Training Points and Mastery
Training Points (TP) and mastery are the two things you grind in DragonMineZ. TP is the currency you spend on stats, skills, techniques and transformations; mastery measures how well you control each transformation. This page lists every way to earn both and how to stack your bonuses.
Training Points
TP is stored on your character. Every source below is run through your TP boosts before it is added. The amounts are the server defaults.
Ways to earn TP
gameplay| Source | How |
|---|---|
| Training minigames | Five minigames taught by masters: see Training minigames below. |
| Defeating enemies | Killing a mob or a player grants the per-hit TP plus 25% of the target's max health. A regular Shadow Dummy gives half. |
| Hitting enemies | Every hit of 1 or more damage you land grants 2 TP. The punch machine works the same way. |
| Your own Shadow Dummy | Kills and hits on a Shadow Dummy you summoned from the Minigames tab give +25% to +75% extra TP, matching the stat share you gave it. |
| Passive training | 1 TP every 5 seconds just for playing. |
| Traveling | 1 TP per 20 blocks moved. |
| Mining | 1 TP per block broken, plus 25% of that per point of XP the block drops. |
| Crafting | 1 TP per item crafted, multiplied by the item's rarity or tool and armor tier. |
| Story and side quests | Quests reward Attributes: half as Attribute Points, half as the TP those stat points cost you right now (see Stats and Attributes). Quest lists: Sagas. |
| World bosses, raids and tournaments | Lump sums for taking part (world bosses pay Attributes instead of TP): see World Bosses, Raids and Tournaments. |
| Wishes | Shenron's Power Boost grants x100 Attributes and Porunga's x75 (same split as quest Attributes). |
| Party sharing | Party members receive 50% of the TP you earn. Sharing needs you to know Instant Transmission: members must be in the same dimension and within its range (200 blocks per skill level). See /dmzparty on Commands.
|
| Fusion | While fused, the partner receives half of the TP the leader earns. See Fusions. |
When Dynamic Growth is enabled, combat TP (kills and hits) is also scaled by its own combat TP multiplier.
TP boosts
tpGainBoostsThe amount from every source is scaled by your active boosts, once. Boosts add up: each one adds its bonus on top of ×1.0. The TP half of an Attributes reward is already worked out from your stat cost, so it is not boosted again. Hover the TP Multiplier row of the Stats tab to see where each of your bonuses comes from.
| Boost | Default |
|---|---|
| Class | Tank and Cleric ×1.25. |
| Racial skill | Frost Demon Prodigious Strength ×1.25. |
| Hyperbolic Time Chamber | ×1.75 while inside the Hyperbolic Time Chamber. |
| Otherworld (dead) | ×2.0 while you are dead in the Otherworld. |
| Gravity | Training under extra gravity: see Gravity and Gravity Device. |
| Weights | Training with the right weight load: see Weights. |
| Global | A server-wide multiplier (×1.0 by default). |
| Effects | TP Multiplier effect (+25% per level), Hero of the World (+25% for 10 minutes after winning a raid) and Kami's Blessing (×1.2 for 5 minutes, given by Dende to Good-aligned players, 30-minute cooldown). See Effects. |
| Mutant | ×1.25 while you hold the Mutant effect. |
| Quest difficulty | Quest TP rewards and other lump sums (raids, tournaments, TP wishes) only: ×1.25 on Easy and on Hard. See Sagas. |
| Progression | Up to +75% as your stats get more expensive, reaching the full bonus at the stat cost of level 10,000, so late-game TP keeps pace with stat costs. Not applied to training minigames, which already scale with your stat cost. |
Server owners choose which boosts apply to which source (story, passive, travel, mining, crafting, kills, hits and training).
Training minigames
Five masters each teach one minigame:
| Minigame | Master |
|---|---|
| Rhythm | Mr. Popo (inside the Hyperbolic Time Chamber) |
| Ki Control | Krillin |
| Shadow Boxing | Gohan |
| Precision | Trunks |
| Gravity | Vegeta |
- Learning a game: play it from its master 3 times, reaching level 5 each time. Once learned, you can also play it any time from the Minigames tab of your Character Menu.
- Rewards depend on how long you train, the level you reach and your grade, and scale with your current TP cost per stat point, so they stay worthwhile as you grow. There is no per-game TP cap by default. The server checks every run, so rewards can't be faked.
- Mentor bonus: a game you already know, started from its master's menu, pays +25%.
- Rhythm can also be played with music discs; finishing a disc's song with at least 75% accuracy "learns" it so you can replay it without the disc.
- Old Kai's Ultimate Challenge chains every minigame into one run; clearing it with the right requirements unlocks the Ultimate form (see Old Kai and Transformations).
Best way to train
No single source is "the" answer: the fastest grind stacks a high-yield activity with every multiplier at once. In rough order of value:
- Training minigames. The biggest deliberate TP source. Learn all five from their masters and rotate through them; start known games from the master's menu for the +25% mentor bonus.
- Fight things that take a while to kill. Kill TP scales with the target's max health, and you also gain TP per hit, so a long fight with a tough enemy (or your own Shadow Dummy) beats farming weak mobs. This trains TP and mastery at the same time.
- Passive and travel training, but multiplied. The trickle you get for playing, moving and mining is small at base, so only lean on it inside a multiplier: the Gravity Device (higher gravity means more TP), the Hyperbolic Time Chamber (×1.75 TP inside) and Weights.
- Keep your boosts running the whole time. Everything above is multiplied by your class, your racial skill (Frost Demon ×1.25), a TP Multiplier effect and Kami's Blessing, so get blessed by Dende and pop a TP buff before a minigame or a gravity session, not after.
- Quests, raids and wishes for lump sums. Story and side quests, world bosses and the Power Boost wish hand out Attributes (stat points plus TP that grows with your stat cost), and raids hand out big one-off TP: cheap progress that doesn't depend on the grind.
Mastery
Mastery (0–100%) is earned per transformation, only while that form is active. You raise a form's mastery by:
| Source | Default gain |
|---|---|
| Dealing hits while transformed | +0.025% per hit, up to ×4 for heavy hits. |
| Taking hits while transformed | +0.025% per hit, up to ×4 for heavy hits. |
| Just staying transformed | +0.004% every 5 seconds (passive). |
| Mastery Capsule | +5% to your active form (see Capsules). |
| Quest rewards | Custom quests can grant a form at a set mastery (see Custom Quests). |
Hit mastery only counts at 50% Power Release or more, and grows with the size of the hit: a hit up to 20% of the target's max health gives the base amount, rising to ×4 for a hit of 80% or more. Hits against some training targets (for example silverfish and target dummies) give no mastery. Training under extra gravity adds +0.25% hit mastery per point of bonus gravity.
So the fastest way to master a form is to fight in it: trade heavy blows while transformed rather than sitting idle.
Best way to farm mastery
Passive gain (+0.004% every 5 seconds) is tiny: you would wait hours just standing around. Combat is about 6× per hit (and up to 4× more for heavy hits), and both dealing and taking hits count, so the goal is to be in a transformation and exchange as many hits as possible:
- Transform first, then fight, at high release. Mastery only ticks up while that specific form is active, and hit mastery needs 50%+ Power Release.
- Pick a punching bag that hits back. Because taking hits also grants mastery, the ideal target survives a while and keeps swinging at you: a tanky mob you don't one-shot, a Shadow Dummy or a sparring partner. Trading blows fills the bar from both directions at once.
- Hit hard, but don't one-shot. Big hits (relative to the target's health) are worth up to 4× more, but if you delete enemies in one hit you get one hit's worth of mastery and then have to find another. A fight that lasts many heavy exchanges is best.
- Stack the multipliers below: a Mastery Multiplier effect, Frost Demon Evolutionary Mastery or the Mutant bonus.
- Use shared mastery. Some forms share part of their mastery with related forms; for example every Kaioken tier passes 25% of its gains to the next tier.
- Top it up with Mastery Capsules: +5% each, no fight needed.
Mastery multipliers
- Mastery Multiplier effect: +25% per level (also given by the Medi-Bug (Worm), see Effects).
- Frost Demon Evolutionary Mastery: +25%.
- Mutant: ×1.5 while you hold the Mutant effect (see Effects).
- Gravity: +0.25% per point of bonus gravity (hit mastery only).
- Shared mastery: forms can be set up to share part of their gains with related forms (see Custom Forms).
What mastery unlocks
As a form's mastery climbs it unlocks the next form of its group (25%), instant transformation (40%), transforming straight into it (50%) and the full bonus with the cheapest upkeep (100%). Mastery also lowers the form's drain. The details are on Transformations.
Checking and resetting
Use /dmzmastery to set or add mastery (see Commands). Mastery is tied to your forms; racial bonuses (Zenkai, Assimilation, Absorption) are separate and can be reset with /dmzracial reset (see Racial Skills).