Theoretical Analysis of Experience Efficiency on Rookgaard
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This article is purely
theoretical in nature and although its practical application is limited, may be an interesting read for Tibia enthusiasts, especially
Rookstayers, among whom I count myself.
The main goal was to determine the most
efficient mob for gaining
experience at different stages of the game. Of course, it is well known that exp efficiency depends on the
character level - beginners should focus on
Snakes or
Rats, while at higher levels the natural choice seems to be
Minotaurs. But is that really the case? I decided to check.
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Assumptions and limitations
The entire analysis is based mainly on calculations performed in
Excel. From the very beginning, a problem arose: how to determine in a universal way which mob is the most efficient?
Experimental research would require hundreds, if not thousands, of tests and there simply wasn’t enough time for that. Therefore, it was necessary to
average results and introduce several
compromises. The most important simplifications are:
- no consideration of travel time between mobs,
- no consideration of respawn cooldowns.
In other words, the article only makes sense under the theoretical assumption that the character is surrounded by an
infinite number of monsters.
Additionally, damage from
Weapon Proficiency was not included.
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Calculation method
The starting point was determining the
average hit dealt by the character. In Tibia, damage is not constant, so it was necessary to establish
minimum and
maximum values and then calculate the
average:
Dmg_Fac – 1 for Full Attack, 0.75 for Balanced, and 0.5 for Full Defence
All calculations were performed assuming the use of a
Katana (Attack: 16).
Another issue was the
armor of monsters, which the above calculations did not account for. To refine this, a series of practical tests was conducted based on combat logs from a
level 85 character.
| Troll | Orc | Minotaur |
| Avg Calc Hit | 37.5275 | 37.5275 | 37.5275 |
| Avg Hit | 31.6 | 32 | 25.53 |
After comparing calculated values with actual results, a simple relationship was established:
1 point of armor = 1 damage reduction.
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Skills and levels
The next step was assigning appropriate
character skills to specific
levels, based on both personal experience and in-game Sword Fighting progression.
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Experience efficiency
With this approach, it became possible to determine:
- how many hits are needed to kill a given mob,
- how much experience is gained per single hit.
This metric can be defined as
exp/hit. Unlike traditional
exp/h, it removes external factors like movement or respawn time and focuses purely on combat efficiency.
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Katana (Att. 16)
| Level | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
| Monster | Snake | Spider | Wolf | Poison Spider | Poison Spider | Poison Spider | Wasp | Wasp | Wasp | Skeleton |
| Level | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Monster | Skeleton | Skeleton | Skeleton | Skeleton | Skeleton | Skeleton | Skeleton | Rotworm | Rotworm | Rotworm |
Jagged Sword (Att. 21)
| Level | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
| Monster | Poison Spider | Wolf | Poison Spider | Poison Spider | Wasp | Wasp | Wasp | Skeleton | Skeleton | Skeleton |
| Level | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Monster | Skeleton | Skeleton | Skeleton | Skeleton | Rotworm | Rotworm | Rotworm | Rotworm | Rotworm | Rotworm |
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Summary
We arrive at a clear conclusion. While the model is simplified and does not fully reflect real gameplay conditions, it provides a strong theoretical baseline for evaluating experience efficiency.
The results challenge some common assumptions. Popular choices like
Minotaurs despite their accessibility and comfort, do not appear as the most efficient option in terms of pure exp per hit. Instead, less obvious monsters such as
Poison Spiders,
Wasps, and especially
Skeletons dominate across wide level ranges.
Another important takeaway is that optimal hunting locations may shift earlier than players expect. Around level 50–70, moving toward areas like the western part of the island (Wasp Tower, Skeleton catacombs) could provide better efficiency than traditional routes.
At higher levels (100+),
Skeletons and
Rotworms become the dominant choices, suggesting a potential shift toward eastern hunting grounds, although practical limitations such as respawn spacing may affect real performance.
Ultimately, real gameplay factors, especially respawn availability - remain crucial. This analysis is not meant to replace experience, but to complement it and encourage more conscious decision-making.
The final verification is left to the players.
Best regards
Rookie Team