r/TibiaMMO

Tibia Vocation Rebalance 2026 Phase 2 Day 1

It's me again. This post brought to you by what remains of the world’s drinking water.

Phase 2 Analysis (2026-05-12)

Source files: merged_<Vocation>_from_12.05.2026.csv — posts dated 12.05.2026 onward only. Total: 1011 posts across 5 vocations.

Phase 1 → Phase 2 Sentiment Shift

Vocation Posts (P2) P1 Neg P2 Neg Delta
Paladin 271 84% 50% -34pp
Knight 185 65% 71% +6pp
Sorcerer 239 56% 62% +6pp
Druid 226 69% 81% +12pp
Monk 90 62% 78% +16pp

Paladin is the only vocation where CipSoft's Phase 2 changes moved sentiment meaningfully in a positive direction. All others deteriorated.


Paladin (Phase 2) — 271 posts

Sentiment Count %
Negative 136 50%
Neutral 79 29%
Positive 56 21%
Thread Posts Pos Neu Neg
Paladin - General 108 20% 30% 50%
Paladin - Stances 68 22% 31% 47%
Paladin - New Spells 70 16% 27% 57%
Paladin - New Ammunition 25 24% 36% 40%

Top Phrases: barrage spell area · small area of effect · double charm loss · energy ring nerf · divine defiance weak · sharpshooter too strong · healing too low · supply cost high · diamond arrow size · cursor position targeting · solo hunt worse · team hunt comparison · elemental arrow AoE · spell mana cost · exura gran san · divine dazzle rework · swiftfoot useless · survivability nerf · healing scaling bad · new healing spell · defensive stance lacking · rune replacement failed · grenade targeting options · double attack scaling · charm proc removed · spell shape clunky · mages vs paladin damage · ranged monster problem · exori style spells · test server overcrowded

Key findings:

  • Barrage AoE universally criticized — "player + 3×3 around target" design feels too small; consensus ask is diamond-arrow-sized area
  • Divine Defiance (defensive stance) widely reported as bugged or imperceptibly weak; Sharpshooter dominates but punishes survivability
  • Energy ring (2:1 mana ratio) still generates consistent opposition even at reduced negativity; combined with charm removal and mana-cost spells, paladin supply costs remain highest
  • Healing scaling described as broken — Exura gran san healing ~1,000 HP at level 2,000; no large-cooldown burst heal ("exura max san") exists
  • Spell targeting flexibility missing across Divine Grenade, Divine Barrage, Ethereal Barrage — compared unfavorably to rune's 4 targeting modes
  • Divine Dazzle still unreliable (chain misses ranged mobs, high CD, short duration)
  • Paladin identity confusion: new spells push toward boxing (knight-style) while kit and gameplay are built around kiting at range
  • Test server overcrowding specifically flagged as limiting feedback quality

Most Positive: Darkstar (Paladin - General) — "RP gameplay feels so unbelievably good right now... 6.5kk/h raw at Roshamuul west... This is how RP should have been but never was until now." Most Negative: Nie Lii (Paladin - General) — "These changes make no sense; this isn't balancing, it's just a blatant nerf... a mage can withstand more damage than a paladin with minimal effort."

Most Constructive per Thread:

  • General — King Talion: energy ring revert to 1.5:1 with reasoning, healing scaling + potion cost fix, and targeting improvements — three distinct axes with concrete rationale
  • Stances — Hashima: vocation-by-vocation comparison showing Sharpshooter is the only offensive stance with a survivability tax; proposes either removing healing penalty or making Divine Defiance a genuine defensive option
  • New Spells — Hashima: four specific reasons the current area design fails, plus four alternative area designs any of which would fix the core problem
  • Ammunition — Eobl: tested level 600+ specifically; calibrated request for attack value 25–27 (not full diamond parity) with economy-based reasoning

Bottom line: Phase II significantly improved paladin sentiment compared to Phase I, but two unresolved problems dominate — barrage AoE too small to replace runes, and combined survivability nerfs not offset by new healing options.


Knight (Phase 2) — 185 posts

Sentiment Count %
Negative 131 71%
Neutral 31 17%
Positive 23 12%
Thread Posts Pos Neu Neg
Knight - General 90 10% 16% 74%
Knight - Stances 21 5% 19% 76%
Knight - New Spells 20 10% 20% 70%
Knight - Self Healing Adjustments 54 13% 17% 70%

Top Phrases: solo play ignored · 2H weapon forgotten · 2-second cooldown bad · healing inconsistency paralyze · mages tank better · stances too weak · EK worst vocation · sell your EK · damage gap widening · solo exp unchanged · no offensive buffs · shield slam nerfed · exori scu useless · exori min hated · merge exeta spells · chivalrous challenge rework wrong · wheel points too costly · 1H vs 2H imbalance · lower-level knights hurt · mana cost increased · life leech reduced · stance debuffs unfair · kiting impossible · weapon element gaps · exeta range too short · battle healing mandatory · utura spells irrelevant · damage scaling broken · test phase too short · combat mastery useless

Key findings:

  • Phase 2 launched without promised changes — Exori Min rework and Exeta Amp Res fixes were absent from the test server; dominant opening complaint across all four threads
  • Two-handed playstyle made nonviable — ~20% less overall damage, Exori Scu mitigation nerfed from 100% to 50%, no compensating offensive spell; "depot decoration"
  • Solo EK gains nothing — better survivability in theory, but killing speed unchanged means XP/h unchanged or worse against 8-monster boxes
  • 2-second healing group cooldown universally rejected — EK only vocation with 2s CD; combined with paralysis creates windows where healing is completely blocked; popular fix: keep 1s CD, double heal amount
  • EK stances weaker than all other vocations — no new mechanics, existing penalties unchanged; other vocations received meaningful bonuses without comparable costs
  • Mages tank better than knights — data-backed: MS/ED in full-defense sacrifices nothing, EK sacrificing 35% damage still heals less
  • Wheel of Destiny too costly and conflicting — key perks (Battle Healing, Chivalrous Challenge, Exori Mas CD) on opposing branches; other vocations reach full rotation by level 90, EK needs 600+
  • Paralysis + 2s heal CD = hard stop at specific spawns (Oramond Furys, Roshamuul, Undead Seal)
  • Weapon element coverage gaps unaddressed — no earth swords vs. Bulltaurs, no energy axes vs. Pumin Seal

Most Positive: Legacyofrain (Knight - Self Healing Adjustments) — "1H + Shield feels extremely smooth to play right now, very enjoyable... the survivability is in a very good spot." Most Negative: Crah Elimandy (Knight - General) — "Two-handed EK gameplay is becoming obsolete in real time. A beautiful collection item for depot decoration."

Most Constructive per Thread:

  • General — Lordy Destroyer: restore Exori Scu mitigation to 100% (or 75% applied to all attacks), add elemental types to end-game shields (Ectoplasmic = ice, Gnome = energy, Falcon = fire) for 1H viability by element
  • Stances — Chronus Legacy: three balanced options (remove penalties / raise bonuses to 60% / add new mechanics like leech doubling or crit chance); preferred option 3
  • New Spells — Bree: 1H weapons have only 2 imbue slots (crit + life leech = no mana leech); proposes shield imbuement slot + revert of spell mana cost increases
  • Self Healing — Artbatz: keep individual 2s spell CD, restore group CD to 1s — lets players alternate Exura Ico / Exura Med Ico every 1s as a manual override during paralysis

Bottom line: Knights received improved 1H+shield survivability but no solo damage, no 2H compensation, a uniquely punishing 2s healing cooldown, and stances weaker than every other vocation.


Sorcerer (Phase 2) — 239 posts

Sentiment Count %
Negative 148 62%
Neutral 52 22%
Positive 39 16%
Thread Posts Pos Neu Neg
Sorcerer - Stances 21 10% 19% 71%
Sorcerer - New Spell 32 16% 28% 56%
Sorcerer - Wheel of Destiny 23 4% 35% 61%
Sorcerer - General 118 15% 19% 66%
Sorcerer/Druid - Mana Buffer 45 27% 24% 49%

Top Phrases: elemental stance conversion · all spells same element · cursor position casting · solo hunt impossible · rune area reduction · death echo targeting · second explosion timing · momentum rotation disruption · great death beam cooldown · energy wave augment order · beam mastery progression · lord of destruction weak · runic mastery useless · mana buffer too strong · wand damage scaling · druid superior damage · paladin damage comparison · solo vs team balance · rune size nerf · gift of life pointless · wave rotation clunky · death beam range inferior · focus mastery position · energy wave perk swap · soul point consumption · UH rune removal · boss loot contribution · sorcerer vocation identity · mage barrier survivability · low level wheel access

Key findings:

  • Stance trigger mechanic almost universally rejected — "trigger one element, convert the next spell" seen as clunky and confusing; consensus ask: activate stance → all spells automatically become that element
  • Death Echo cursor targeting is an unfixed bug/gap — cannot be aimed at cursor; incompatible with rune-style mouse-aim; second explosion timing inconsistent (1–2s range); walking through a door cancels second hit
  • Solo hunting is a clear net nerf — players report 15–25% XP/h loss; combined effect of smaller rune AoE (25 from 37), wave alignment requirements, and Death Echo positional unreliability
  • Druid superiority data-backed — Terra Wave (120 base, 4s CD) vs. Great Fire Wave (100 base, 4s CD); Strong Ice Wave (170 base, 6s CD) vs. Energy Wave (150–157 base, 8s CD); "damage dealer" vocation objectively lower damage than "healer"
  • Great Death Beam cooldown at 7s condemned — 6s group CD with Great Energy Beam causes mid-rotation desync; fix request: reduce to 6s or raise base damage
  • Energy Wave augment order wrong — "Affected area enlarged" should be Aug I (like Exori Mas for Knight), not Aug II
  • Mana buffer divisive — roughly half call it overpowered (zero cooldown, works vs. agony, mages tankier than paladins per-level); other half call it necessary; most-cited fix: 50 soul points per trigger
  • Wand/rod auto-attack dismissed — bare-fist damage exceeds wand damage numerically at level 600+; near-universal call for ML + level scaling plus small AoE
  • Sorcerer identity crisis post-UH removal — neither heals, tanks, chains, nor deals highest damage

Most Positive: Magistykz (Sorcerer - General) — "The latest changes were enough to put this vocation in a fantastic place. After the beam and death echo buff, it's just excellent. 15–20% more exp in most spots." Most Negative: Zizi Balagan (Sorcerer - General) — "MS and ED feel like a joke right now. Knights have more elemental damage options than MS and ED... They might as well remove magic vocations."

Most Constructive per Thread:

  • Stances — Nailiel: full stance consolidation — four core spells each converting to active stance element, shared cooldowns, removes duplicate beam hotkey problem; includes specific damage values and cooldown proposals
  • New Spell — Sleketom: rune size conditional on party composition (nerf only in party, keep 37 sqm solo) — most actionable compromise in any thread; also: Death Echo charms on both turns, second hit higher damage, spell not wheel-gated
  • Wheel — Dark Soul of Hell: mathematical proof that Great Death Beam is strictly dominated at all stages (same base damage, shorter range, longer CD); proposes specific fix: raise base to 190–200
  • General — Queen of Darknesz: proposes chain variants of existing wave spells (shared CD, 5–9 targets auto, wheel integration) + expanded elemental identity system
  • Mana Buffer — Akuji Heartless: 50 SP per buffer trigger, 200 SP max (4 protections), grace period for multi-hit combos — simultaneously limits abuse, revives soul points, preserves anti-headshot intent

Bottom line: Sorcerers broadly reject the stance trigger mechanic, view Death Echo as still incomplete, and perceive the rune AoE nerf as an uncompensated solo-hunting net loss; mana buffer and beam mastery changes are the update's clearest wins.


Druid (Phase 2) — 226 posts

Sentiment Count %
Negative 184 81%
Neutral 24 11%
Positive 18 8%
Thread Posts Pos Neu Neg
Druid - Stances 30 7% 17% 77%
Druid - New Spells 53 6% 11% 83%
Druid - General 113 4% 12% 83%
Sorcerer/Druid - Mana Buffer 30 13% 27% 60%

Top Phrases: fork spell inconsistent · rune area nerf · solo hunt nerfed · 10% magic level · elemental synthesis weak · forked spells targets · offensive stance joke · healing stance okay · rune size restore · fork spell range · solo druid weakest · team hunt healer · mana buffer strong · wands rods useless · ice wave area · terra wave useless · UE 4 second cooldown · strong ice wave locked · wheel of destiny costly · charm proc runes · fork spell damage · sorcerer vs druid gap · physical spell missing · two elements only · healing link secondary · ranged monsters unreachable · utito dru stance · gran frigo hur · blessing grove crit · vocation change option

Key findings:

  • Rune area reduction is the #1 complaint — 10–30% raw XP/h loss reported; nerfed 25 sqm square rune inferior to original 37 sqm diamond; rune-only hunts still outperform spell+rune combos
  • Fork spells fail to compensate — hit 2–6 targets inconsistently (not 6–7), jump randomly back to hit mobs, cannot reach ranged creatures diagonally, deal less damage than a nerfed avalanche; ask: 8–12 targets minimum
  • Elemental Synthesis offensive stance is trivial — 10% magic level ≈ +13–16 ML at mid-high levels; paladins got +30–35% skill bonus; comparison made repeatedly
  • Druid locked to two elements (ice + earth) — sorcerers got elemental switching, paladins/monks gained breadth; spawns resistant to both (e.g. Podzilla quaras) entirely unviable; most-requested addition: physical element
  • Strong Ice Wave gated behind level 600+ — sorcerers get large fire wave as baseline; druids must invest massive Wheel points for equivalent
  • Wrath of Nature weak — base ~150 vs. Sorcerer's ~200 equivalent; 4-second global CD after casting makes it near-unusable in rotation
  • Healing output scaling broken — Exura Sio: very wide variance (1300–2800 HP at level 1450); level 730 druid heals only ~230 HP less than level 1900; monk's Sio already outperforms druid's at lower levels
  • Mana buffer too strong per PvP, insufficient per solo PvE — clean split; most coherent fix: 50 SP per trigger, 4 max charges
  • Wands and rods universally dismissed — bare-fist beats wand damage at high levels; call for ML + level scaling + small AoE
  • "Punished for being able to heal" — pervasive meta-complaint; every other vocation received net buffs while druid lost its primary solo tool (runes) with no adequate replacement

Most Positive: Erikovik (Druid - General) — "The new chain spell with the extra jump improved a lot... being able to cast this spell without selecting a target, while still hitting 6 or 7 monsters, is a substantial quality-of-life improvement." Most Negative: Bobeek (Druid - General) — "It was a DREADFUL and AGGRAVATING experience... People are screaming, you don't listen... Druids without a team are WORTHLESS after runes' AOE nerf."

Most Constructive per Thread:

  • Stances — Supersonic Lulu: three-tier scaling for Blessing of the Grove (crit heal chance + heal bonus per unlock stage), removes HP condition, adds Forked Glacier as charm-proc weapon proficiency option
  • New Spells — Aruarian Druid: tie fork buffs (range, max creatures, damage) to solo stance specifically to not break team balance; reduce cooldown to 4s with ice/earth forks sharing CD; until fork spells are fixed, any rune nerf is a pure druid nerf
  • General — Depownik: numerical breakdown showing Elemental Synthesis gives only +15.6 ML for well-geared mid-game druid; compares directly to paladin's +30% distance + holy conversion; proposes removing 4s global CD after UEs, restoring rune area, reworking fork from chain to fixed AoE (categorically better for a kiting vocation)
  • Mana Buffer — Akuji Heartless: 50 SP per trigger, 4 charges max — same proposal independently surfacing in both Sorcerer and Druid threads

Bottom line: Phase 2 improved minor details but failed to address the structural problem — druids lost their primary solo tool (full-size runes) and received fork spells too inconsistent and weak to compensate, leaving solo druids as the clear losers of the entire rebalance.


Monk (Phase 2) — 90 posts

Sentiment Count %
Negative 70 78%
Neutral 12 13%
Positive 8 9%
Thread Posts Pos Neu Neg
Monk - New Spell 15 13% 27% 60%
Monk - Virtue of Justice Rework 11 18% 18% 64%
Monk - General 64 6% 9% 84%

Top Phrases: chain breaking erratically · cooldown too high · Thousand Fist Blows useless · fist fighting 16% vs 35% · Chained Penance worse than before · ranged boss rotation · Mass Spirit Mend cooldown · spell rotation awkward · Sweeping Takedown removed · Wheel of Destiny cost · chain jump range · EK RP buffed monk ignored · auto attack on bosses · Sanctuary too restrictive · physical protection missing · Virtue of Justice conflict · Spiritual Outburst lag behind · Guiding Presence worthless · serene state punishing · solo play broken · melee vocation no shield slot · team hunt support role · Sanguine Clawn synergy · TFB ranged spender · Balanced Brawl cooldown · familiar completely useless · boss mechanics excluded · energy ring useless · Mentor Other icon missing · party bonus lost on lure

Key findings:

  • Chained Penance and Spiritual Outburst measurably worse after chain targeting rework — closest-target logic causes chains to break after 3–4 mobs even when fully surrounded; most cited fix: increase jump range by 1 SQM
  • Thousand Fist Blows doesn't fit spell rotation — 12s base CD still too long even with spender reset; community split between reclassifying as a ranged spender (like Sweeping Takedown) or lowering CD to 6s
  • 16% fist fighting vs. 35% for EK and RP — perceived as unfair; monk specifically nerfed for having high skill while EK/RP now receive equal benefit
  • Mass Spirit Mend cooldown (12s) makes it impractical for sustained team healing — ask: reduce to 4–6s
  • Wheel placement of TFB displaces Sweeping Takedown buffs — near-unanimous: restore Sweeping Takedown perks, move TFB elsewhere
  • Monk survivability worsening relative to other vocations — no shield slot, low physical protection, weak armor values; mana buffer changes don't help
  • Boss viability near-zero — auto attacks miss frequently, no ranged spender, several boss mechanics require UH which monks cannot use
  • Sanctuary impractical — standing on a single SQM conflicts with kiting solo gameplay; suggestions: extend duration, make area follow monk briefly
  • Players explicitly quitting or listing monk equipment for sale

Most Positive: Arturius Ironfist (Monk - General) — "My general feeling is that monk is sturdier than before, resulting in more comfortable hunts... extra healing would allow me as solo player to go for other hunting tasks." Most Negative: Soko Magico (Monk - General) — "In approximately one year it was completely destroyed... turned into a buff totem for other vocations... The only thing that truly makes me sad is knowing that, at 38 years old, I experienced my very first 'scam' in a 2D German game."

Most Constructive per Thread:

  • New Spell — Crocante Socolento: two concrete options — reduce wheel-augmented CD from 6s to 4s so TFB fits natural rotation, or reclassify TFB as a default spender (like Sweeping Takedown), solving both rotation fit and Spiritual Outburst dependency
  • Virtue of Justice Rework — Cawi Ratka: identifies logical inconsistency — RP's +6% affects ~50% of damage, Sorcerer's +9% affects ~99%; proposes swap (RP +12%, MS +6%) to equalize real per-vocation impact
  • General — Krawedziarz: six distinct issues with precise mechanics — virtue toggle accidental deactivation, Chained Penance hitting 3–4 while moving vs. standing, ranged rotation gap for bosses, Mass Spirit Mend spell group CD blocking Spirit Mend for 2s, Serenity loss in team hunts contradicting Virtue of Justice's party support intent, Wheel forcing abandonment of damage tools. Each section ends with a concrete alternative.

Bottom line: Monk Phase 2 is dominated by a chain spell players report is now measurably worse than before, compounded by sustained frustration that every other vocation received meaningful buffs while Monk received expensive wheel changes and a new spell that doesn't fit its rotation.


Phase 2 Cross-Vocation Analysis (2026-05-12)

All 5 vocations · 1011 posts

Overall Phase 2

Sentiment Count %
Negative 673 67%
Neutral 188 19%
Positive 150 15%

Per Vocation (sorted by Neg%)

Vocation Posts Neg Neu Pos
Druid 226 81% 11% 8%
Monk 90 78% 13% 9%
Knight 185 71% 17% 12%
Sorcerer 239 62% 22% 16%
Paladin 271 50% 29% 21%

Cross-Vocation Complaints (Phase 2, 3+ vocations)

Complaint Vocations
Solo hunting worsened / rune area uncompensated All five
New spells don't fit rotation or have wrong cooldowns Knight, Sorcerer, Monk, Paladin
Wheel of Destiny too costly / perks on wrong branches All five
Stance mechanic undertuned or poorly designed All five
Phase 2 missing promised changes from Phase 1 feedback Knight, Monk, Druid, Sorcerer
Mana buffer too strong / Gift of Life obsolete Sorcerer, Druid
4s global cooldown after UE spells punishes rotation Sorcerer, Druid
Soul Points proposed as mana buffer charge limiter Sorcerer, Druid (independent)
Vocation identity unclear after rebalance Paladin, Sorcerer, Monk, Druid
Wand/rod damage irrelevant at high levels Sorcerer, Druid

Shared Constructive Proposals (independently raised by multiple vocations)

Proposal Vocations
50 SP per mana buffer trigger, 4 charges max Sorcerer (Akuji Heartless), Druid (Akuji Heartless)
Restore individual heal CD to 1s, keep spell CD at 2s Knight
Rune nerf party-conditional only (keep 37 sqm solo) Sorcerer (Sleketom)
Augment order swap (area first, damage second) Sorcerer (Energy Wave)
Chain jump range +1 SQM Monk
Elemental arrows / weapons need ML + level scaling Druid (wands), Paladin (arrows)

Vocation-Specific Phase 2 Issues

Paladin — Biggest sentiment improvement (-34pp). Barrage AoE still too small to replace runes; Divine Defiance bugged/useless; energy ring 2:1 still contested; healing scaling broken at high levels. Positives: Sharpshooter broadly liked at mid levels, Stances feel like QoL win.

Knight — Worsened (+6pp). Phase 2 launched without promised Exori Min and Exeta Amp Res fixes. 2H builds nonviable; 2s healing CD the single most universally rejected change; EK stances weakest in game. Only 1H+shield team-hunt players are satisfied.

Sorcerer — Slight worsening (+6pp). Stance trigger mechanic rejected; Death Echo cursor targeting unfixed; solo hunting net nerf from rune + wave changes. Mana buffer and Great Death Beam buff are Phase 2's clearest positive signal.

Druid — Significant worsening (+12pp). Fork spells hitting 2–6 targets instead of 6–7 is the defining bug; elemental synthesis stance provides ~16 ML bonus; locked to two elements while all others gained breadth; rune nerf uncompensated.

Monk — Significant worsening (+16pp). Chained Penance chain targeting rework made it measurably worse; TFB 12s CD doesn't reset via spenders; 16% fist fighting vs 35% for EK/RP; Sweeping Takedown perks displaced. Santuary impractical.

Extremes (Phase 2)

  • Most positive: Darkstar (Paladin - General) — test data showing 6.5kk/h raw at Roshamuul west, 15–20% improvement across multiple spawns
  • Most negative: Soko Magico (Monk - General) — "at 38 years old, I experienced my very first 'scam' in a 2D German game"
  • Most constructive (cross-vocation): Krawedziarz (Monk - General) — six distinct mechanical issues, each with a concrete alternative; Depownik (Druid - General) — numerical proof that Elemental Synthesis delivers only +15.6 ML; Sleketom (Sorcerer - New Spell) — party-conditional rune nerf as compromise

Bottom Line (Phase 2)

Paladin is the only vocation where CipSoft demonstrably responded to Phase 1 feedback; every other vocation either saw no change to their core complaints or was measurably made worse. The pattern of launching Phase 2 without promised fixes (Knight, Monk) has compounded existing frustration into a credibility problem — players no longer trust the feedback loop itself.

reddit.com
u/Kinesthetic — 18 hours ago

Holy magic level

RP, 202 distance with the new stance, +13 Holy magic level 😎 (some might be from equipment)

u/Flay117 — 1 day ago

Why are sorcerers the least played vocation?

If we exclude Monks since they're still relatively new. How come Sorcererers are the least played in most servers? Could it be that they're underpowered compared to the rest?

reddit.com
u/JasminePacasss — 4 hours ago

Well, im stuck

I dont have a tp scroll
already used invis/stealth ring
already used exani hur up
already tried to logout

but the game continues to say im swimming and cant cure myself lmao

region: GRIMVALE

u/Thumaz — 1 day ago

Anyone is actually considering swapping main after rebalance ?

Hello folks!

In my case, I am very casual player (5-15h/week), but I want to enjoy those hours. Couple of years ago I swapped from EK/MS to RP for a very single reason:
- hate healing and mana spam on EK
- hate death on MS

My skill level (hands, not character), is below average, so I swapped to the golden spec: RP.

Now I have 150 MS (96ml base), 190 EK (110 ace base) and 320 RP (122 base, bought low lvl high skills was worth it).

Have played a couple hours in test server and both issues on EK/ MS seem solved. Less spam on Ek, and MS dies waaay less (even if they nerf good enough), plus MS has now this stances to switch spells which is very fun.

So, long history short I might reroll to MS as I enjoyed that class always the most, and now it seems more user friendly.

Anyone else feeling the same?

reddit.com
u/gcs1906 — 1 day ago

Will Tibia ever offer a custom world?

Been playing Tibia on and off since 2003. Every time I try coming back lately, it feels almost unplayable because all the hunting grounds are packed and I only have limited time to play.

Do you think Tibia will ever add the ability to host private/custom worlds with just friends or invited players? Or at least move toward instanced hunting spots like Diablo, where everyone gets their own version of an area?

Feels like it would make the game way more enjoyable for returning and casual players.

reddit.com
u/neverkno2289 — 4 hours ago

Thoughts About the AoE Runes Nerf -Vocation Balance 2026

​

This AoE rune nerf honestly feels like a wrong move that could heavily hurt the mage playerbase, especially those who enjoy the solo playstyle, the game as it is today is designed with high monster count hunts, and runes are the central mechanic of mage vocation, especially druids.

AoE runes have been part of Tibia’s balance and identity for many years, and nerfing them now feels unnecessary considering how the game and hunting grounds are designed.

From a solo mage, to all mages who read this

For me, this change could become a real mage killer over time, and I wouldn’t be surprised to see the mage population slowly drop throughout the year.

Sadly, this also killed a lot of the hype and excitement I had for the new features.

reddit.com
u/Snowclash00 — 5 days ago

Bosstiary for 380 EK solo

Hi,

I am looking to complete some entries to bosstiary, that I can do solo without high risk of dying. I have completed:

Diseased Dan Fred and Bill
4 bosses at werelions
Edron/Cormaya werebosses
Black Knight
Gorga
Isle of Evil bosses
Ekatrix
Targuna fire boss
Scarlett Etzel
3 asura bosses

Currently working on Glitterscale, Heoni and Kroazur. I postpone ancient tombs quest and vengoth bosses just for now - its pain in the ass.

Do you have any more suggestions? Cobra/Falcon minibosses are probably doable.

reddit.com
u/Imaginary_Topic7641 — 7 hours ago

How lucky am I?

I just started the game like few days ago, got 15lvl and this suprise!

u/shionvictus — 1 day ago
▲ 115 r/TibiaMMO

600!

It’s been a long journey, and it’s definitely not over yet.

I don’t remember when I created the character, but thanks to Guildstats I can check when I started dying with it. XD

There were a few breaks along the way - I stopped playing, played another character, got bored, rage‑quit after the worst double event ever (I remember that after a death streak I wanted to at least recover a bit on Monday at 4 AM, some guy even let me into Glooth Tower and you know what? I died anyway xD), started a family and all that. XD

I remember when an RP in TH worked as a mobile refill and loot vacuum.

I remember the times before diamond arrows, and then how on Antica there was a house in Venore where people sold them.

I remember when a fullbox meant certain death.

I remember when you could put a ’ in your nickname - probably my biggest flex. XD

And yeah, I’ll brag a bit about the skill-ups from the last double event.

u/white_rower — 1 day ago

Rebalance=Power Creep for All

Seems to me that the voc rebalance is a power creep for things to come. Maybe a sign of the up coming summer update? EK getting more survivability all discussed seem to be getting stronger and ED getting heavy heals. Just a thought.

reddit.com
u/ImThatNinja650 — 1 day 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:

  • Strengthen the role of each vocation
  • Introduce gameplay innovation  
  • Improve quality of life and reduce unnecessary input complexity

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

  • Blood rage: Replaces the former blood rage spell, increases weapon skill by 30%, and increases damage taken by 15%.
  • Protector: Replaces the former protector spell, reduces damage taken by 15%, reduces damage dealt by 30%, and increases shielding by 30%.
  • Blood rage and protector now increase the final skill, including gear bonuses, and their bonuses are reduced to 30% to compensate.
  • Blood rage and protector: Removed as regular spells and replaced by stances.
  • Stances are unlocked with the promotion.

Mana cost adjustments

  • Berserk: Mana cost increased from 115 to 150.
  • Fierce berserk: Mana cost increased from 340 to 400.
  • Groundshaker: Mana cost increased from 160 to 200.

Knight healing spell adjustments

  • Knight healing spells: Cooldown and primary spell cooldown are increased to 2 seconds. Scaling is adjusted and now uses shielding and magic level. Base power is increased to compensate, with the overall goal of improving knight healing.
  • Bruise bane: Base power adjusted to 15, cooldown set to 2s.
  • Wound cleansing: Base power adjusted to 70, cooldown set to 2s.
  • Fair wound cleansing: Base power adjusted to 225, cooldown set to 2s.
  • Intense wound cleansing: Base power adjusted to 500.

New knight spells

  • Shield bash: Hits the target, deals damage, and causes the target’s next autoattack within 10 seconds to miss. It can only be used with a shield and uses the shield’s defense value instead of the weapon’s attack value.
  • Whirlwind bash: Hits all fields around the knight, deals damage, and causes the next autoattack of affected targets within 10 seconds to miss. It can only be used with a shield and uses the shield’s defense value instead of the weapon’s attack value.

Wheel of destiny adjustments

  • Aug front sweep: Tier I changed from 5% life leech to 15% life leech.
  • Battle healing: Reworked to increase healing from healing spells by 10%. This bonus is tripled when wearing a shield.

Key points for the test:

  • Do the new spells and mitigation changes create a viable shield-based playstyle without replacing the two-handed playstyle?
  • Do the self-healing changes improve the overall feeling of playing a knight without making knights too difficult to kill? Are the potion changes enough to make mana management feel less tedious?

Paladin

Vocation adjustments:

New paladin stances

  • Sniper: Autoattacks deal 3% more damage, and this bonus is doubled against nonadjacent targets.
  • Radiant evasion: Damage taken from nonadjacent targets is reduced by 5%.
  • Stances are unlocked with the promotion.

Sharpshooter and swift foot adjustments

  • Sharpshooter: Now increases the final weapon skill, including gear bonuses, and the bonus is reduced to 35% to compensate.
  • Sharpshooter: Individual spell cooldown reduced from 10s to 4s.
  • Sharpshooter: Secondary group cooldown reduced from 10s to 2s.
  • Sharpshooter: Support spells can now be cast while active.
  • Swift foot: Attacks and spells can now be used while active, but damage caused is reduced by 30%.

New paladin spells

  • Radiant flare: Deals holy damage to the target and surrounding fields. Cannot be cast without a target.
  • Punishing flare: Deals physical damage to the target and surrounding fields. Scales with distance fighting instead of magic level, similar to strong ethereal spear. Cannot be cast without a target.

Spell adjustment

  • Divine caldera: Base power increased from 140 to 160 to compensate for the charm double-proccing adjustment to diamond arrows.

Wheel of destiny adjustments

  • Aug swift foot: Changed to aug radiant flare. Tier I grants +10% base damage, tier II grants +5% mana leech.
  • Aug sharpshooter: Changed to aug punishing flare. Tier I grants increased area, tier II grants +10% critical hit chance.

New AoE ammunition

  • Diamond flare arrow: Deals physical damage in an AoE, has 27 attack value, and requires level 50.
  • Fire flare arrow: Deals fire damage in an AoE, has 18 attack value, and requires level 125
  • Earth flare arrow: Deals earth damage in an AoE, has 18 attack value, and requires level 125.
  • Ice flare arrow: Deals ice damage in an AoE, has 18 attack value, and requires level 125.
  • Energy flare arrow: Deals energy damage in an AoE, has 18 attack value, and requires level 125.

Key points for the test:

  • Are the damage reductions from the charm adjustment and rune area-of-effect changes properly compensated by the new stances, new spells, and the Divine Caldera buff?
  • Are the new elemental ammunition types a viable alternative in specific hunting grounds?

Sorcerer

Vocation adjustments:

New sorcerer elemental stances

  • Master of fire: Fire spells have 4% increased base power, and casting a fire spell converts the next non-fire spell into fire damage.
  • Master of energy: Energy spells have 4% increased critical hit chance, and casting an energy spell converts the next non-energy spell into energy damage.
  • Master of death: Death spells have 30% increased critical extra damage, and casting a death spell converts the next non-death spell into death damage.
  • Elemental stances: Only affect spells, not runes, and only apply to fire, energy, and death spells. Switching stance removes any pending element conversion.
  • Elemental stances are unlocked with the promotion.

New sorcerer curse stances

  • Curse stances: The sorcerer can have one elemental stance and one curse stance active at the same time.
  • Aura of sapped strength: Spells, runes, and autoattacks apply the sap strength effect to all targets for 10 seconds.
  • Aura of exposed weakness: Spells, runes, and autoattacks apply the exploit weakness effect to all targets for 10 seconds.
  • Sap strength and expose weakness: Removed as separate spells.

New sorcerer spell

  • Death blast: Deals death damage in the targeted area, followed by a second, larger delayed blast at the same location after 2 seconds. The second blast has 50% of the base power damage and cannot trigger charms.

Spell adjustments

  • Great death beam: Becomes a regular spell that can be learnt from level 66.
  • Lightning: Base power increased from 70 to 110, range increased from 5 to 7.
  • Strong energy strike: Base power increased from 90 to 125, range increased from 3 to 7.
  • Strong flame strike: Base power increased from 90 to 125, range increased from 3 to 7.
  • Ultimate energy strike: Base power increased from 150 to 210, range increased from 3 to 7.
  • Ultimate flame strike: Base power increased from 150 to 210, range increased from 3 to 7.

Wheel of destiny adjustments

  • Aug magic shield: Changed to aug death blast. Tier I grants +5% base damage, tier II reduces the delay of the second blast from 2 seconds to 1 second.
  • Aug sap strength: Changed to aug special spells for lightning, strong energy strike, and strong flame strike. Aug special spells: Tier I grants -4s cooldown, tier II grants +50% base damage.
  • Beam mastery: Beams now also hit adjacent fields for 20% / 35% / 50% damage. The previous functionality (cooldown reduction and increased damage) remains, but only affects the central beam.
  • Drain body: Changed to lord of destruction. Increases the bonus effects of elemental stances.
    • Master of fire bonus: Additional +2% / 3% / 4% base power for fire spells.
    • Master of energy bonus: Additional +2% / 3% / 4% critical hit chance for energy spells.
    • Master of death bonus: Additional +15% / 22.5% / 30% critical extra damage for death spells.
  • Focus mastery: Still increases the damage of the next damage spell by 35% after casting a focus spell, and now also reduces primary cooldown by 2 seconds.

New barrier mechanic for sorcerers and druids

  • Barrier: If incoming damage would exceed current hit points, the character is set to 1 hit point and the remaining damage is converted into mana damage with an 8x multiplier.
  • Barrier: If there is not enough mana to absorb the converted damage, the character dies.

Key points for the test:

  • Do the elemental stances create a unique and enjoyable feeling without becoming too strong?
  • How significant is the actual impact of the rune area-of-effect reductions?
  • Does Barrier make gameplay too safe?
  • Is Death Blast a viable spell for rotations, and does the blast mechanic feel satisfying to use?

Druid

Vocation adjustments:

New druid healing stances

  • Lifegiver: Increases the cooldown and primary group cooldown of heal friend and mass healing by 100%, but increases all ally healing by 110%.
  • Rejuvenation: Self-healing spells heal for 10% more.
  • Shared preservation: Heal friend and nature’s embrace also heal a secondary party target in the game window for 30% of their healing.
  • Stances are unlocked with the promotion.

Healing spell adjustments

  • Heal friend and nature's embrace are now more reliable.
  • Nature’s embrace: Base power healing increased from 650 to 2000.

New druid attack spells

  • Forked frost: Deals ice damage to the current target and the nearest 6 additional targets within range.
  • Forked thorns: Deals earth damage to the current target and the nearest 5 additional targets within range.
  • Both spells: If no target is selected, the nearest valid target is chosen; if no valid target is in range, the spell is not cast.

Strike spell adjustments

  • Strong terra strike: Base power increased from 90 to 115, range increased from 3 to 7.
  • Strong ice strike: Base power increased from 90 to 115, range increased from 3 to 7.
  • Ultimate terra strike: Base power increased from 150 to 195, range increased from 3 to 7.
  • Ultimate ice strike: Base power increased from 150 to 195, range increased from 3 to 7.
  • Wrath of nature is now more reliable.

Wheel of destiny adjustments

  • Healing link: Effect increased from 10% to 25%.
  • Blessing of the grove: Healing spells can now critically heal, using critical hit chance and critical extra damage.
  • Blessing of the grove: Extra healing adjusted to 5% / 7.5% / 10% against targets below 60% health, doubled against targets below 30% health.
  • Aug terra wave: Tier II changed from 5% life leech to 10% life leech.
  • Aug strong ice wave: Tier I changed from 3% mana leech to -2s cooldown, tier II changed from base damage increase to increased area.

Wands and rods

  • Wands and rods: Strike imbuement limitations are removed.
  • Wands and rods: Attacks now generate mana instead of consuming mana.
  • Wands and rods: Range increased.

New barrier mechanic for sorcerers and druids

  • Barrier: If incoming damage would exceed current hp, the character is set to 1 hp and the remaining damage is converted into mana damage with an 8x multiplier.
  • Barrier: If there is not enough mana to absorb the converted damage, the character dies.

Key Points for the test:

  • Are all stances viable?
  • Do forked spells improve solo gameplay enough?
  • How significant is the actual impact of the rune area-of-effect reductions?
  • Does Barrier make gameplay too safe?

Monk

Vocation adjustments:

Healer role adjustment

  • Mass spirit mend is changed from a spender spell to a regular healing spell.
  • Cooldown and healing are adjusted.

Virtue of justice rework

  • Virtue of justice is reworked into a team-damage/support virtue.
  • Mentor other is removed as a separate spell.
  • While the monk is in virtue of justice, team members in the game window receive vocation-based bonuses.
  • If the monk is serene, the monk also receives the respective vocation effects.
  • Bonuses:
    • Knight:damage received reduced by 3%
    • Paladin: autoattack damage increased by 6%
    • Sorcerer: spell and rune damage increased by 9%
    • Druid: healing from spells and runes increased by 12%
    • Monk: fist fighting increased by 3% per unique vocation in the party within the game window
  • The monk counts as a monk for this bonus, so the fist fighting bonus is always at least 3%.

New monk spell: Thousand fist blows

  • Deals damage to the target and surrounding fields.
  • Has a range of 7 fields.
  • Cannot be cast without a target.
  • Acts as a builder and grants 1 Harmony point.

Spell adjustments

  • Mystic repulse: Increased damage and reduced cooldown. The familiar’s attack range is reduced so that all of its spells can hit reliably.

Wheel of Destiny adjustments

  • Guiding presence: Now shares 100% of the mantra effect instead of 50%.
  • Sanctuary: The monk deals 10% more damage and healing to adjacent targets.Consuming Harmony creates a field for 5 seconds, increasing damage and healing done by 2% per Harmony consumed.
  • Aug mystic repulse: Tier I changed from -4s cooldown to -6s cooldown
  • Aug sweeping takedown becomes aug thousand fist blows:Tier I: +25% critical extra damage. Tier II: -6s cooldown.
  • Aug flurry of blows: Tier I changed from 5% life leech to increased area.

Key points for the test:

  • How strong are the mass spirit mend adjustments for the monk’s secondary healer role?
  • Does thousand fist blows make monk gameplay too ranged-focused?
  • Are the virtue of justice and mentor other reworks too strong?

General Changes

AoE rune adjustments

  • The affected area of aoe runes will be reduced by 1, while their damage will be increased. Affected runes: Avalanche, great fireball, thunderstorm, stone shower.
  • Explosion rune damage remains unchanged, but the affected area has been increased.

Charm adjustment

  • Charms can now only trigger on the initial target of an autoattack. This change is aimed at reducing double-proccing from AoE attacks.
  • The triggering of spells and runes remains unchanged.

Group XP bonus

  • The Group XP bonus for smaller parties is being increased:
    • One different vocation: 20% -> 20%
    • Two different vocations: 30% -> 35%
    • Three different vocations: 60% -> 70%
    • Four+ different vocations:100% -> 100%

Combat mode removal

  • Combat mode has been removed entirely.
  • To compensate for their current effects:
    • The +20% attack value bonus from offensive stance is now always applied.
    • The defense value of all shields is increased by 30%.
    • The defense value of all spellbooks is increased by 60%.
  • The attack value penalty from defensive stance is intentionally not carried over.

Mitigation adjustments

  • The mitigation formula is being updated to reflect the removal of combat mode.
  • Equipment defense value will have a stronger impact on mitigation.
  • Several mitigation multipliers are adjusted, including those for elemental bond, two-handed melee weapons, bows/crossbows, and monsters.
  • Monster mitigation is increased.

Wheel of Destiny mitigation values

  • Mitigation bonuses in the Wheel of Destiny are being increased:
    • Dedication Perk per Promotion Point: 0.03% -> 0.075%
    • Lesser Gems: 5/5.5/6/7.5% -> 20/22/24/30%

Potion management improvements

  • A new mana potion is being introduced: The superior mana potion.
  • Two new costly mana potions are added: Costly superior mana potion and costly ultimate mana potion.
  • Access to existing mana potions is being expanded: Great mana potions can now be used by all vocations, the new superior mana potion by all vocations except knights, and costly superior and ultimate mana potions by all vocations.

Energy ring adjustment

  • Energy Ring becomes less efficient.
  • It will now consume 3 mana per point of damage.

Ultimate healing rune adjustment

  • Ultimate healing runes will no longer be usable on other characters.

Stance quality-of-life changes

  • Active stances will now be remembered between sessions. After logging in, characters will return with the same stance they had when logging out.
  • It will be possible to have no stance active.
  • Using an already active stance will turn it off.
  • Players can generally only have one stance active at a time. Sorcerers are an exception, as they have two different stance versions.
  • Stances are premium spells.

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

reddit.com
u/Rabric — 9 days ago

Newhaven and Targuna in new servers

With new servers releasing next week, I was doing some planning and testing and I have a few questions:

  • My understanding is that Newhaven is a mess on new servers, as it takes a long time to get to level 8 with that many people sharing a small island, which generates long queue times. Is this the case still or have they fixed this? Why don't people simply go to Rook?
  • In case you decide to go the Rook route, do you also go to Targuna at level 8?
  • Regarding Targuna, it can't be skipped unless you pay 5k gold, which you won't have this early, can it?
  • This being the first server release since Targuna was introduced, do you think it will be crowded too? Will this be a problem or can you simply rush the quests to get the voucher? What about the boss?
  • Is there any way to get to Adventurer's Island from Targuna? I guess not, or it would let you skip it via the teleporter, right?
  • If you were to use some exercise weapons at server start, would you do so in Targuna or try to complete the island and leave first?
reddit.com
u/_Origin — 8 hours ago

Unpopular opinion: knight changes are overrated, it hasn’t changed overall.

Most of the knight changes seem focused on improving the experience of people playing with a knight, rather than improving the knight itself.

Outside of tanking more, very little changes. Knights still won’t catch up to mages, paladins, or monks in damage or solo efficiency. The Exori Min rework is nice, but it’s more like a minor improvement rather than a meaningful change .

For solo knights using two-handed weapons, almost nothing changes. If you use a one-handed weapon with a shield, sure, maybe you can tank a full box in places like Gnomprona, but then what?

EKs will still deal the lowest damage and remain one of the most painful vocations to play solo.

Conclusion: the mid ish meat shield with a ok ish exeta res spell is now a good meat shield that can do big exera res.

reddit.com

Is it just me, or is spending thousands of TCs on skills kind of a bait?

Hey everyone,

I’m a returning player (basically a beginner again) and I’ve been doing some math on my Level 120 EK. Right now, I have 85 Sword Skill.
I was looking into pushing for 100 Skill using Exercise Weapons, but damn, thats expensive ash. From what I’ve calculated, I’d need to drop thousands of TCs just to get those 15 points.
So I checked a damage calculator to see what I’d actually get:
Skill 85: Hits around 90-220.
Skill 100: Hits around 100-250.
Is it just me, or is a ~10% damage increase not worth the massive TC investment? For the price of those weapons, I could buy a Gold Pouch, task expansions, prey expansion and probably a huge chunk of my endgame set.
Since I’m still learning the ropes, I feel like my 'player skill' (luring, rotation, not dying lol) matters way more than spending a fortune to kill a mob half a second faster.
Am I missing something huge here? Does that tiny damage gap actually make or break the game, or is it better to just let it grow naturally on offline training while I spend my TCs on quality of life stuff?

Would love to hear from veteran EKs if I’m being a 'cheap' noob or just being rational.

reddit.com
u/lartaguixaa — 5 days ago

EK actual slight attack buff so far?

Hello,

I know the sentiment right now is that pinky our healing is buffed but nothing else.
However, having utito as a stance rather than a spell would allow for berserker potions no?
Additionally, I hunted very little and did not have time to test… but I felt like my mana was always full without even using that many mana potions…

Perhaps, we can remove mana void from weapon and add skill instead? Essentially given another slight boost?

Thoughts? Has anyone tested that?

reddit.com
u/Tulkas2491 — 1 day ago