The Training System is a mechanic exclusive to ReClassic that lets players train 6 attributes to earn permanent bonuses on their character, adding an extra layer of progression beyond base level and job.
Training is done through the Training Targets and Dummies located at the Eden Group, with the Training Master NPC managing progress and perks.
Character in a training session at the Eden Group, surrounded by Training Targets and Dummies.
Requirements
Minimum base level: 50
Location: Eden Group (eden)
War characters do not take part in Training. The restriction applies to NPCs, commands, the site's offline panel, Wands, Serums, compensations and events that grant training levels or EXP.
How It Works
Interact with the Training Targets or Training Dummies in Eden to start a session.
Choose the attribute you want to train (STR, AGI, VIT, INT, DEX or LUK).
Choose the session's duration: up to 12 hours of bar, plus whatever the Serum reserve adds. Above 12 hours the list moves in steps of 6, and the last option is always all the fuel you have.
During training, the character is locked in place (cannot move, attack, use skills or items).
To cancel training, relog. You will receive XP proportional to the time trained.
Use the @treino command to track progress in real time.
Training Attributes
There are 6 trainable attributes, each with a max level of 100. Each level grants a permanent base bonus.
Attribute
Base Bonus (per level)
Max Bonus (Lv 100)
STR (Strength)
+1 ATK per level
+100 ATK
AGI (Agility)
+1 Flee every 2 levels
+50 Flee
VIT (Vitality)
+1 Soft DEF per level
+100 Soft DEF
INT (Intelligence)
+1 MATK per level
+100 MATK
DEX (Dexterity)
+1 Hit per level
+100 Hit
LUK (Luck)
+1 Crit every 5 levels
+20 Crit
Perk System
At levels 10, 25, 50, 75 and 100 of each attribute, the player unlocks a perk: an extra permanent and cumulative bonus that can be chosen among the available options.
Perks are permanent, but all choices can be undone at once with a Crystal of Amnesia given to the Training Master. The AGI attribute has auto-applied perks (no choice).
STR Perks (Strength)
Milestone
Option 1
Option 2
Level 10
+4% Melee Physical Damage
+500 Carrying Capacity
Level 25
+6% Melee Physical Damage
+800 Carrying Capacity
Level 50
+8% Melee Physical Damage
+1,200 Carrying Capacity
Level 75
+10% Melee Physical Damage
+1,500 Carrying Capacity
Level 100
+12% Melee Physical Damage
+2,000 Carrying Capacity
AGI Perks (Agility)
AGI perks are auto-applied (no choice involved).
Milestone
Bonus (automatic)
Level 10
+4% ASPD
Level 25
+6% ASPD
Level 50
+8% ASPD
Level 75
+10% ASPD
Level 100
+12% ASPD
VIT Perks (Vitality)
Milestone
Option 1
Option 2
Option 3
Level 10
+2 Hard DEF
+2% Max HP
+2% Neutral Resistance
Level 25
+3 Hard DEF
+3% Max HP
+3% Neutral Resistance
Level 50
+4 Hard DEF
+5% Max HP
+5% Neutral Resistance
Level 75
+5 Hard DEF
+8% Max HP
+8% Neutral Resistance
Level 100
+6 Hard DEF
+12% Max HP
+12% Neutral Resistance
INT Perks (Intelligence)
Option 4 reduces skills' SP cost, the same effect as the Pharaoh Card. It stacks with the card and with any other item that reduces SP cost.
Milestone
Option 1
Option 2
Option 3
Option 4
Level 10
-4% After Cast Delay
+4% MATK
+2% Max SP
-4% SP Cost
Level 25
-5% After Cast Delay
+6% MATK
+3% Max SP
-6% SP Cost
Level 50
-6% After Cast Delay
+8% MATK
+5% Max SP
-8% SP Cost
Level 75
-7% After Cast Delay
+10% MATK
+8% Max SP
-10% SP Cost
Level 100
-8% After Cast Delay
+12% MATK
+12% Max SP
-12% SP Cost
DEX Perks (Dexterity)
Milestone
Option 1
Option 2
Level 10
+4% Ranged Damage
+1 DEX
Level 25
+6% Ranged Damage
+2 DEX
Level 50
+8% Ranged Damage
+3 DEX
Level 75
+10% Ranged Damage
+4 DEX
Level 100
+12% Ranged Damage
+5 DEX
LUK Perks (Luck)
The Critical Damage bonus from this perk applies to both physical and magical critical hits, at the same value.
Milestone
Option 1
Option 2
Level 10
+4% Critical Damage (physical and magical)
+4 LUK
Level 25
+6% Critical Damage (physical and magical)
+6 LUK
Level 50
+8% Critical Damage (physical and magical)
+8 LUK
Level 75
+10% Critical Damage (physical and magical)
+10 LUK
Level 100
+12% Critical Damage (physical and magical)
+12 LUK
XP and Progression
Base XP Rate
300 XP per hour (base, no bonuses)
The XP required per level grows continuously and progressively: no jumps between brackets. The main progression milestones (training at 300 XP/h, no bonuses) are:
Level
Accumulated XP
Training Time (300 XP/h)
10
~28,800
~4 days
25
~108,000
~15 days
50
~324,000
~45 days
75
~625,000
~87 days
100
~990,000
~137 days
Note: these times assume continuous training at 300 XP/h with no multipliers. VIP/VIP+ and Training Wands (5x and 10x boost) significantly reduce this time.
VIP Multipliers
Type
XP Multiplier (Online)
Offline Training
Free Player
1x
Not available
VIP
1.5x
Available (1x XP, 300/h)
VIP+
2x
Available (2x XP, 600/h)
Training Wands (Boost)
Consumable items that add boost hours to online training XP, in two tiers: 5x and 10x. The boost is consumed proportionally to the time trained.
A wand that holds all the knowledge of the universe. Jackpot prize from the Poring Roulette.
Priority: the 10x boost (Wand of Omniscience) is always consumed before the 5x boost. Hours from each tier stack with each use and are spent while you train, whether online or offline.
Note: the boost (5x or 10x) applies to online training as well as offline, for VIP and VIP+. If you claim offline training through the site panel, the boost is applied the moment you log in the character.
Offline Training
The site's Training panel: the same interface used to track online and offline training, with progress bars per attribute, stamina, and active training.
Available to VIP and VIP+ players. VIP trains offline at the base rate (300 XP/hour); VIP+ trains at the same rate as their online training (600 XP/hour). Since each character schedules its own, a VIP+ player can leave their whole account training at the same pace as their main character. It can be started, monitored and canceled both through the Training Target NPC in game and through the site's Training panel (after logging in). The web panel also shows progress bars per attribute, a color-coded stamina indicator, and each character's unlocked perks.
How It Works
Talk to a Training Target (or open the Training panel on the site) and choose Offline Training.
Select the desired attribute.
The character is disconnected automatically.
While offline, training consumes stamina and generates XP.
Upon logging in again, or clicking Claim XP on the web panel, the XP is granted and training ends.
Training can be canceled at any time through the NPC or the site.
You can log in other characters while one trains offline.
Stamina
Maximum capacity: 12 hours (43,200 seconds)
Regenerates in real time while the character is not training offline.
Offline XP is 300 XP/hour for VIP and 600 XP/hour for VIP+.
Track stamina with the @treino command (in game) or through the web panel's bars.
Training Serums
Three consumables that add training time beyond the 12 hour bar. All three feed the same reserve: what changes is the size and where you get it. All three are named after what the body releases to endure more: dopamine, endorphin and adrenaline.
All three work in any mode: online training, Train While Playing, Away Training, and Offline Training.
Consumption order. Your normal stamina first, and only then the reserve.
The bar comes first on purpose: it is the only one that recovers on its own and the only one with a 12 hour cap, so spending it first makes room for recovery to happen. If the reserve were spent first, you would be left with the bar pinned at the cap, and the recovery from those hours would be wasted.
Two practical consequences:
Drinking a Serum with full stamina wastes nothing. The reserve does not expire and is not lost: it stays saved until you need it.
The reserve is only touched once the session goes past your bar. If you train 8 hours a day and stop, it does not drop at all. It exists to stretch beyond 12 hours or to train more hours in the same day.
The Dopamine Serum can only be drunk if the account still has room within the 6 daily hours. If not, it is not consumed and stays in your inventory. The two from the Roulette have no limit.
The reserve stays with the character who drank it, like the Training Wands. The 6 hour daily limit belongs to the account.
A session's maximum duration counts the reserve: with a full bar and an Adrenaline Serum, you can schedule 36 hours of training.
Drinking one Dopamine Serum a day raises the sustainable total from 12 to 15 hours of training per day. It is not 18 because every hour spent training is an hour the bar does not recover.
@treino and the site's Training panel show how much reserve remains.
Away Training (@autotreino)
Available to all players, with or without a subscription.
Start online training normally and type @autotreino. The character keeps training at the online training rate even after you close the game.
While Away Training is running, the account is busy: logging in any of its characters ends the training and credits the XP.
Consumes stamina normally, like any training.
Training Wands apply here too.
XP is credited when the training ends, whether from the chosen duration running out, you logging into the account, or a server restart.
Which one to use? Away Training earns at the online rate but ties up the account on one character. Offline Training (VIP and VIP+) leaves the account free for you to play with your other characters. Anyone without a subscription only has Away Training.
Hunting (Monster Bonus)
Monsters of level 50 or higher grant 10 training XP when defeated.
Daily limit: 500 monsters per day (= 5,000 XP/day).
The accumulated XP stays as pending XP and must be claimed manually.
To claim it: talk to the Training Master and select Claim XP.
When claiming, choose which attribute to apply the XP to.