Guide · Training
Tibia Exercise Weapons: Charges, Hits, Mana, Blocks
4 min read · Updated May 2026
A short reference for what one charge of an exercise weapon actually does in the game, plus totals for the three sizes (Regular, Durable, Lasting). If you want to know how many of them you need to reach a target skill, use the Training Calculator — this page is the underlying mechanic the calculator builds on.
1. The three sizes
Every exercise weapon comes in three variants. They all do the same thing per charge — the only differences are total charges, total use time, and price.
| Variant | Charges | Use time | Store price | NPC price |
|---|---|---|---|---|
| Regular | 500 | 16 m 40 s | 25 TC | 347,222 gp |
| Durable | 1,800 | 1 hour | 90 TC | 1,250,000 gp |
| Lasting | 14,400 | 8 hours | 720 TC | 10,000,000 gp |
One charge takes 2 seconds of in-game time to consume. That's why Regular = 500 × 2 = 1,000 seconds = 16 m 40 s, Durable = 1 hour, Lasting = 8 hours. Lasting is exactly 8× Durable in everything — there is no rate bonus for the bigger box.
Picking which size to buy is a money question, not a training question. The Training Calculator shows you the cheapest mix in TC or gp.
Where to buy: Magic Shop and Equipment NPCs in major cities (Thais, Carlin, Edron, Venore, Kazordoon, Yalahar, and many more), or directly from a Hireling — the Hireling's Trader job is not required to sell exercise weapons, so any hireling will do. The TC ↔ gp break-even point per TibiaWiki: above 13,889 gp per Tibia Coin, it's cheaper to buy with in-game gold; below that, buy with TC.
2. What one charge actually does
This is the part most players never see written down. Per charge, depending on the type of exercise weapon:
| Type | In-game weapon names | 1 charge equals |
|---|---|---|
| Melee | Exercise Sword · Axe · Club · Wraps (Fist) | 7.2 hits |
| Distance | Exercise Bow | 4.32 hits (60% of melee — see below) |
| Magic | Exercise Wand · Rod | 600 mana burned |
| Shielding | Exercise Shield | 14.4 blocks (double of melee — a shield blocks the two adjacent attackers per cycle) |
"Hits", "blocks", and "burned mana" are how Tibia counts skill-training attempts internally — the more of them you accumulate, the closer you get to the next skill level. Higher skill levels need exponentially more attempts to advance, which is why a sword going 80 → 81 costs nothing compared to 120 → 121.
3. Totals per weapon
Multiply per-charge × charges and you get what a single weapon delivers from full to empty:
| Variant | Melee hits | Distance hits | Mana burned | Blocks |
|---|---|---|---|---|
| Regular | 3,600 | 2,160 | 300,000 | 7,200 |
| Durable | 12,960 | 7,776 | 1,080,000 | 25,920 |
| Lasting | 103,680 | 62,208 | 8,640,000 | 207,360 |
A single Lasting Exercise Sword delivers 103,680 hits — and the next table shows how long it would take to grind that many hits without exercise weapons. That's the real appeal of Lasting: 8 real hours of weapon use, but the skill output of multiple days of regular training.
Equivalent regular-training time
How long you'd need to spend on standard online training to collect the same number of hits / mana / blocks an exercise weapon delivers:
| Variant | Melee | Distance | Magic | Shielding |
|---|---|---|---|---|
| Regular | 2 h | 36 m | 1 d 17 h 40 m | 2 h |
| Durable | 7 h 12 m | 2 h 10 m | 6 d 6 h | 7 h 12 m |
| Lasting | 2 d 9 h 36 m | 17 h 17 m | 50 d | 2 d 9 h 36 m |
What "equivalent" means here. The TibiaWiki figures assume a specific reference setup per type. Reaching those times on your own character requires the same conditions:
- Melee: hitting a target continuously (no missed turns) for the full duration.
- Distance: 100% "blood hits" — every shot has to land and damage a valid target. If your character misses the shot (it happens automatically, you don't aim manually), that swing doesn't count toward the equivalent time.
- Magic: mana-sitting as a sorcerer or druid with promotion and the doubled mana-regeneration bonus from the 6th streak of the daily reward, in a resting area (4 mp every 2 seconds). Slower regen = longer equivalent time.
- Shielding: actively blocking two monsters the whole time. With one attacker the equivalent time doubles.
In other words: these numbers are best-case for the alternative. Real-world online training is usually slower, which makes exercise weapons even more attractive.
4. Bonuses that stack on top
Three modifiers multiply what each charge gives you. The Training Calculator on the home page applies all of them when you check the relevant box:
- Private Exercise Dummy — placed in your house. Gives +10% per charge over public dummies. So one Regular Sword on a private dummy behaves like 3,960 hits instead of 3,600.
- Double Exp / Skill Event — CipSoft activates this several times per year. While active, all training and exp gains are ×2. Lasting weapons during the event are objectively the best gp-to-skill conversion in the game.
- Loyalty bonus — Premium account time accumulates a percentage bonus to skill gain (up to 50% for very old accounts). Applies to exercise weapons the same as regular training.
All three stack multiplicatively. A character with full loyalty (×1.50) on a private dummy (×1.10) during a Double Exp event (×2.00) gets 1.5 × 1.10 × 2 = 3.30× their normal output per charge.
5. Why distance trains slower and shielding trains faster
The two non-melee melee-equivalents have their own per-charge rates that the table above hides behind a single number:
- Exercise Bow → 4.32 hits per charge. That's 60% of the melee rate. CipSoft hasn't published a formal reason, but the practical effect is that paladins training distance with exercise weapons need more weapons (or more time) than a knight to reach the same skill level at the same gp cost.
- Exercise Shield → 14.4 blocks per charge. That's double the melee rate. The reason: a shield can block attacks from two adjacent attackers per cycle, so each charge counts both block attempts. This makes Shielding the cheapest skill to raise per charge in the game.
For paladins specifically, the lower distance rate is one of several reasons offline training is often preferable for raw distance gain — the relative cost flips. The Training Calculator's Smart Mix already accounts for the correct per-charge rates when you pick Distance.
Footnote: free Training Weapons
Tibia also has Training Weapons — 50 charges, given out as Daily Reward shrine rewards. Every 7th claim of the shrine offers a Training Weapon as one of the options. The claims don't have to be on consecutive days — only the total count of claims matters, so a skipped day just delays the next Training Weapon, it doesn't reset progress. They're not for sale at any NPC.
Restrictions:
- Usable only on stationary Training Dummies in temples and a handful of public spots — not on Exercise Dummies, not in your house, not on a private dummy.
- 50 charges = 1 minute 40 seconds of use time.
- Per charge they deliver the same hits / mana / blocks as their Exercise equivalents — just 10× fewer charges per weapon, and no private-dummy bonus available.
- They expire after roughly 7 days once you claim them, so you can't hoard a stack — use them soon or lose them.
The Training Calculator doesn't price these because they have no monetary cost (TC/gp) — only "log in for a week" — which isn't comparable to the exercise-weapon flow. Worth using them anyway when they stack up in your reward shrine.
Sources
Run the numbers
The Training Calculator turns "how many weapons do I need from skill X to skill Y" into a clean answer, factoring in all the bonuses above and showing cost in both TC and gp.
Open Training Calculator →