Training Lab0DPS · last 5s0dealt0best hit0healed a second0healed
Training dummies · three together, for anything that spreads (Forking, Static, Piercing)
Straw dummies · fall fast and stand again, for anything on a kill (Quake, Wildfire, Volatile, Wellspring, Patient)
Practice golem, wisp and slimes · for the banes (Golemsbane, Wispcatcher, Slimebreaker)
Frozen dummies · kept frozen, for shatters and Superconduct (lightning: Static's arcs, Chain Lightning)
Superconduct group (the middle) · one frozen dummy among plain ones: with Static and Superconduct, hit a plain one; the arc reaches the frozen one, and the shatter chains back out, chilling them
Chilled dummies · kept chilled, for Steam (fire on a chill: Burning) and Superconduct (lightning on a chill: Static)
Sparring dummy (far corner) · marks the ground under you when you come near, for Armored and Last Stand, and for a Mender to heal (it can't kill you)
Timing room (through the door in the right-hand wall) · a dummy that swings to parry, one that marks the ground and one that shoots, to roll through. Timing sets how long each window is and how fast they strike, and says how early or late each try was
Brawling dummy (left of where you arrive) · keeps beating the Squire down, for a Mender to heal (the Squire can't fall; the panel counts what you heal)
The great dummy · one big target, for damage a second
Ledges · steps 1, 2 and 3 m up, and one 2 m ledge on its own, to kick your way up (Climber's Grips) or swing and let go onto (Vinecaller's Bracers)