Training Grounds

Armor and weapon training through use — rep from hits taken, landed swings, and blocks; the six tiers and every T6 mechanic.


The sparring yard at the edge of camp (the training-dummy hotspot) hosts three stations: the Training Dummy (DPS test), Armor Training, and Weapon Training. Training is a pure mechanic — no trainers to talk to, no unlock: your gear simply learns from use, from level 1.

Both tracks share the same six-tier ladder: T1 = 2,500 rep, T6 = 52,500 cumulative. Earned tiers are permanent — rep is never lost, even when you swap equipment.

Armor Training

While wearing a full 5-piece set of one material, every enemy attack that lands on you earns +0.5 rep for that material. Blocked hits count (the shield taking the blow is still armor training); dodged and missed attacks earn nothing, and damage-over-time ticks don’t either.

  • T1–T5 — each tier adds +2% to the set’s primary stat, active at 3+/5 worn: cloth run speed, leather attack rating, metal defense rating.
  • T6 — a unique mechanic, active at 5/5 worn:
    • ClothReinforced Weave: each cloth piece donates +25% of its defense rating into your DR pool.
    • LeatherQuickfit: global +25% attack speed.
    • MetalTempered Steel: every metal piece weighs 25% less.

Weapon Training

Every landed auto-attack swing earns rep for the wielded weapon’s class — normalized to attack speed (one sixth of a rep per second of swinging), so a slow hammer and a fast knife train equally per minute. Skill casts and shield strikes don’t count; only real swings do. Shields are their own class and earn +2 rep per successful block — the same block also counts as armor training.

All three tracks are paced to progress at roughly the same speed on level-appropriate ground; a full T6 in one track is a matter of a few hundred hours of combat, not a weekend.

ClassWeaponsT1–T5 (per tier)T6 mechanic
BladesSwords, Scimitars+2% attack ratingRiposte — after a block, your next landed swing deals +50% damage
AxesHatchets, Axes+0.5% crushing blow chanceBreach — crushing blows shred 10% of the enemy’s defense for the fight (up to 5 stacks)
BluntMaces, Hammers+1% enemy attack reductionConcussion — 10% chance per landed swing to stun for 1.5 s
DaggersKnives, Daggers+1% attack speedExploit Opening — +3% life leech, doubled below 30% enemy health
ShieldsAll shields+1% block chanceBulwark — after a block, the next hit that lands on you deals −50% damage

T1–T5 bonuses apply while wielding the class (Shields: while a shield is equipped); T6 mechanics likewise. Riposte, Bulwark primes and Breach stacks show as status icons in combat, and their procs are named in the combat log.