← Back to KeepChampion Gear, Training & Perks
Your champion is more than a stat block. Craft and equip gear, drill for stamina, and spend perk points on economy or military specialisations.
Loadout
- Gear slots cover weapon, armour, helm, shield and mount, each rendered on the live 3D model.
- Equipped pieces add flat and percentage bonuses to your champion's combat contribution.
- A rotating champion bust also appears on your public profile.
Crafting
- Gear is crafted from resources and materials won in bosses, bandits and chests.
- Higher tiers cost sharply more and take longer to forge.
- Crafted gear is bound to your champion and cannot be traded.
Training & Stamina
- Combat training consumes stamina, which regenerates over real time.
- Training grants champion XP; boss strikes and bandit clears also award XP.
- Injured champions recover before they can be sent out again.
Solo Expeditions
- Send your champion out alone from the Champion page: Forage the Downs, Ruin Delve or Deep Wilds Expedition.
- Each costs stamina and real time, then returns gold, champion XP, crafting materials and sometimes a field ration.
- Only one expedition may be afoot at a time — claim the haul before sending another.
Field Rations
- Field Ration restores 25 stamina; Campaign Feast restores 60.
- Won on the Wheel of Fortune and expeditions, bought in the shop, and traded on the Bazaar.
- Eat them from your Inventory or straight from the Champion page.
Forge Focus
- Spend 20 champion stamina to shave 2 hours off an active forge job.
- Usable up to three times per job — Writ speed-ups still work alongside it.
Commander Perks
- Quartermaster — reduces troop food upkeep.
- Armorer — reduces troop training cost.
- Drillmaster — reduces troop training time.
- Marshal — reduces march time on all missions.
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