Dominus Gladiatus Training: Battle Progress and Changed Skills
Finish skill levels correctly, inspect the Last Stand and Deadly Strike changes and avoid old Defense or training-penalty assumptions.
Why does a skill still need training after a fight?
The November 2 update lets gladiators learn from arena battles while a skill is being trained. Victory can grant up to 10% progress, and defeat can grant up to 15%.
The explicit limit is more important than the numbers: arena progress cannot completely finish a skill level. Return the fighter to training to complete it. “Up to” does not guarantee the maximum after every battle, and the notes do not establish an exact cap such as 99%.
Use the Ludus assistant to distinguish this unfinished-training condition from a fighter who is simply unavailable inside a room.
What replaced Armor Mastery?
The November patch adds Last Stand, replacing Armor Mastery. Once per fight, it allows the gladiator to survive a killing blow with 1 Health. Higher rank extends the period of invulnerability.
That does not give you a published duration for each rank. Do not use it as a promise that a fighter can ignore every lethal attack or survive indefinitely. Read the installed skill tooltip and the match situation.
Which other older skill descriptions need checking?
| Skill or system | Latest relevant published change |
|---|---|
| Deadly Strike | Bonus damage against enemies below 30% Health, replacing a random trigger |
| Riposte | Fixed activation chance; higher rank increases counterattack damage |
| Close Distance | Improved bonus damage; exact amount not provided |
| Headbutt | Reworked; no full numeric table provided |
| Weapon Skill and Iron Body | Rebalanced in November; exact ranks not listed |
| Defense | October update makes it increase Armor from each equipped armor piece |
The old August Defense description involving a damage-reduction proc is not the latest explanation. Equipment, Defense and range connects the newer effect to armor choices.
The official notes do not supply a complete class-by-class skill tree. A skill being available across classes in an older patch does not tell you every current rank cap or training duration.
Does the Doctore boost still add Fatigue or reduce Morale?
The October 16 update says the training boost no longer adds extra Fatigue. The September 17 update says the whip no longer causes a Morale penalty.
Earlier notes contain other penalty wording, so date matters. Use the later explicit changes rather than adding an obsolete penalty to your plan. The sources still do not provide a complete current training-time formula or the exact boost at every relevant condition.
For a fighter already tired or injured, Fatigue, injuries and Morale explains why training availability and actual fitness should be checked separately.
What if the training timer clashes with an Arena Match?
October’s demo rule auto-finishes resting or training with strictly less than 0.1 day remaining when an Arena Match is pending. It does not promise completion for every unfinished activity.
If a fighter remains assigned, follow arena readiness for the documented PC removal action. Do not rely on unpausing to wait out a pending match: September notes say attempting that can produce an error sound.
How should you report unexpected progress?
Record the skill, its rank and progress before the fight, the result, the progress afterward and whether it completes when ordinary training resumes. State demo or full game and the build shown.
Use the official discussions if the behavior still contradicts the published limit. Difficulty and rewards helps keep learning progress separate from defeat income.
Which sources establish the current explanation?
- November 2: arena learning and skill reworks.
- October 16: Doctore Fatigue.
- October 7: Defense and nearly completed activities.
- September 17: Morale and pending-match unpause behavior.
Checked November 5, 2026. No personal test, guaranteed progress amount or complete numerical skill tree is claimed.
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