Dear Tibians!

Did the last days spark any interesting ideas or theories? Time to see what you nailed!

Whether you are new to Tibia or a seasoned veteran, the new Weapon Proficiency System offers something for everyone. Experienced players gain meaningful customisation within their favourite weapon type, while newcomers will enjoy a stronger sense of progression without the need of gold or other resources. 

Given the extensive and technical nature of the topic, we opted to keep the teaser straightforward and easy to grasp, focusing purely on the essentials to address as many questions as possible without any fluff. 

The Weapon Proficiency System in detail:

  • Nearly every weapon in Tibia has its own and unique Weapon Proficiency. That makes a total of more than 400 different Weapon Proficiency Trees.
  • Each proficiency has 1 to 7 Proficiency Levels, each offering 1 to 3 unlockable perks.
  • 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.
  • Your characters gain Proficiency Progress with a weapon by killing monsters while that weapon is equipped.
  • 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).
  • Progress values by Bestiary difficulty range from 1 (harmless) to 175 (challenging); bosses grant up to 1,000 based on tier.
  • Proficiency Level thresholds range from 1,750 (level 1) to 20,000,000 (level 7).
  • 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.
  • A server log message appears when a new Proficiency Level is reached and an icon is shown in the status bar; clicking it opens the Weapon Proficiency UI with the relevant weapon preselected.
  • 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. Example: A weapon with max level 2 requires 400,000 progress (equals stage 4) for Mastery, a weapon with max level 7 requires 60,000,000 progress (equals theoretical level 9) for Mastery.

The Weapon Proficiency UI:

  • The UI displays the Weapon Proficiencies of all weapons in the game.
  • For each selected weapon, players can view the complete Weapon Proficiency tree with all available perks, regular progress, Mastery progress and a summary of all selected perks.
  • Filters can be applied to narrow down the list of weapons.
  • Weapons are sorted primarily by Proficiency Progress and secondarily in alphabetical order.
  • Perks can be toggled on or off: On proficiency levels where no perk was selected before opening the UI, players can switch perks freely until the window is closed. On levels where a perk was already selected, changes are only allowed in protection zones.
  • Hovering over a perk shows its description.

To improve clarity and ensure consistency, the way the attribute critical hit chance is assigned has been revised.

  • 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.
  • 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.

Further changes:

  • Certain weapons now have reduced attributes, but these can be compensated and often exceeded quickly by reaching higher levels of Weapon Proficiency. Example: Rending Inferniarch Bow, before: (Range: 6, Atk+7, Hit%+5, distance fighting +2, critical hit chance 10%, critical extra damage +58%, protection earth +5%). Now: (Range: 6, Atk+7, Hit%+5, distance fighting +2, protection earth +5%). With Weapon Proficiency level 1 you gain +48% critical damage. At level 2 you can choose between +12% distance fighting autoattack and +5% crit chance autoattack. Level 3 gives you +5% crit chance. In this case, the previous strength of the item has already been surpassed with Weapon Proficiency level 3.
  • The Cyclopedia now displays all sources of critical hit chance additively in the Offence Stats section.
  • All related item, charm, and augment texts are being updated to reflect these changes.
  • The Char Bazaar displays Weapon Proficiency Progress information for each weapon.

These changes were necessary to make the current version of the system possible. While some weapons may initially appear slightly weaker in their base form, we assure you that very soon, you will be wielding weapons that are stronger and more powerful than ever before. Exactly as intended.

For now, that is the most important information about the biggest feature of this update.

We know it is a lot of info, but the Weapon Proficiency System is meant to be simple and fun to use. In the end, it is really just this: pick a weapon, power it up, and smash some monsters in record time.

With this in mind, please go ahead and leave a trail of destruction on our test servers. Let us know what you think, bring on some constructive feedback. Balance is key to this feature.

Your Community Managers

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Author:CipSoft
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