Training yard
In the Training yard you hit a dummy that never dies, to test gear, gems and spells with the same numbers as the adventures. It is a way to measure yourself: nothing is won or lost.
Test your gear and spells against a dummy, with the real numbers of your adventures.
Where
Practice is set up with Garrick, weapons instructor, in Aurelia, on the grass northwest of the square, next to Brannoc, duel master. Get close to him (within about 5 tiles) and double-click, or press E, to open the practice window.
- You cannot practice in the middle of an outing: come back first.
- You fight with what you wear: your level, class, gear, gems, spells and the food you have active.
The three dummies
Pick what you hit. All three use the numbers of the adventures:
| Dummy | What it is |
|---|---|
| Straw dummy | The armor and evasion of a common creature of its level. What you will meet on an outing. |
| Sandbag | No armor, no evasion: the raw damage of your build, with nothing in between. |
| Boss dummy | The numbers of a boss of its level. It lasts longer and, if it hits back, it hits harder. |
The dummy's level goes from 1 to 60. If you leave it alone, it is yours.
Setting up a round
Before starting you choose how the round goes:
- Hits back: if you tick it, the dummy hits you like a real creature would, so you can test your armor. If not, only you hit.
- Drink potions: you drink them as on an outing, but they are not taken from your backpack.
Length: 30 turns (1:30 of fighting) · 60 turns (3:00 of fighting) · 120 turns (6:00 of fighting)
The meter
While you watch the fight, the meter keeps adding up.
What you deal
- Damage per minute and total damage.
- Healing per minute: what you really heal (anything over your maximum health does not count, nor do potions).
- Where it comes from: the weapon and each spell on its own, damage over time, the beast, thorns and counterattacks.
- Criticals, misses and the biggest hit.
What you take
- Damage taken and per minute.
- Mitigation per minute: what the dummy threw at you and did not get through, thanks to armor, dodges, blocks, shields and the rest.
- Armor and how much it cuts from each hit.
- Hits dodged and blocked, and your health.
Armor cuts each hit by armor / (50 + armor). With 50 armor, hits reach you at half strength.
| Armor | Cuts |
|---|---|
| 25 | −33 % |
| 50 | −50 % |
| 100 | −67 % |
| 150 | −75 % |
The meter's minutes are fight minutes: 3 seconds per turn.
The yard ranking
Good rounds go into the yard ranking. Open it with the Ranking button in the instructor's window.
- There are three boards: damage, healing and mitigation, each per minute and split by dummy.
- A round counts if it lasts 60 or 120 turns against a dummy of your level and you finish standing.
- Healing and mitigation only count if the dummy hits back: with no hits there is nothing to heal or stop.
- Your best record stays: a worse round never lowers it. When the round ends, the meter tells you if it is a new record and your rank.
- You can see all classes or only yours, so support classes can compare their healing among themselves.
When it ends
- Leave: back to the square. It is the only button in the scene.
- Another round or a different dummy: talk to the instructor again. The new round uses the gear you are wearing at that moment: swap a piece, a gem or a spell and compare.
What does not count
Practice changes nothing outside the yard. It is for testing, not for progressing.
- It uses no energy, potions or arrows.
- It gives no experience, gold or loot.
- It does not count for achievements or missions.
- Falling costs nothing: the round simply ends there.