Prepare for a brand-new world event! From August 5 to August 11, Tibians of level 20 and above must work together to prepare The Great Expedition. Every contribution helps your game world succeed.
During the event, you can shape the appearance of the expedition ship, earn Event Points by donating gold or completing daily tasks, and vote for the expedition crew. The crew members chosen by your game world will determine the bonuses available for your game world during the reward phase.
Success depends on teamwork. If your world fails to reach the required daily donation or voting goals, the expedition will fail. Any Event Points you have earned will remain yours and can be saved for future editions of the event.
If the expedition succeeds, the reward phase will run from August 12 to August 18. During this time, the selected world bonuses become active, and you can spend your Event Points on exclusive rewards, including the new Landsailer mount, the Captain outfit, decorative items, useful equipment, and more.
In addition, players who collect at least 70 Event Points will automatically enter a lottery for a chance to win exclusive prizes, and several new achievements will be waiting to be unlocked.
The gateway to the wharf lies south of Fibula. Present yourself to Proprietor Piers to be sworn in for duty. He alone holds the secrets and details of what awaits.
Gather your fellow Tibians and prepare to set sail. The Great Expedition is about to begin!
Sharpen
your swords and ready your spells, for hordes of monsters are incoming! Another Rapid Respawn Weekend will soon be upon us!
Do not forget to donate enough gold for your favourite hunting ground to take full advantage of the event!
Between the server saves of August 07 and August 10, all monsters will respawn five times faster. Areas with an active improved respawn area bonus yield an even faster respawn time. Save the date!
Happy fighting!
Your Community Managers

Now that the changes from the vocation adjustments in June and the subsequent nerf in early July have had some time to settle in, I wanted to share some data with you, as well as our internal perspective on the topic. I know these changes sparked a lot of discussion, and I hope this can bring a bit more clarity to the situation.
But first things first: there has been an incredible amount of feedback throughout the whole process. The sheer volume meant we could not respond to everyone individually, but we made sure to absorb as much of it as possible into the following design loop:
Tibia is sneakily complex due to the sheer number of possible scenarios that could be looked at. The impact of changes can differ greatly when looking at different level ranges, group sizes, hunting grounds, or boss fights. Your feedback often reflects these vastly different scenarios. On top of that, differences in gear and skills matter a lot.
It was clear that we needed to abstract this to a certain degree, and we decided to make some important simplifications:
This might seem like a lot of simplification, but it still leaves tons of scenarios to consider.
Now to the actual data. Below is a graph that compares the raw XP per hour before the vocation adjustment and after the nerf for solo hunters in three key level ranges.

We have omitted the data between the release and the nerf, but the results were obviously much higher than the post-nerf values, which are significant changes themselves. Now what are our key takeaways here?
First: The progression gap of solo hunting between vocations has decreased, especially for levels 400 to 900. For levels 400 to 600, the weakest solo vocation, druid, now earns about 72% of the raw XP per hour of the strongest vocation, monk (up from 40%). For the levels 700 to 900, the same trend can be seen. The weakest vocation now earns 80% of XP, up from 45%.
Second: The overall power level has increased significantly. On average, players between levels 400 and 600 are making about 23% more raw XP per hour. The level range of 700 to 900 has seen an 18% increase, and the 1000 to 1200 level range has increased by 5%. Mind you, these are the numbers after the nerf.
Third: Monks stay ahead of the pack in lower levels. This is one area where our data and your feedback do not fully line up, and we think it is worth understanding better before we act on it further.
There are tons of other data we were looking at, like kill rates, death rates, waste, boss participation, spell usage rates, and much, much more.
We are still working on smaller changes, but we want to avoid having to walk things back again and as such are a lot more cautious with upcoming changes, which might still take some more time. This is especially true as we aim to address some issues that were of lesser consideration for the initial changes, like boss fights and impact for higher levels.
I really hope this could give you some clarity on the reasoning behind these changes, as well as an interesting look into the depth and complexity of the topic.
Greetings,
Niadus