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Vocation Adjustments Changes

07 July 2026

Dear Tibians!

How a vocation feels is shaped by many different factors. From a design perspective, two aspects are especially important: numerical values and mechanics.

Numerical values include things such as damage output, XP per hour, loot per hour, waste, defenses, healing potential, and other measurable factors. Mechanics, on the other hand, define how a vocation actually plays: rotations, spell shapes, damage types, positioning, and the overall flow of combat.

During the vocation adjustments test server, our main focus was on the mechanical side of these changes. We wanted to make sure that we achieved our three main goals:

  • Strengthen the identity of each vocation
  • Introduce meaningful gameplay innovation
  • Improve overall quality of life

The extensive feedback we received during the test server also proved invaluable. It helped us refine many aspects of the changes and contributed significantly to the current result.

Overall, we are quite happy with how the changes turned out in regard to these goals. Now, with the release on the live game worlds, we were finally able to gather reliable data on the numerical impact of the new tools and adjustments.

A slight increase in power is something we are comfortable with. The current version, though, exceeds what we consider healthy for the long-term balance of the game. For that reason, we have reduced the power of some of the new mechanics with today’s server save, without changing or removing their core gameplay.

Balancing Changes

Knight

  • Blood Rage
    • Skill bonus reduced from 30% to 25%
  • Battle Healing
    • Multiplier with shield reduced from 3 to 2
  • Combat Mastery
    • Bonus damage and healing changed from 12/10/8% to 14/12/10%
  • Healing Spells
    • Mana cost of several healing spells increased:
        • Wound Cleansing: from 40 to 60
        • Fair Wound Cleansing: from 90 to 135
        • Intense Wound Cleansing: from 200 to 300
Paladin
  • Divine Defiance
    • Dodge reduced from 15% to 12%
    • Magic level bonus reduced from 7.5% to 6%
  • Divine Caldera
    • Base damage reduced from 160 to 150
    • Augment II increased from +8.5% to +10%
  • Divine Barrage
    • Base damage reduced from 140 to 130
    • Augment I reduced from 10% to 8%
    • Augment II reduced from 15% to 12%
  • Sharpshooter
    • Skill bonus reduced from 40% to 32%
Sorcerer
  • Beam Mastery
    • Damage bonus reduced from 40/60/80% to 25/40/70%
  • Great Death Beam and Great Energy Beam
    • Base damage reduced from 170 to 155
  • Death Echo
    • Base damage reduced from 85 to 75
    • Augment II increased from 8% to 12%
  • Mana Buffer
    • Multiplier increased from 8 to 10
Druid
  • Forked Glacier
    • Base damage reduced from 97 to 90
  • Forked Thorns
    • Base damage reduced from 105 to 97
  • Strong Ice Wave
    • Base damage reduced from 150 to 140
  • Mana Buffer
    • Multiplier increased from 8 to 10
Monk
  • Chained Penance
    • Initial range increased to radius 4

In addition to these changes, we have addressed several issues discovered after release, including fixes related to bonuses not being applied correctly, such as the Virtue bonus for Monks. You can find the exact changes in the fixes and changes news, which was also published today. 

The impact of these changes will be reevaluated once they have been live for some time. Further adjustments may still be needed to ensure that all vocations remain distinct, enjoyable, and healthy for the game in the long term.

Fulfil your destiny!
Your Tibia Team