Training Dummy
Combat profile
- Hitpoints
- Unkillable
- Aggression
- Passive
- Attack style
- Never fights back
- Rewards
- XP only below level 5
Equipment
No carried equipment.
Drop table
No drops.
Learn the rhythm safely in town, then scout the fighters waiting beyond the gate before they choose the fight for you.
Practice against familiar faces, read their kits, and build confidence before the Wilds raises the stakes.
No carried equipment.
No drops.
No carried equipment.
No drops.
No carried equipment.
No carried equipment.
No drops.
No carried equipment.
No carried equipment.
No drops.
No carried equipment.
No carried equipment.
No drops.
No carried equipment.
Your own town's Gate Veteran and Defenders never fight you, and you cannot attack them. Cross into the rival town and you become an Intruder: its defenders and guards hunt you, and beating a defender earns no XP or loot.
No drops.
No drops.
No drops.
No drops.
No drops.
No drops.
Study each threat's style, equipment, aggression, and drops before you cross its path. Know what a death costs.
Some threats attack any level in range; others keep a level bracket. Below Wild 9, a bracketed threat ignores players more than 3 + 2 × the Wild level below its own combat level, counting whichever of you stands shallower. From Wild 9 on, any level is fair game. Each card's Aggression line says which applies.
No carried equipment.
No carried equipment.