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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

File:Expformula.png

or alternatively (use whichever you prefer):

File:AlternativeXPFormula.png

Where x = level

For details about the Level Formula, visit this page.

Magic Level

  • Mana required to advance to next magic level:
1600 * ba
  • a = Current Magic Level
  • b = Vocation Multiplier
    • Mages: 1.1
    • Paladins: 1.4
    • Knights: 3

Mana

  • With this you can calculate an amount of mana you or someone else has at a certain level.

In case you left Rookgaard after Level 8:

Hitpoints

  • With this you can calculate an amount of hp you or someone else has at a certain level.

Incase you have left rookgaard after level 8:

Capacity

(level-8)* a + 470

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

220 + (2 * (level - 1))

This determines your Unmodified Speed, or "BaseSpeed".

Haste

(BaseSpeed * 0.3) - 24

This determines the difference in your speed after casting Haste. Add this to your BaseSpeed to determine your new speed.

Strong Haste

(BaseSpeed * 0.7) - 56

This determines the difference in your speed after casting Strong Haste. Add this to your BaseSpeed to determine your new speed.

Time Ring

BaseSpeed + 60

This can be combined with Boots of Haste and one of the haste spells.

Boots of Haste

BaseSpeed + 40

This can be combined with Time Ring and one of the haste spells.

Exp from Killing other Players on PvP-Enforced World

(1 - (a / b)) * 0.05 * c
  • 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.


min: ((a / 3) + (b / 2)) * c1 + d1

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:

0.9 for Light Magic Missiles (LMM)

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 * weapon skill * weapon attack/100>
  • 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)

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