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.
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 |
|---|---|
| Fist fighting | 50 |
| Club fighting | 50 |
| Sword fighting | 50 |
| Axe fighting | 50 |
| Distance fighting | 30 |
| Shielding | 100 |
| Fishing | 20 |
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.
| Vocation | Fist | Club / sword / axe | Distance | Shielding | Magic mana factor |
|---|---|---|---|---|---|
| Sorcerer / Master Sorcerer | 1.5 | 2.0 | 2.0 | 1.5 | 1.1 |
| Druid / Elder Druid | 1.5 | 1.8 | 1.8 | 1.5 | 1.1 |
| Paladin / Royal Paladin | 1.2 | 1.2 | 1.1 | 1.1 | 1.4 |
| Knight / Elite Knight | 1.1 | 1.1 | 1.4 | 1.1 | 3.0 |
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.
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.
| Target magic level | Sorcerer / druid | Paladin | Knight |
|---|---|---|---|
| 10 | 3,772 | 33,057 | 31,492,800 |
| 20 | 9,785 | 956,208 | 1,859,618,347,200 |
| 50 | 170,750 | 23,141,618,559 | Beyond 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.
- 01
Fix the starting state
Record vocation, promotion, skill, percentage progress, weapon, target, attack speed, and server rates.
- 02
Count eligible events
Run a known number of attacks, blocks, casts, or training-weapon charges.
- 03
Measure credited progress
Compare exact internal tries or mana spent when administrative tooling is available.
- 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.
