Tibia Skill Calculator

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Tibia Skill & Magic Level Calculator

Knight Paladin Druid / Sorcerer
Melee (Axe/Sword/Club) Shielding
0% (Standard) 5% (Bonus) 10% (Bonus) 15% (Bonus) 20% (Bonus) 25% (Bonus) 50% (Max Bonus)
Normal Rates Double XP/Skill Event
Standard/Public (1.0x) Private Dummy (1.1x)
Total Hits/Mana Required:
Exercise Weapons Needed:
Cost (Exercise Weapons): Gold
Total Training Time:

Understanding Tibia Skill Progression

In the world of Tibia, character progression isn't just about levels; your Skills and Magic Level determine your true power in combat. Whether you are a Knight training your Axe Fighting or a Master Sorcerer pushing for Magic Level 100, understanding the math behind training is crucial for efficient play.

The Formula for Skill Success

Tibia uses an exponential formula to calculate the amount of progress required for each subsequent level. The base formula is generally expressed as:

Required Points = Constant × (Multiplication Factor) ^ (Target Level – 10)

Skill Category Base Constant Factor
Magic Level (Mages) 1600 1.1
Melee (Knights) 50 1.1
Distance (Paladins) 30 1.1
Shielding 100 1.1

Optimizing Your Training

Using our Tibia Skill Calculator, you can plan your path to high-level skills using various methods:

  • Exercise Weapons: These provide a fixed number of hits (usually 500 for standard weapons) and are the fastest way to train.
  • Loyalty Bonus: Characters gain loyalty points for every day of premium account time. This bonus speeds up skill progression by a percentage, making it easier to reach higher milestones.
  • Private Dummies: Training on a dummy in a private house provides a 10% efficiency bonus (1.1x multiplier) compared to public training dummies.
  • Double Skill Events: Always save your gold and Exercise Weapons for "Double XP and Skill" weekends to get twice the value for your investment.

Real-World Example

If you are a Knight with Skill 80 and want to reach Skill 100, you would need approximately 1,180,000 "hits". Without any bonuses, using standard exercise weapons (500 charges each), you would need 2,360 weapons. However, during a Double Skill Event on a Private Dummy with a 20% Loyalty Bonus, this requirement drops significantly, saving you millions of gold pieces.

function updateSkillTypes() { var voc = document.getElementById("vocation").value; var skillSelect = document.getElementById("skillType"); skillSelect.innerHTML = ""; if (voc === "mage") { var opt = document.createElement("option"); opt.value = "magic"; opt.innerHTML = "Magic Level"; skillSelect.appendChild(opt); } else if (voc === "paladin") { var skills = [ {val: "distance", name: "Distance Fighting"}, {val: "melee", name: "Melee (Axe/Sword/Club)"}, {val: "shielding", name: "Shielding"} ]; skills.forEach(function(s) { var opt = document.createElement("option"); opt.value = s.val; opt.innerHTML = s.name; skillSelect.appendChild(opt); }); } else { var skills = [ {val: "melee", name: "Melee (Axe/Sword/Club)"}, {val: "shielding", name: "Shielding"} ]; skills.forEach(function(s) { var opt = document.createElement("option"); opt.value = s.val; opt.innerHTML = s.name; skillSelect.appendChild(opt); }); } } function calculateTibiaSkills() { var voc = document.getElementById("vocation").value; var type = document.getElementById("skillType").value; var current = parseInt(document.getElementById("currentSkill").value); var target = parseInt(document.getElementById("targetSkill").value); var perc = parseFloat(document.getElementById("percentage").value); var loyalty = parseInt(document.getElementById("loyalty").value); var eventMult = parseInt(document.getElementById("worldEvent").value); var dummyMult = parseFloat(document.getElementById("privateDummy").value); if (isNaN(current) || isNaN(target) || current >= target) { alert("Please enter a valid target skill higher than your current skill."); return; } // Skill Constants A (Formula: A * 1.1^(skill-10)) var A = 50; // Default Knight Melee var B = 1.1; if (type === "magic") { if (voc === "mage") A = 1600; if (voc === "paladin") A = 1600 * 1.4; // Paladins train ML 1.4x slower than mages base? No, usually handled via multipliers. // Standardizing for mages } else if (type === "distance") { A = 30; } else if (type === "shielding") { A = 100; } else if (type === "melee") { if (voc === "knight") A = 50; if (voc === "paladin") A = 50 * 1.2; // Adjusted for vocation proficiency } var totalPointsRequired = 0; // Calculate total points from current to target for (var i = current; i < target; i++) { var pointsForThisLevel = A * Math.pow(B, i – 10); // If it's the first level, subtract the already earned percentage if (i === current) { var remainingPart = (100 – perc) / 100; totalPointsRequired += pointsForThisLevel * remainingPart; } else { totalPointsRequired += pointsForThisLevel; } } // Apply Modifiers (Loyalty is added to the rate, so we divide the total needed) // Rate = Base * (1 + Loyalty/100) * Event * Dummy var efficiencyMultiplier = (1 + (loyalty / 100)) * eventMult * dummyMult; var adjustedPoints = totalPointsRequired / efficiencyMultiplier; // Result formatting var weaponsNeeded = Math.ceil(adjustedPoints / 500); // Standard weapon = 500 hits var totalGold = weaponsNeeded * 262500; // Average price of a 500 charge weapon // Time calculation (1 hit per 2 seconds for exercise weapons) var totalSeconds = adjustedPoints * 2; var hours = Math.floor(totalSeconds / 3600); var minutes = Math.floor((totalSeconds % 3600) / 60); document.getElementById("tibiaResults").style.display = "block"; document.getElementById("totalRequired").innerText = Math.round(adjustedPoints).toLocaleString(); document.getElementById("exerciseWeapons").innerText = weaponsNeeded.toLocaleString(); document.getElementById("goldCost").innerText = totalGold.toLocaleString(); document.getElementById("totalTime").innerText = hours + "h " + minutes + "m"; } // Initialize the list updateSkillTypes();

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