Tibia has long been a game where power has been the primary motivator for people. Having the highest skills often helps those people consolidate their power-how they use it is up to them. Some use their skills to help them level faster and more cost effectively while others simply use their skills for bragging rights. Regardless for their reasons in achieving high skills, we will be publishing a series of articles in conjunction with the release of our skill calculators.
There is much controversy over what constitutes perfect training, and I will try and make it clear once and for all. There is something, which I like to call a Hit Counter, which makes sure you must draw blood on your victim after a certain amount of time. You can think of a Hit Counter as a 30oz glass that you will fill up one ounce at a time. Before you get a drink of water, you usually run the tap for a little bit to make sure you get fresh water (or beer?). This is also the case for the Hit Counter: the first blood hit you make with your weapon will not count for your skills. After this, every hit that is made will try and fill up the 30oz glass one ounce at a time. A hit is defined as anything you hit with a sword, axe, club, fist, distance weapon, rod, or wand. Most important to consider are the creatures hitting you each round (2 seconds): the first 2 creatures that hit you per round count as 2 additional hits. Therefore, if you are training with two creatures you will be filling the glass up at 3 hits (or ounces) per round (1 hit you make on a creature, 2 hits from creature hits on you) which means the glass will get full after 10 rounds (3*10=30oz). Since a round is equal to 2 seconds, it means that the glass will overflow after 20 seconds. The way you can stop the glass from overflowing is to make another blood hit on a creature, which restarts the Hit Counter. This might be considered the same as a bartender quickly filling multiple glasses without stopping the tap. If the glass overflows, the bartender will have to stop and clean up the mess (the Hit Counter stops). Also, the first blood hit that happens after cleaning up the mess will not count towards your skill, since he had to run the tap again before starting to fill up the glass. Remember that if you are filling each glass, the blood hit must happen before the 31st hit otherwise that blood hit will not count!
Extending this to other training scenarios is easy. If you are training on a monster and that monster is hitting you, it equals 2 hits per round, which means that you must make another blood hit before 15 rounds are over (before 30 seconds are up). If you train without a monster hitting you, then it is simple: you must make another blood hit before 30 rounds are over (before 1 minute is up). This changes for paladins that train distance, and becomes much more complicated. A blood hit or a spark for paladins count as 2 hits, therefore it is possible a paladin will do 4 hits per round. The reason this makes it complicated is because a spark does not reset the Hit Counter, only blood hits do. This will be addressed in a later article dealing with distance training.
Axe, Club, and Sword skills are the primary skills that most Tibians, in particular Knights, train. The rate of advancement for each skill is similar within each vocation, but across vocations the advancement rate is very different. As a new Tibian, it will take any vocation exactly 50 hits of their weapon to advance from skill 10 to skill 11, assuming perfect training. However, things change quickly for each vocation (see fig. 1). Every time that you advance, the amount of time required to advance to the next skill is based upon a variable for each vocation and multiplied by the amount of time it took to advance to the previous level. As you can see, the knight's variable is the lowest, the paladin is nearby, and the others are quite distant. What you might find surprising is that the variable for a druid is lower than that of a sorcerer or no vocation. This means that Druid has a slight, but insignificant advantage when it comes to training these skills over a sorcerer. Also, it means there is relatively little point to stay on Rookgaard to train your skills before coming to main.
Figure 1. Comparison of the variable governing melee and fist skill advances
Over time how do these melee skills compare between the vocations? Well with our new calculator you can explore this for yourself, but I have included some sample data to give you an idea (see table 1). While initially there seems to be not much difference between the vocations, the gap widens as the training time increases.
Table 1. Relative melee skill achieved for different vocations based on time
Fist Fighting Skill
Fist fighting is an often neglected art form. Usually it is only old monks utilizing this ancient skill; however, as a Druid or Sorcerer, it may be possible to hone your skill to higher levels than you imagined. While the rate of advancement for Knights and Paladins do not change with fist fighting, the change for the Druids and Sorcerers significantly alter how high a mage might train their skills (see table 2).
Table 2. Fist Skill achieved for a Druid or Sorcerer based on time
Although this may not seem that significant, and given that there are no fist weapons in game yet, for a "skill hungry" Druid or Sorcerer this may satisfy their high-skill cravings. In addition, they might even be able to make it into the top skill charts for their world!
The next article will deal with shield skill. Amongst other things, I will compare the difference between using a two handed weapon as a defense or a single handed weapon plus shield as defense. For those that spend a lot of time at training dummies, you won't want to miss this one!
- there is "hit counter" which has limit at 30 rounds
- each hit (non blood-hit) is added to the counter
- up to two attacks per round made by creatures are added to the counter
- in order to reset a hit counter you have to deal dmg to the creature with your weapon (do the blood hit)
In order to do the perfect training:
Training weapon skill alone (no creatures hitting you)
- you have to deal damage with your weapon to the target at least once each 60 seconds
Training weapon skill + shielding (1 attacker)
- you have to deal damage with your weapon to the target at least once each 30 seconds
Training weapon skill + shielding (2 attackers)
- you have to deal damage with your weapon to the target at least once each 20 seconds