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v0.10.1 — Train by doing


The three trainers have left the tavern. Training is no longer something you’re taught — it’s something your gear learns from use, at the new Training Grounds in camp, from level 1.

Highlights

The Training Grounds

The sparring post at the edge of camp is now a hub with three stations: the Training Dummy (DPS test), Armor Training, and the all-new Weapon Training. No trainers, no story unlock, no table in the tavern — just your equipment getting better at its job while you fight.

Armor trains when you get hit

Wearing a full 5-piece set of one material earns +1 rep for every enemy attack that lands on you — blocked hits count (the shield taking the blow is still armor training), dodged ones don’t. Kills, rarity, and dungeon rules are gone. The tier bonuses also doubled: +2% per tier to the set’s primary stat (up to +10% at T5), with the T6 set mechanics unchanged.

Weapon training: five classes

Every landed swing now trains the wielded weapon’s class — normalized to attack speed, so a slow hammer and a fast knife train equally per minute. Shields are their own class and train on every successful block. Five ladders, each with +bonuses per tier while wielding and a unique tier-6 mechanic:

ClassT1–T5 per tierT6
Blades+2% attack ratingRiposte — after a block, your next landed swing deals +50% damage
Axes+0.5% crushing blowBreach — crushing blows shred 10% of the enemy’s defense, up to 5 stacks
Blunt+1% enemy attack reductionConcussion — 10% chance per swing to stun for 1.5s
Daggers+1% attack speedExploit Opening — +3% life leech, doubled below 30% enemy health
Shields+1% block chanceBulwark — after a block, the next hit that lands on you deals −50% damage

Riposte and Bulwark primes show as buff icons, Breach stacks as a debuff on the enemy, and every proc is named in the combat log.

Archetype weapons matter twice as much

The archetype weapon passives double from ±10% to ±20% — fighting with your archetype’s favored speed class now pays a real premium, and fighting against it costs one.

Also in this update

  • Training rep starts fresh for everyone: the old kill-based numbers aren’t comparable to use-based earning, so all armor rep resets to 0. Earned tiers rebuild permanently from here — swapping gear never loses rep.
  • Five new achievements for mastering each weapon class.
  • The whole Training Grounds speaks one language now: every option is a clickable row, every panel steps Back exactly one level, and the Sparring Report’s numbers align properly on mobile instead of hiding under the scrollbar.
  • The tavern’s corner table stands empty for now — the regulars are keeping to themselves.
  • The changelog you’re reading was rewritten front to back: shorter, player-focused, and correctly ordered on days with multiple releases.