Core Progressionsource backed14 minute read

Skills and Magic-Level Progression

Source-level skill-try and mana-spent curves, vocation multipliers, target-level formulas, training behavior, rate settings, and controlled verification methods.

Reference profileTFS 1.6 vocation progression reference
Reviewed
Evidence5 primary references

At a glance

Quick facts

Skill curve
Skill-specific base multiplied exponentially by a vocation factor
Magic curve
1,600 multiplied exponentially by the vocation mana factor
Displayed rate
rateSkill and rateMagic accelerate credited progress; they do not describe the base curve alone
Training eligibility
Depends on hit/block events, weapon behavior, offline scripts, and data-pack rules

Required tries for a target skill

TFS 1.6 assigns a base value to each skill and an exponential multiplier to each vocation-skill pair. The requirement returned for target skill T is the base multiplied by the vocation factor raised to T minus eleven. Advancing from current skill S to S + 1 therefore uses target T = S + 1.

Required tries for target skill T
Tries(skill, T) = floor(Base_skill x Multiplier_vocation,skill^(T - 11))
  • T is the target skill level.
  • The exponent is zero at target skill 11.
  • The C++ return type is an integer, so fractional results are truncated during conversion.
Skill base values in TFS 1.6
SkillBase
Fist fighting50
Club fighting50
Sword fighting50
Axe fighting50
Distance fighting30
Shielding100
Fishing20

Stock vocation multipliers

A lower multiplier means faster long-term advancement because each target level grows less sharply than the previous one. The difference compounds. A 1.1 factor and a 2.0 factor may look close on a configuration screen, but they produce radically different high-skill requirements.

Unpromoted and promoted vocations share these stock factors
VocationFistClub / sword / axeDistanceShieldingMagic mana factor
Sorcerer / Master Sorcerer1.52.02.01.51.1
Druid / Elder Druid1.51.81.81.51.1
Paladin / Royal Paladin1.21.21.11.11.4
Knight / Elite Knight1.11.11.41.13.0

Mana spent for a target magic level

Magic-level advancement uses mana spent rather than weapon tries. The stock formula begins at 1,600 and compounds by the vocation mana multiplier. To advance from magic level M - 1 to M, evaluate the formula at target M.

Required mana spent for target magic level M
Mana(M) = floor(1,600 x ManaMultiplier^(M - 1))
  • Sorcerer and druid use 1.1 in the stock profile.
  • Paladin uses 1.4.
  • Knight uses 3.0.
Selected stock mana requirements
Target magic levelSorcerer / druidPaladinKnight
103,77233,05731,492,800
209,785956,2081,859,618,347,200
50170,75023,141,618,559Beyond practical stock integer range

These are per-target requirements returned by the base function, not cumulative mana from magic level zero. RateMagic, exercise weapons, offline training, event multipliers, loyalty-like systems, and custom mana-spent callbacks can change effective progress.

A try must be earned before a rate can multiply it

Training rate is only one part of advancement. Weapon skill progress depends on attack events and hit/block outcomes. Shielding depends on eligible blocked hits and shield state. Fishing depends on successful configured interactions. Magic progression depends on mana-spent credit. A server can advertise 10x skills while anti-training logic, attack speed, target armor, regeneration, exercise weapons, or offline trainers dominate the real pace.

  1. 01

    Fix the starting state

    Record vocation, promotion, skill, percentage progress, weapon, target, attack speed, and server rates.

  2. 02

    Count eligible events

    Run a known number of attacks, blocks, casts, or training-weapon charges.

  3. 03

    Measure credited progress

    Compare exact internal tries or mana spent when administrative tooling is available.

  4. 04

    Repeat at another level

    Exponential curves can hide incorrect multipliers at low skills.

What a complete server profile should disclose

  • Skill and magic rate values, including stage ranges and event modifiers.
  • Vocation-specific multipliers and any promotion changes.
  • Attack speed, training-monster rules, anti-idle policy, and multi-client policy.
  • Offline training duration, conversion ratio, premium requirement, and daily cap.
  • Exercise weapon charges, mana or health value per charge, and store availability.
  • Loss of skills and magic level on death, blessings, skull penalties, and reset systems.

Apply the guide

Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

skill ratemagic ratetrainersoffline traininglow rate