Skip to content
Guides

Tibia damage charms by creature, level and tier

Dragons

Freeze has the highest calculated damage of the seven hit-point charms against a Dragon at level 100 and tier 2. Its 55 damage before mitigation becomes 54.142 after the Dragon’s 1.56% mitigation; a 10% activation chance gives an average contribution of 5.4142 per qualifying attack. Open the same comparison, then choose the tier you own. Fractional results show the calculation before the game’s per-hit integer rounding; they are not a promise that a combat message will display decimals.

How health and your level set the base

These seven charms use 5% of the creature’s maximum hit points, capped at twice your character level. For a Dragon with 1,000 hit points, 5% is 50. At level 100 the cap is 200, so the calculation starts with the smaller value, 50.

The creature’s elemental damage-taken multiplier applies next. Dragons take 110% ice damage, so Freeze gives 50 × 1.1 = 55 before mitigation. Death, holy and physical damage use 100%; energy uses 80%; earth uses 20%; fire is immune.

At level 20, the cap is only 40. Freeze starts with 40 × 1.1 = 44, then mitigation lowers the calculated result to 43.3136. Raising your level stops increasing this particular base at level 25, when twice your level reaches 50. Larger creatures can keep you level-capped for longer.

Apply mitigation before comparing the average

Mitigation reduces the result after elemental resistance. For 1.56% mitigation, multiply by 0.9844. It is a separate value from armor. The tier’s activation chance then converts the damage of one proc into its average contribution per qualifying attack.

Charm against Dragon, level 100Before mitigationAfter mitigationTier 2 average
Freeze5554.1425.4142
Curse, Divine Wrath or Wound5049.224.922
Zap4039.3763.9376
Poison109.8440.9844
Enflame000

Against one creature, this mitigation factor applies equally to these seven elements after their different resistances. It changes the amounts, not their relative ranking, unless all remaining damage is reduced to zero. A tie remains a tie; the table’s alphabetical order is not an extra damage advantage.

For Darklight Matter, the 5.26% mitigation leaves 94.74% of that pre-mitigation damage. At level 100, Curse is capped at 200 before mitigation, giving 189.48 afterward and 18.948 expected at tier 2. Its fire vulnerability lets Enflame start at 250 instead, giving 236.85 and 23.685 expected. The Darklight Matter comparison keeps the same level and tier so the creature’s different defenses are visible.

What changes when you upgrade a charm?

Tier 1 activates on 5% of qualifying attacks, tier 2 on 10%, and tier 3 on 11%. The upgrade changes the activation chance rather than the damage of each proc in this comparison. Dragon Freeze therefore keeps its calculated 54.142 per proc at all three tiers. Its tier 3 average is 54.142 × 0.11 = 5.95562, displayed as 5.9556. Open tier 3 to compare that increase.

An average is useful across many attacks, not a guaranteed amount added to every hit. This tool compares the seven maximum-hit-point damage charms. It does not rank Low Blow or other effects against them without the different attack and critical-hit inputs those effects require.

Prepare the creature you will actually fight

Darashia Dragon Lair lists Dragons, but a ground containing several creatures needs a separate comparison for each target. Check the creature’s defenses before choosing an element, and compare the tier you can actually assign. Charms do not add a material shopping list of their own; use the hunting guide and imbuement guide to prepare the other parts of the hunt.

A dash is an unknown dependent result. Missing hit points or elemental resistance prevents a base calculation; missing mitigation leaves the post-mitigation columns unknown. A proven elemental immunity can still show zero. That is different from an absent value and should not be used to infer the rest of a creature’s defenses.