The Halls of Testing
A practice hall where nothing counts. Try on any gear set, bind a spirit to your weapon, lay traps, then pull a lever and fight goblins scaled to your level — all before you commit to a build.
Nothing leaves the hall
Gear from the hall works exactly like the real thing, but goblins give no experience, no loot and no kill-board credit. A test character is returned here whenever it logs in or dies.
The Hub
| NPC | What they do |
|---|---|
| Vell, Quartermaster | Any full six-piece gear set |
| Emrin Vosk, Spiritwright | Binds and ranks up spirit weapons |
| Traps & Ammo | Trap kits and ammo pouches at any tier |
| Combat dummies | Show damage, DPS and attacks per round. Click one to reset it. |
| Training merchant | A shop |
Every NPC can take it all back: they remove what they handed you so your pack doesn't fill up.
Gear Sets — Vell
Any class set, ability set, or the Aegis. Pieces roll their properties like real drops, so two copies of a set won't be identical.
- Sets count equipped pieces only.
- Class sets need 15 levels in their class before they do anything.
Spirit Weapons — Emrin
Binds a spirit to the weapon in your main hand, then off hand, then your gloves. He can also push its rank, socket elements, wipe it, or give you a blank blade or gloves to work on.
- Binding permanently overwrites the weapon's name. Ask for a blank if the weapon matters to you.
- Socket elements before buying ranks. Each rank improves something you already have.
- The spirit's attack starts at rank 18.
- Spirit gloves only work with empty hands.
- He won't touch set pieces or socketed items.
Traps & Ammo
Pick a tier, then a trap type or pouch kind (or one of each).
You'll get any kit you ask for, but it only arms if you have 1+ rank in Set Trap and meet the tier's minimum level. The NPC warns you if you don't.
Fighting Rooms
Four rooms, each with a lever and a brazier.
- Lever: spawns 4–6 goblins (warriors, archers, shamans and a chieftain) scaled to your level. Pulling it again clears that room's wave. Short cooldown.
- Brazier: instantly restores HP, spells, feat uses, item charges and Epic-or-better trap kits. No cooldown.
Goblins can't leave their room, and an abandoned wave clears itself after about ten minutes. Kills here do feed a spirit weapon, so you can grow one by fighting.