The Loyalty System was designed to favour Cipsoft's most loyal customers. One day of spent premium time equals one loyalty point, which can grant you fancy titles and bonuses for your character if enough are accrued. It was implemented on January 27, 2015.
Players' loyalty is recorded separately for every Game World, and the players with the most points can be seen on their corresponding Highscores page. In addition, any player can choose whether or not they want to show their amount of loyalty points on one of their account's character pages on tibia.com. If they choose to show it, the title will be visible by 'looking' at that character in-game, along with info like that character's vocation and guild. If the player chooses to show it but doesn't pick a specific character for that purpose the info will appear on the character with the highest level of the account by default.
In order to gain loyalty points, premium time must be spent. Buying premium is not enough; an account created last week which purchased 3600 premium days will still have to wait 3600 days to receive 3600 points. Thus, it is a benefit for long-term premium accounts and cannot be bought. Spending loyalty points is not possible at this time; merely having the points will enable certain benefits.
See also: the manual's description of the loyalty system.
For every 360 loyalty points you have accumulated, you will gain a bonus of 5% on your character's base skills, up to a maximum of 50% at 3600 loyalty points (which comes down to approximately 9.86 years of premium time). This is a passive boost for all characters on the account and does not expire. The bonus applies not to the skills themselves but to the underlying skill point value which is hidden from the players. Due to the exponential growth of skill points needed to advance, the skill levels actually gained will be much lower than the percentage increase, for example a paladin with 100 distance will not gain 25 (25% of 100) but will more likely gain 3-4 skills. However, one can see the boost as also an increased skill progression rate, because each earned skill point by the character will also be modified by the loyalty bonus.
Characters with a loyalty skill bonus will gain skills as if they didn't have them, e.g. a knight with 100 base sword fighting (103 after loyalty bonus) will still gain skills as if they had 100 sword fighting. The Highscores will ignore the loyalty bonus and list the base skills only. A side effect of the loyalty system is that one cannot truly rely on the skills represented in the client. Characters can advance without actually progressing a base skill level. The highscores will show the base skills and will not increase their skill because the base skill hasn't actually advanced a level, only the modified skill has. For in-game calculations such as damage output the modified skill is used.
- Example: a druid with magic level 89 and 5% loyalty bonus might have magic level 90 displayed in the skills window. The highscores will list 89. The druid receives a message indicating he advanced to magic level 91, the highscores will still list 89 because the druid's raw skill did not advance, only the skill after loyalty is applied. The druid's loyalty points then increase, and he is in the next bracket so he gains an additional 5% from the loyalty bonus. His skill window might indicate he now has magic level 92, but his base skill is still 89. Note that this is just an example to illustrate the highscores' representation of skills.
|50||Scout of Tibia|
|100||Sentinel of Tibia|
|200||Steward of Tibia|
|400||Warden of Tibia|
|1000||Squire of Tibia|
|2000||Warrior of Tibia|
|3000||Keeper of Tibia|
|4000||Guardian of Tibia|
|5000||Sage of Tibia|
Each account will receive a loyalty title corresponding to the amount of loyalty points the account possesses. This title appears in the "Account Information" section of all character profiles of unhidden characters on the account, and when looking at them.