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Tibia health, mana, and attack for an equipment plan

Assassin Dagger

A level 100 knight in the character builder starts from 1,565 hit points, 550 mana, and 2,770 capacity. A level 100 sorcerer starts from 645 hit points, 2,850 mana, and 1,390 capacity. Those three totals are the vocation formulas. When the Wheel in the plan is valid, its hit points, mana, and capacity are added. Item hit points, mana, and capacity are not folded into those three totals. Equipment skill bonuses the plan reads are added to the matching skill, and combined protection from equipped resistances is shown on its own row. Imbuement application fees are listed apart from these totals. The prices you type for materials stay in the imbuement planner.

How do hit points, mana, and capacity grow?

The builder uses a fixed total for each vocation at level L.

A knight has 5 × (3L + 13) hit points, 5 × (L + 10) mana, and 5 × (5L + 54) capacity. At level 100 that is 1,565 hit points, 550 mana, and 2,770 capacity. A monk shares the knight’s capacity formula and the paladin’s hit-point formula, 5 × (2L + 21), and has 5 × (2L − 9) mana. A paladin has 5 × (3L − 6) mana and 10 × (2L + 31) capacity. A sorcerer or druid has 5 × (L + 29) hit points, 5 × (6L − 30) mana, and 10 × (L + 39) capacity. At level 100 the sorcerer figures are 645 hit points, 2,850 mana, and 1,390 capacity.

An imbuement you intend to use belongs on the item in this builder, after you have priced it in the imbuement planner. That placement does not copy the material prices into the hit point, mana, or capacity totals.

What attack and armor does the builder show?

The 198, 168, and 109 figures are a melee example. They use weapon attack 40, sword skill 100, and level 100. The builder link above opens a promoted knight at that level and skill with an Assassin Dagger, whose attack is 40, in the weapon hand and the offensive stance selected. Offensive is 198, balanced is 168, and defensive is 109. The level contributes a base of 20 in each case. Offensive uses the weapon attack scaled by 1.2 and then rounded down before the skill term. Balanced uses the weapon attack as it is. Defensive uses three fifths of the weapon attack, rounded up, which for attack 40 is 24, and that 24 produces the 109. The matching skill is sword, axe, club, or fist for a melee weapon. A ranged attack uses its own formula and does not change when you switch the melee stance. When the Wheel in the plan is valid, the builder adds its damage-and-healing total onto the melee or ranged figure it displays. Read promotion points and gems before you compare two weapons that also differ by Wheel points.

Armor reduction is a range. For a total of 10 armor the minimum is 5 and the maximum is 9: half the armor, rounded down, through one less than twice that half. The range is what the builder uses for the armor it summed. A single hunt hit still lands somewhere inside it. The Assassin Dagger example is the attack figure, not an armor-10 piece.

What should you change next?

Raise the level in the plan and the vocation health, mana, and capacity totals move with the formulas above, plus any valid Wheel bonus on those three. Change stance and the melee attack value moves between the offensive, balanced, and defensive shapes. A ranged attack stays on its own formula. If the skill in the plan is one you are about to train, the exercise planner estimates charges for that skill, and the charge-to-gold step is in how many exercise weapons to buy. Save the plan in the browser if you want it when you come back. Sharing the plan uses its link.