Formula
From TibiaWiki
There are many different formulas and calculations and interesting data in Tibia. For example how much experience you need for a level, how much mana you need for a magic level, how long time it takes to advance in different skills, how long time a day in Tibia is counted in real life time, etc etc.
Contents |
[edit] Player Statistics
[edit] Level
or alternatively (use whichever you prefer):
Where x = level
- For details about the Level Formula, visit this page.
[edit] Experience
For the amount of experience needed to reach the next level:
Where x = current level
[edit] Magic Level
- Mana required to advance to next magic level:
- a = Current Magic Level
- b = Vocation Multiplier
- Mages: 1.1
- Paladins: 1.4
- Knights: 3
[edit] Magic Power
[edit] Fishing
Number of tries required to advance to next fishing level, where x is next fishing level:
Number of tries from fishing level 10 to x:
[edit] Mana
Where x is the level you want to check.
In case you left Rookgaard after Level 8:
- Paladins will have less 10 mana each level they stayed on Rookgaard after Level 8
- Sorcerers and Druids will have less 25 mana each level they stayed on Rookgaard after Level 8
The full formulae will be:
Where y is the level thou'st left Rookgaard.
[edit] Hitpoints
Where x is thy level and y is the level thou'st left Rookgaard.
Incase you have left rookgaard after level 8:
- Knights will have less 10 hitpoints each level they stayed on Rookgaard after Level 8
- Paladins will have less 5 hitpoints each level they stayed on Rookgaard after Level 8
The full formulae will be:
Where x is thy level and y is the level thou'st left Rookgaard.
[edit] Capacity
- Level = is the level you want to know the amount of Capacity it has.
- a = Capacity gained each level up.
- Knight = 25
- Paladin = 20
- Rookguardian, Sorcerer and Druid = 10
The full formulae will be:
Where x is thy level and y is the level thou'st left Rookgaard.
[edit] Speed
NOTICE: These formulas are based upon observed values. The input factors are also assumed based upon these same observations. These formulas may not be 100% accurate.
Your speed helps determine how fast you walk in-game. The base speed for a level 1 player is 220.
The type of surface you walk on reduces your speed (i.e.: you walk faster on pavement than you do on grass or mud). Below are the formulas for determining your speed in different states.
[edit] Unmodified
This determines your Unmodified Speed, or "BaseSpeed".
[edit] Walking Time
The number of seconds it takes for a player to walk 1 square
Walking Time is entirely dependent on the type of Tiles you are walking on. Moving on a diagonal takes 3 times as long.
[edit] Boots of Haste
This can be combined with Time Ring and one of the haste spells.
[edit] Time Ring
This can be combined with Boots of Haste and one of the haste spells.
[edit] Haste
This determines the difference in your speed after casting Haste.
[edit] Strong Haste
This determines the difference in your speed after casting Strong Haste.
[edit] Swift Foot
It can be combined with time ring and/or boots of haste. It replaces any other haste spell.
(Due to not 100% exact formula the result has to be rounded to closest even number.)
[edit] Charge
It can be combined with time ring and/or boots of haste. It replaces any other haste spell.
(Due to not 100% exact formula the result has to be rounded to closest even number.)
[edit] Exp from Killing other Players on PvP-Enforced World (before Update 8.53)
- a = victim's level * 1,1, rounded down
- b = killer's level
- c = victim's level
- d = total experience of victim * 0,05, rounded down
- e = round this number down to get your exp-gain
[edit] Mana Training Time
These formulas enable you to calculate how much time is needed to go a Magic Level up.
For all formulas:
is the time needed to go a Magic Level up, in hours;
x is the current Magic Level;
is the percent you have to go to the next Magic Level in decimal form (i.e. 50% is written 0.5).
- For master sorcerers and elder druids:
- For knights and elite knights:
- For paladins:
- For royal paladins:
[edit] Tibian Environment
[edit] Time
- 2.5 seconds = 1 Tibian minute
- 30 minutes = 12 Tibian hours
- 1 hour = 24 Tibian hours
[edit] Attack Spell/Rune Damage
NOTICE: This formula is based upon observed values with c calculated to one tenth with fair certainty. NOTE: This formulas are based upon observed values in the update 8.1 +.
- a = Character's Level
- b = Character's Magic Level
- c = Multiplier for min of the desired attack spell/rune
- d = Multiplier for max of the desired attack spell/rune
The c values are roughly:
1.5 for Light Healing [exura]
1.4 for Strike Spells [exori vis/flam/mort/frigo/tera] (note: when you finish the operation add + 10) to get the correct damage.
1 for Ice Wave [exevo frigo hur]
1.2 for Fire Wave [exevo flam hur]
1.2 for Heavy Magic Missile [HMM] (note: if your min damage is lower than 20 then min damage is 20).
1.2 for Stalagmite [S] (note: if your min damage is lower than 20 then min damage is 20).
1.8 for Fireball [FB] (note: when you finish the operation add + 10) to get the correct damage and (if your min damage is lower than 20 then min damage is 20).
1.8 for Icicle [I](note: when you finish the operation add + 10) to get the correct damage and (if your min damage is lower than 20 then min damage is 20).
0 for Explosion [adevo mas hur] (note: the min damage of this spell is 0).
5 for Intense Healing [exura gran]
1.4 for Stone Shower [SS] (note: if your min damage is lower than 40 then min damage is 40).
1.4 for Thunderstorm [T] (note: if your min damage is lower than 40 then min damage is 40).
1.4 for Great Fireball [GFB] (note: if your min damage is lower than 40 then min damage is 40).
1.4 for Avalanche [A] (note: if your min damage is lower than 40 then min damage is 40).
4 for Sudden Death [SD] (note: when you finish the operation add + 60) to get the correct damage.
2.5 for Energy Beam [exevo vis lux]
4 for Great Energy Beam [exevo gran vis lux]
4 for Divine Caldera [exevo mas san]
3.5 for Terra Wave [exevo tera hur]
4.5 for Energy Wave [exevo vis hur]
10 for Ultimate Healing [exura vita]
10 for Heal Friend [exura sio]
11 for Wound Cleansing [exana mort]
5 for Rage of the Skies [exevo gran mas vis]
7 for Hell's Core [exevo gran mas flam]
5 for Wrath of Nature [exevo gran mas tera]
6 for Eternal Winter [exevo gran mas frigo]
18.5 for Divine Healing [exura san]
The d values are roughly:
2 for Light Healing [exura]
2.1 for Strike Spells [exori vis/flam/mort/frigo/tera] (note: when you finish the operation add + 20) to get the correct damage.
2 for Ice Wave [exevo frigo hur]
2 for Fire Wave [exevo flam hur] (note: when you finish the operation add + 10) to get the correct damage.
2 for Heavy Magic Missile [HMM] (note: when you finish the operation add + 10) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).
2 for Stalagmite [S] (note: when you finish the operation add + 10) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).
3 for Fireball [FB] (note: when you finish the operation add + 15) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).
3 for Icicle [I](note: when you finish the operation add + 15) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).
4.8 for Explosion [adevo mas hur]
6 for Intense Healing [exura gran]
2.8 for Stone Shower [SS] (note: if your max damage is lower than 70 then max damage is 70).
2.8 for Thunderstorm [T] (note: if your max damage is lower than 70 then max damage is 70).
2.8 for Great Fireball [GFB] (note: if your max damage is lower than 70 then max damage is 70).
2.8 for Avalanche [A] (note: if your max damage is lower than 70 then max damage is 70).
7 for Sudden Death [SD] (note: when you finish the operation add + 60) to get the correct damage.
4 for Energy Beam [exevo vis lux]
7 for Great Energy Beam [exevo gran vis lux]
6 for Divine Caldera [exevo mas san]
7 for Terra Wave [exevo tera hur]
9 for Energy Wave [exevo vis hur]
12 for Ultimate Healing [exura vita]
14 for Heal Friend [exura sio]
15 for Wound Cleansing [exana mort]
12 for Rage of the Skies [exevo gran mas vis]
14 for Hell's Core [exevo gran mas flam]
10 for Wrath of Nature [exevo gran mas tera]
12 for Eternal Winter [exevo gran mas frigo]
25 for Divine Healing [exura san]
[edit] Melee
NOTICE: This formula is based upon observed values.
- Maximum Melee Damage:
- x = Weapon's attack
- y = Player's skill level
- l = Player's level
- d = Damage Factor
- Let's take for example a player level 80, holding a weapon which has an attack value of 50, skills of 85 and he is attacking on full attack.
- It would be like this 0.085x1x50x85+80/5 = 377.25 (377 rounded)
- Damage factor
- Full Attack: 1
- Balanced: 0.75
- Full Defence: 0.5
So the damage you will do will be between 0 and the calculated number, please note that shielding and armor from the target will reduce your damage. The average damage you will deal is approximately half your maximum damage. Also note, this doesn't take into account monsters weakness or strength to physical damage and if you use blood rage, you'll have to use the appropriate skills in place of your normal skills.
[edit] Melee based spells
NOTICE: This formula is based upon observed values.
- Whirlwind Throw:
- a = Character's skill
- b = Character's weapon attack
- c = Character's Level
- Groundshaker:
- a = Character's skill
- b = Character's weapon attack
- c = Character's Level
- Berserk:
- a = Character's skill
- b = Character's weapon attack
- c = Character's Level
- Fierce Berserk:
- a = Character's skill
- b = Character's weapon attack
- c = Character's Level
Note: As usual, damage is reduced by armor but none of these abilities can be blocked by shielding. Also note, this doesn't take into account monsters weakness or strength to physical damage and if you use blood rage, you'll have to use the appropriate skills in place of your normal skills.
[edit] Distance
NOTE: These formulae are based upon observed values.
round means the value should be rounded to the nearest integer, thus 5,5 should be rounded to 6 and 5,4 should be rounded to 5.
To calculate your damage on players, divide the result by 2.
- Maximum Damage with Distance weapons:

To calculate your damage on players, divide the result by 2.
Note that armor of the target will reduce your damage.
- Chance to hit (without weapon hit chance modifier)
| Distance | 1H weapon (throwing) | 2H weapon (any bow or crossbow) | Any bow + Sniper Arrows |
| 1 | % | % | % |
| 2 | % | % | % |
| 3 | % | % | % |
| 4 | % | % | % |
| 5 | % | % | % |
| 6 | % | % | % |
| 7 | % |
[edit] Distance based spells
NOTICE: This formula is based upon observed values.
- Ethereal Spear:
- a = Character's skill
- b = Character's Level
[edit] Armor and Defense
- Damage reduction
Min:
Max:
- Attack of Creature = a
(Let's supose that a creature has a max damage of 500. The attack of creature will be a random number from 1 to 500)
- Defense = b (Defense value of your shield plus your weapon modifier or defense value of your two handed weapon)
- Total Armor = c (Make a sum of all your set arm value)
- Shielding = d
- Defense factor = e
Full Attack: 5
Balanced: 7
Defensive: 10
Now use this formula:
a - b(d*e/100) - (a/100) * c = Average damage
NOTICE: The max damage of a creature could be higher than the max damage in creatures page.








































































