GAME MANUAL
Training
Training grounds let a character practice six attack skills on dummies. Shielding advances alongside every trained skill.
Skills
- Train Fist, Club, Sword, Axe, Distance or Magic with a wand or rod.
- A dummy swing every 2 seconds counts as one skill try. Shielding also advances each cycle at the vocation's rate.
- Magic training uses the wand or rod's per-shot mana cost, or 20 mana unarmed. This cost is not deducted from the mana bar.
Progress
- Skills and Magic Level advance at twice the official Tibia pace. Vocation-specific formulas set the number of tries needed for each skill point.
- There is no explicit skill cap; the increasing skill curve slows progress at higher skills.
Stamina
Hunt stamina recovers at a 1:1 rate while training: each minute of training restores one minute of hunt stamina. It also recovers while the character is in town. Offline time follows the same activity rules: offline training or town time restores it, while offline hunting spends it.
Cost and exercise weapons
- Training itself costs no gold. It spends the separate training stamina pool at 1 second per real second, up to its 12-hour cap.
- Exercise weapons cost 20 / 65 / 500 Tbx Coins for 500 / 1,800 / 14,400 charges. Each swing spends 1 charge.
- While an exercise weapon is selected, training can continue without training stamina; its pool neither drains nor regenerates. When charges run out, ordinary stamina-funded training resumes.
- A 6-hour Training Stamina refill costs 70 Tbx Coins.
Party rule
Entering training ends a party of more than one character; training is not a group activity.