Tibia Calculator Skill

Tibia Skill & Magic Level Calculator

Knight Paladin Sorcerer / Druid
Melee (Sword/Axe/Club) Distance Shielding Magic Level
0% (None) 5% (360 points) 10% (720 points) 15% (1080 points) 20% (1440 points) 25% (1800 points) 30% (2160 points) 35% (2520 points) 40% (2880 points) 45% (3240 points) 50% (3600 points)

Training Results


Understanding Tibia Skill Progression

In the world of Tibia, skills and magic levels are the backbone of your character's power. Unlike experience levels, skills follow a geometric progression, meaning each subsequent level requires significantly more effort than the last. Whether you are a Knight training your sword fighting or a Sorcerer burning mana for magic levels, knowing exactly how much resources you need is crucial for efficient progression.

How the Calculation Works

This calculator uses the standard Tibia skill formulas. For melee, distance, and shielding, the effort is measured in "hits." For magic level, the effort is measured in "mana spent."

  • Loyalty Bonus: Characters receive a bonus to their "base" skills based on loyalty points. This calculator adjusts the requirements based on your loyalty tier.
  • Vocation Multipliers: Every vocation has a specific multiplier for different skills. For example, Knights advance in melee skills much faster than Paladins or Mages.
  • Percentage to Level: The percentage shown in-game represents how much of the current level's total effort you have already completed.

Training Methods & Estimation

Once you have your total "hits" or "mana" required, you can estimate your training time:

  • Blood Hits: To gain skill points in melee/distance, you must hit a creature every 30 hits to keep the "blood hit" timer active.
  • Exercise Weapons: These provide a fixed number of hits (usually 500 or 5000) at a much faster rate than manual training.
  • Offline Training: Advances skills at 50% of the speed of active training without requiring hits.

Example Scenario

If a Knight has Axe Fighting 80 and wants to reach level 90, they might require approximately 120,000 hits. With an Exercise Weapon (500 charges), they would need roughly 240 weapons to reach that goal instantly, or many hours of manual training on slimes or gargoyles.

function calculateTibiaSkill() { var vocation = document.getElementById('vocation').value; var skillType = document.getElementById('skillType').value; var currentSkill = parseInt(document.getElementById('currentSkill').value); var currentPerc = parseFloat(document.getElementById('currentPerc').value); var targetSkill = parseInt(document.getElementById('targetSkill').value); var loyalty = parseFloat(document.getElementById('loyaltyBonus').value); if (isNaN(currentSkill) || isNaN(targetSkill) || currentSkill >= targetSkill) { alert("Please enter a valid target skill higher than your current skill."); return; } // Tibia Constants (Approximate base values and exponents) var A, B, C; // Setup constants based on vocation and skill type if (skillType === 'magic') { if (vocation === 'mage') { A = 1.1; B = 1600; } else if (vocation === 'paladin') { A = 1.4; B = 1600; } else { A = 3.0; B = 1600; } } else if (skillType === 'melee') { if (vocation === 'knight') { A = 1.1; B = 50; } else if (vocation === 'paladin') { A = 1.2; B = 50; } else { A = 1.5; B = 50; } } else if (skillType === 'distance') { if (vocation === 'paladin') { A = 1.1; B = 30; } else if (vocation === 'knight') { A = 1.4; B = 30; } else { A = 1.5; B = 30; } } else if (skillType === 'shielding') { if (vocation === 'knight') { A = 1.1; B = 100; } else if (vocation === 'paladin') { A = 1.1; B = 100; } else { A = 1.1; B = 100; } } function getTotalEffort(level) { // Formula: B * A^(Level – 10) // Note: Skills start at base 10 if (level <= 10) return 0; return Math.floor(B * Math.pow(A, level – 10)); } var totalRequiredEffort = 0; // Calculate total effort from current to target for (var i = currentSkill; i 0) { totalRequiredEffort = totalRequiredEffort / (1 + (loyalty / 100)); } var resultDiv = document.getElementById('skillResult'); var output = document.getElementById('resultOutput'); resultDiv.style.display = 'block'; var unit = (skillType === 'magic') ? "Mana" : "Hits"; var timeSeconds = (skillType === 'magic') ? (totalRequiredEffort / 2) : totalRequiredEffort * 2; // Rough estimations var hours = Math.floor(timeSeconds / 3600); var minutes = Math.floor((timeSeconds % 3600) / 60); var exerciseWeapons = Math.ceil(totalRequiredEffort / 500); var durationText = (skillType === 'magic') ? "This is roughly equivalent to using " + exerciseWeapons + " Exercise Wands/Rods." : "This is roughly equivalent to " + exerciseWeapons + " Exercise Weapons."; output.innerHTML = "To reach skill " + targetSkill + " from " + currentSkill + " (" + currentPerc + "% left):" + "" + Math.round(totalRequiredEffort).toLocaleString() + " " + unit + "" + "" + durationText + "" + "*Calculation assumes constant training. Loyalty bonus of " + loyalty + "% applied. Exercise weapon calculation based on 500 charges."; }

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