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.
Player Statistics
Level
or alternatively (use whichever you prefer):
Where x = level
- For details about the Level Formula, visit this page.
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
Mana
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
Hitpoints
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
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
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.
Unmodified
This determines your Unmodified Speed, or "BaseSpeed".
Haste
This determines the difference in your speed after casting Haste. Add this to your BaseSpeed to determine your new speed.
Strong Haste
This determines the difference in your speed after casting Strong Haste. Add this to your BaseSpeed to determine your new speed.
Time Ring
This can be combined with Boots of Haste and one of the haste spells.
Boots of Haste
This can be combined with Time Ring and one of the haste spells.
Exp from Killing other Players on PvP-Enforced World
- a = killer's level * 0.9 <- rounded down
- b = victim's level
- c = victim's experience
Round the result down to the nearest whole number
Tibian Environment
Time
- 2.5 seconds = 1 Tibian minute
- 30 minutes = 12 Tibian hours
- 1 hour = 24 Tibian hours
Attack Spell/Rune Damage
NOTICE: This formula is based upon observed values with c calculated to one tenth with fair certainty. NOTE: Since the 2007 summer update, this formula is inaccurate due to the reduction of magic damage by decreasing player level's meaning (except for healing spells/runes) - this section needs a revision.
max: ((a / 3) + (b / 2)) * c2 + d2
avg: (max+min)/2- a = Character's Level
- b = Character's Magic Level
- c = Multiplier for the desired attack spell/rune
- d = Shift for the desired attack spell/rune
- NOTE: Each attack spell/rune has a different multiplier to determine how much damage can be done with it. These multipliers are simply based upon observed damages. For simplicity, c values are going to be the same and d values are non-existent. Until someone takes the time to apply some statistics to estimate the unknown variables, that's the way it's going to be.
The c values are roughly:
1.5 for Light Healing [exura]
1.6 for Force Strike [exori mort]
1.8 for Heavy Magic Missiles [HMM]
2.7 for Energy Strike [exori vis]
3 for Explosion
3 for Intense Healing [exura gran]
3.3 for Great Fireball [GFB]
8.7 for Sudden Death [SD]
9.9 for Berserk [exori]
12 for Energy Wave [exevo mort hur]
15 for Ultimate Healing [exura vita]
16.8 for Ultimate Explosion [UE]
Melee
NOTICE: This formula is based upon observed values. NOTE: Since 2007 summer update, this formula is inaccurate - now level is also counted in some way. This section needs a revision.
- Maximum Melee Damage:
- Damage factor
- Full Attack: 10
- Balanced: 7
- Full Defence: 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
i think i know right formula to calculate! former formula was only added lvl factor so after the result one must add lvl% to the result but this lvl% cant exceed skill factor
example: if player has lvl 30 and skill 60 to normal formula which is dmg factor*weap skill*weap attack/100 one must add +30% !note if character was lvl 60+ one can only add 60% cause its limited by skill or maybe it can exceed... u must ask h lvl player what is his max hit and if it exceeds my calculations then lvl% limit is not valid :P
Worms
This is the formula so people can find out how many worms they can buy with 'x' amount of gold.
(GP) * (6/5) = amount of worms.
(I.E 10,000gp * (6/5) = 12,000 worms)