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:
- Cloth — Reinforced Weave: each cloth piece donates +25% of its defense rating into your DR pool.
- Leather — Quickfit: global +25% attack speed.
- Metal — Tempered 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.
| Class | Weapons | T1–T5 (per tier) | T6 mechanic |
|---|---|---|---|
| Blades | Swords, Scimitars | +2% attack rating | Riposte — after a block, your next landed swing deals +50% damage |
| Axes | Hatchets, Axes | +0.5% crushing blow chance | Breach — crushing blows shred 10% of the enemy’s defense for the fight (up to 5 stacks) |
| Blunt | Maces, Hammers | +1% enemy attack reduction | Concussion — 10% chance per landed swing to stun for 1.5 s |
| Daggers | Knives, Daggers | +1% attack speed | Exploit Opening — +3% life leech, doubled below 30% enemy health |
| Shields | All shields | +1% block chance | Bulwark — 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.