content Designer
26 Jun 2026, 16:03:22 CEST
last edited at 26 Jun 2026, 16:03:57 CEST
Post #60100
Dear Tibians,
We have adjusted the weapon proficiencies of all moonsilver weapons:
Knight weapons (one-handed and two-handed)
Paladin bow
Paladin crossbow
Sorcerer
Druid
Monk
With these changes, we want to strengthen the offensive potential of the moonsilver weapons and improve their synergy with their respective vocation mechanics and spell augments. The changes will go live with one of the next testserver patches.
We are also continuing to review your feedback on the other new equipment pieces. If further adjustments are made, we will share them with you here in this thread.
Best regards and have a nice weekend,
Ilyndor
We have adjusted the weapon proficiencies of all moonsilver weapons:
Knight weapons (one-handed and two-handed)
- Perk Level 1: Replaced Life Leech with Critical Extra Damage +8%.
- Perk Level 2: Increased Critical Extra Damage to +6%.
- Perk Level 3: Increased the Groundshaker mean damage augment to +7.5% and to +13.5% for the stellar versions.
- Perk Level 5: Increased the Groundshaker critical chance augment to +5%, replaced Critical Extra Damage with Attack +1, and replaced "10% of skill as auto attack damage" with "10% of skill as spell damage" for two-handed weapons.
- Perk Level 6: Replaced Attack +1 with Critical Extra Damage +12%.
Paladin bow
- Perk Level 2: Replaced Life Leech with Critical Extra Damage +6%.
- Perk Level 4: Increased Armor Penetration from 6% to 12% and replaced Mana Leech +2% with Holy Pierce +4%.
- Perk Level 5: Increased the critical chance augments of Ethereal Barrage and Divine Barrage to +3%.
- Perk Level 6: Increased Critical Extra Damage to +12%.
Paladin crossbow
- Perk Level 2: Replaced Life Leech with Critical Extra Damage +6%.
- Perk Level 4: Increased Armor Penetration from 6% to 12%.
Sorcerer
- Perk Level 1: Reduced Critical Extra Damage from 10% to 8%.
- Perk Level 2: Replaced Life Leech with Critical Extra Damage +6%.
- Perk Level 4: Replaced Critical Chance and Mana Leech with Critical Extra Damage +12.5% for fire and death spells.
- Perk Level 5: Doubled the critical chance of the spell augments.
Druid
- Perk Level 1: Replaced Mana Leech with Critical Extra Damage +8%.
- Perk Level 2: Increased Critical Extra Damage from 5% to 6%.
- Perk Level 4: Replaced Critical Chance and Mana Leech with Critical Extra Damage +12.5% for ice and earth spells.
- Perk Level 5: Doubled the critical chance of the spell augments and replaced the Ultimate Healing Rune augment with "Gain 18% of Magic Level as Healing".
Monk
- Perk Level 1: Reduced Critical Extra Damage to 8%.
- Perk Level 2: Increased Critical Extra Damage to 6% and replaced Magic Level +2 with Fist Fighting +1.
- Perk Level 3: Increased the Thousand Fist Blows mean damage augment to +9% and to +13.5% for the stellar versions.
- Perk Level 5: Replaced Critical Extra Damage with Attack +1 and increased the Thousand Fist Blows critical chance augment to +5%.
- Perk Level 6: Replaced Attack +1 with Critical Extra Damage +12% and replaced Life Leech with Energy Pierce +4%.
With these changes, we want to strengthen the offensive potential of the moonsilver weapons and improve their synergy with their respective vocation mechanics and spell augments. The changes will go live with one of the next testserver patches.
We are also continuing to review your feedback on the other new equipment pieces. If further adjustments are made, we will share them with you here in this thread.
Does it do anything or is it even possible to turn in tiered sanguine/soul weapon for Stellar Moonsilver weapon?No, tiered weapons cannot be used for the stellar moonsilver crafting process.
Best regards and have a nice weekend,
Ilyndor
Hello Tibians,
Thank you for your ongoing feedback, especially regarding the recent changes to the weapon proficiencies of the moonsilver weapons.
While we are reviewing your suggestions, we will also take another look at the moonsilver helmets, among other topics.
If there are any changes, we will inform you here in this thread.
Best regards and happy testing,
Ilyndor
Thank you for your ongoing feedback, especially regarding the recent changes to the weapon proficiencies of the moonsilver weapons.
While we are reviewing your suggestions, we will also take another look at the moonsilver helmets, among other topics.
If there are any changes, we will inform you here in this thread.
Best regards and happy testing,
Ilyndor
Hello Tibians,
After reading and evaluating your valuable feedback, we have decided to make the following changes:
Moonsilver Battle Visor
These changes strengthen the defensive potential of this helmet.
Moonsilver Trail Hood
These adjustments give the Moonsilver Trail Hood more offensive potential while also making it the paladin helmet with the highest physical resistance.
Moonsilver Spirit Mask
With this change, the Moonsilver Spirit Mask becomes the first druid helmet with upgrade classification 4 and energy protection.
Moonsilver Strike Helm
These changes improve the Moonsilver Strike Helm's healing potential in both solo and team hunts.
Weapon proficiencies
We have also adjusted the proficiencies of the Moonsilver Channeler, the Moonsilver Sceptre, and their stellar versions to streamline their spell augments.
These changes should go live with one of the next patches, so please try them out and let us know what you think.
At the moment, we are also re-evaluating the elemental damage type of the Moonsilver Claymore. If there are any further changes, we will let you know here in this thread.
Best regards,
Ilyndor
After reading and evaluating your valuable feedback, we have decided to make the following changes:
Moonsilver Battle Visor
- Added +1 Magic Level.
- Increased physical resistance from 7% to 8%.
These changes strengthen the defensive potential of this helmet.
Moonsilver Trail Hood
- Added +2 Holy Magic Levels.
- Increased physical resistance from 5% to 6%.
These adjustments give the Moonsilver Trail Hood more offensive potential while also making it the paladin helmet with the highest physical resistance.
Moonsilver Spirit Mask
- Changed elemental resistance from earth to energy.
With this change, the Moonsilver Spirit Mask becomes the first druid helmet with upgrade classification 4 and energy protection.
Moonsilver Strike Helm
- Increased Magic Level from +2 to +3.
- Added the additional augment: Restore Balance Mean Healing +10%.
These changes improve the Moonsilver Strike Helm's healing potential in both solo and team hunts.
Weapon proficiencies
We have also adjusted the proficiencies of the Moonsilver Channeler, the Moonsilver Sceptre, and their stellar versions to streamline their spell augments.
These changes should go live with one of the next patches, so please try them out and let us know what you think.
At the moment, we are also re-evaluating the elemental damage type of the Moonsilver Claymore. If there are any further changes, we will let you know here in this thread.
Best regards,
Ilyndor
Dear Tibians,
Thank you for your feedback about the new equipment.
After evaluating your feedback and our data, we have decided to make the following adjustments:
All Moonsilver Weapons (regular and stellar)
Weapon Proficiencies
General changes
Stellar weapons
Moonsilver Sceptre and Stellar Moonsilver Sceptre
Knight weapons
We also understand that there are different preferences when it comes to elemental damage types on knight weapons.
Our general goal is to provide hunting grounds where all elemental damage types can shine, and we will continue to introduce new hunting grounds that support different elements.
These changes should go live tomorrow, so please take a look and let us know what you think.
Best regards,
Ilyndor
Thank you for your feedback about the new equipment.
After evaluating your feedback and our data, we have decided to make the following adjustments:
All Moonsilver Weapons (regular and stellar)
- Increased the primary skill boost by 1.
Weapon Proficiencies
General changes
- Standardised the Omega Strike values at the final perk level:
- Regular version: 6%.
- Stellar version: 9%.
- Regular version: 6%.
Stellar weapons
- For all weapons that have a Critical Extra Damage perk at Perk Level 1, we increased the value on the stellar versions from 8% to 12%.
Moonsilver Sceptre and Stellar Moonsilver Sceptre
- Perk Level 5: Increased "Gain % of Magic Level as Extra Healing" from 18% to 32%.
Knight weapons
- Increased the values of the Groundshaker augments:
- Perk Level 3: Increased the Mean Damage augment from 7.5% to 12% on regular versions and from 13.5% to 18% on stellar versions.
- Perk Level 5: Increased the Critical Chance augment from 5% to 9%.
- Perk Level 3: Increased the Mean Damage augment from 7.5% to 12% on regular versions and from 13.5% to 18% on stellar versions.
We also understand that there are different preferences when it comes to elemental damage types on knight weapons.
Our general goal is to provide hunting grounds where all elemental damage types can shine, and we will continue to introduce new hunting grounds that support different elements.
These changes should go live tomorrow, so please take a look and let us know what you think.
Best regards,
Ilyndor
Dear Tibians,
Before closing this thread, I want to thank you all once again for your feedback on the new equipment introduced in this year's summer update.
While some of your suggestions were not implemented this time, we have taken note of them and may consider them for future item designs.
Best regards, and until next time,
Ilyndor
Before closing this thread, I want to thank you all once again for your feedback on the new equipment introduced in this year's summer update.
While some of your suggestions were not implemented this time, we have taken note of them and may consider them for future item designs.
Best regards, and until next time,
Ilyndor