The four classes
Murmillo
Shield and gladius. The wall of the sand: soaks punishment, wins long fights, forgives mistakes.
Passive: The Wall: +10 block chance, counted before the block cap.
Skill tree →Retiarius
Net and trident. Reach, control and initiative; fragile if the distance closes.
Passive: The Eel: +8 dodge chance.
Skill tree →Dimachaerus
Two blades, no guard. The highest damage ceiling in the game and the shortest tolerance for error.
Passive: Twin Blades: +8 critical chance.
Skill tree →Bestiarius
Fights alongside a beast. Brings a second body to a duel that was supposed to be one on one.
Passive: Beast Blood: +12% max HP, and a beast fights at your side.
Skill tree →Base attributes at level 1. Every level adds 3 free attribute points and 2 skill points; the level cap is 100. Full formulas for what each attribute does are on the Combat page.
The six attributes
Strength (STR)
Raw damage on every hit: +0.3 damage per point on both ends of the weapon roll. Also feeds block chance (STR/10). The plainest stat in the game and never a wasted point.
Dexterity (DEX)
Critical chance (DEX/5, hard cap 60%) and the critical multiplier (2.0 + DEX/200). Also cuts the enemy dodge (DEX/5) and adds half its value to initiative.
Agility (AGI)
Dodge (AGI/4, hard cap 50%), counter-attack (AGI/8, cap 30%) and initiative: who swings first, and how often you are simply not there.
Endurance (END)
Max HP (+5 per point) and armour (+0.3 per point). Long fights are won here, not by hitting harder. Shown as CON in item data.
Intelligence (INT)
Battle Focus: denies enemy criticals (INT/6) and cuts their dodge (INT/8). The defensive counterpart to Dexterity.
Charisma (CHA)
Double attack (CHA/10), extra gold and intimidation, plus the social systems around the ludus.
From the in-game handbookCharacter
Your gladiator at a glance. Every number here is your real combat value - base stats plus equipment, skills, set bonuses and mastery, exactly what the battle engine uses.
The six stats (you get 3 free points per level):
STR (Strength) - raw damage on every hit
DEX (Precision) - crit chance (DEX/5, hard cap 60%) and crit damage multiplier (2.0 + DEX/200); also lowers enemy dodge
AGI (Agility) - dodge chance (AGI/4, hard cap 50%), Counter (AGI/8, max 30%, rolled only on a blow you did not dodge) and Initiative
END (Endurance) - HP and Armor
INT (Intelligence) - Battle Focus: denies enemy crits (INT/6) and cuts their dodge (INT/8)
CHA (Charisma) - double attack / bonus second strike (CHA/10, max 25%), +gold (CHA/5) and intimidation (-CHA/10% to enemy damage)
Armor is percentage damage reduction, not a flat number: more Armor cuts a bigger share of each hit, but the reduction shrinks against higher-level foes and is capped at 70%. Note the two different "crit" numbers: Crit Chance is how often you crit, Crit Multiplier (from DEX) is how hard that crit lands. Nothing over a hard cap is wasted: crit chance above 60% turns into +1 DEX for every single point over, dodge above 50% into +1 AGI the same way, block above 75% into +1 CON for every 3% over, and on top of that every 2% you hold over any hard cap becomes +1% damage, up to +15% in total - so a maxed specialist keeps getting stronger. Any "Lethal" crit chance from skills is just ordinary crit chance under a fancy name.
Initiative decides who strikes first each round: AGI + half your DEX + all the Initiative on your weapon and armour. Every +1 of Initiative on a piece of gear is +1 here. It does not make you attack more often - that is Double Attack, which comes from CHA.
Healing stops after round 20 - Life Steal, Regen, Vampiric Fang and every other source of healing only work for the first 20 rounds of a fight. After that both fighters can only lose HP, so no duel can drag on forever. Build around it: a healing set wins long fights, but it will not save you past round 20. Cheat Death is the exception - it can still pull you back from the brink at any point in the fight.
Class passive - your permanent bonus, shown in gold under your class. Each class favors different stats: pump your main stat first, but never leave Endurance at base - dead gladiators deal no damage.
Portrait - click it to pick from 22 portraits. 🎖 Titles - equip earned titles; they show next to your name everywhere, including chat and rankings.
Skill trees
From the in-game handbookSkills
Your class skill tree - three themed paths per class. This is where builds are born.
Earn 2 skill points per level. Each rank costs its own number in points (rank 1 = 1pt ... rank 5 = 5pts), so your ~120 lifetime points cover roughly one and a half of the three paths. Choose what defines you.
Passive skills add flat stats (HP, damage, crit, dodge, armor...) that stack on top of your gear - always active, always working.
Proc skills trigger live in battle and show in the fight log:
Bleed - damage over time (chance capped at 50%)
Stun - enemy loses a turn (cap 30%)
Double strike - an extra attack (cap 40%)
Execute - bonus damage vs foes below 30% HP (cap 40%)
Lifesteal - heal from damage dealt (cap 40%)
Thorns - reflect part of hits taken (cap 50%)
Regen - HP back every turn (cap 10%/turn)
Cheat death - survive one lethal blow per fight
Build around them - a stun-lock build plays nothing like a bleed or crit build, and dungeon runs love sustain (lifesteal/regen) since HP carries between stages.

Murmillo
Bastion 11 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Shield WallYears behind the scutum harden your guard. | level 1 | 5 | +4% armor per rank |
Thick SkinHardened body takes the blows. | level 5 | 5 | +20 max HP per rank |
Spiked GuardAttackers bleed against your shield. | level 10 | 3 | +3% damage reflected back per rank |
BulwarkYou are the wall others hide behind. | level 12 | 5 | +25 max HP per rank |
Iron WillRaise your shield in time. | level 15 | 5 | +3% block chance per rank |
PhalanxArmor like a formation of shields. | level 20 | 5 | +3% armor per rank |
UnbreakableMore maximum health. | level 25 | 5 | +3% max HP per rank |
Wall BreakerA body this heavy hits like a battering ram. | level 25 | 3 | +2% damage per rank |
AegisDivine protection of the arena. | level 28 | 5 | +3% armor per rank |
Titan EnduranceWounds close between rounds. | level 35 | 3 | +2% HP regenerated per round (first 20 rounds) per rank |
Roman WallYour guard closes more often than it opens. | level 40 | 3 | +4% block chance per rank |
Legion 10 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Gladius MasteryThe blade of Rome bites deeper. | level 1 | 5 | +3% damage per rank |
RiposteAnswer every blow. | level 5 | 5 | +2% counter chance per rank |
Legion DisciplineTrained strikes hit harder. | level 8 | 5 | +2% damage per rank |
Shield BashStun with the boss of your shield. | level 10 | 5 | +3% stun chance per rank |
Veteran StanceEvery scar teaches defense. | level 15 | 5 | +2% armor per rank |
Centurion's EyeFind the gap in their guard. | level 22 | 5 | +2% critical chance per rank |
Champion GuardDiscipline sharpens every strike. | level 30 | 5 | +2% damage per rank |
Arena VeteranThe sand has taught you everything. | level 30 | 5 | +2% all attributes per rank |
Stone FistYour shield is a weapon too. | level 35 | 5 | +4% damage per rank |
ConquerorStrength and precision in one body. | level 38 | 5 | +2% STR and DEX per rank |
Last Bastion 9 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
DefianceEvery hit hurts a little less. | level 18 | 5 | +2% damage reduction on every hit, after armor per rank |
Last StandCornered men swing with everything left. | level 20 | 3 | +8% damage per rank |
JuggernautHeavy blows lose their edge on you. | level 40 | 5 | +2% damage reduction on every hit, after armor per rank |
Martyr's FrameA body built to endure everything. | level 42 | 5 | +3% max HP per rank |
InvictusAttackers bleed on your armor. | level 45 | 3 | +3% damage reflected back per rank |
Shield of GloryA champion's guard never drops. | level 45 | 5 | +1% armor per rank |
Eternal GuardThe block that never falters. | level 48 | 5 | +1% block chance per rank |
Spirit of the ColosseumThe sand itself shields its favourite son. | level 50 | 3 | +5% armor per rank |
ImmortalisA slim chance to walk away from a killing blow. | level 50 | 1 | +5% chance to survive a killing blow per rank |
Retiarius
Tide 10 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
EvasionSlip away from blows. | level 5 | 5 | +2% dodge chance per rank |
Quick FeetStrike before they do. | level 5 | 5 | +3 initiative per rank |
Hit and RunNever stand where you struck, so the blow that finds you finds less of you. | level 10 | 3 | +3% damage reduction on every hit, after armor per rank |
Riding the CurrentThe tide carries you first into battle. | level 12 | 5 | +3 initiative per rank |
AcrobatYou answer their blows more often. | level 15 | 5 | +2% counter chance per rank |
Wiry FrameA lean body that takes far more than it looks like it can. | level 25 | 5 | +30 max HP per rank |
Sea FighterThe tide sets your pace, and every thrust rides it. | level 30 | 5 | +2% damage per rank |
Breath of the DeepYou last in the water long after other men drown. | level 38 | 5 | +2% max HP per rank |
Turn the TideYou become water. | level 40 | 3 | +5% dodge chance per rank |
UntouchableThe hardest man in the arena to lay a hand on. Dodge still caps at 50%, and everything above it turns into damage. | level 50 | 1 | +15% dodge chance per rank |
Trident 9 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Trident ThrustThree points, one wound. | level 1 | 5 | +3% damage per rank |
Harpoon StrikeEvery thrust drives deeper. | level 8 | 5 | +2% damage per rank |
Poisoned BladeWounds that fester. | level 15 | 5 | +2% bleed chance per rank |
SpearheadFind the artery. | level 22 | 5 | +2% critical chance per rank |
Exploit WeaknessCritical wounds tear wide open. | level 25 | 3 | +5% critical damage per rank |
Shadow StepStrike from where they cannot follow. | level 30 | 5 | +2% critical chance per rank |
Leviathan's BiteCrits like the jaws of the deep. | level 42 | 5 | +4% critical damage per rank |
Death DanceMovement flows straight into the blade. | level 45 | 3 | +4% damage per rank |
Grace of NeptuneThe sea god favors you. | level 45 | 5 | +3% damage per rank |
Net 10 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Net MasteryTangle them long enough to strike. | level 1 | 5 | +3% stun chance per rank |
EntangleRoot them where they stand. | level 10 | 5 | +2% stun chance per rank |
CrippleWounded legs cannot chase. | level 20 | 3 | +4% stun chance per rank |
Wind DancePure agility, refined. | level 20 | 5 | +3% AGI per rank |
Net WeaverThe net is an extension of your arm. | level 28 | 5 | +2% AGI per rank |
Punish the MissEvery blow they waste, you make them pay for. | level 35 | 3 | +4% damage per rank |
Nerve StrikeA hit on the nerve turns a wound into a killing one. | level 35 | 5 | +4% critical damage per rank |
Scarred HideEvery net fighter who lived this long is mostly old wounds. | level 40 | 5 | +25 max HP per rank |
Gift of the AbyssThe deep strengthens everything. | level 48 | 5 | +2% all attributes per rank |
Water DancerThe final form of the flow. | level 50 | 3 | +4% damage per rank |
Dimachaerus
Blade Dance 9 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Pugio MasteryTwin daggers find weak points. | level 1 | 5 | +3% critical chance per rank |
Killer InstinctCrits hit catastrophically. | level 10 | 3 | +8% critical damage per rank |
Razor EdgeBlades honed past reason. | level 12 | 5 | +2% critical chance per rank |
Find the OpeningCritical wounds cut deeper. | level 18 | 5 | +4% critical damage per rank |
LethalityMore of your strikes land lethal. | level 20 | 5 | +4% critical chance per rank |
ExecutionerFinish the wounded. | level 25 | 3 | +8% damage vs enemies below 30% HP per rank |
Twin FangsBoth blades bite at once. | level 30 | 5 | +4% critical chance per rank |
Critical MasterThe art of the perfect cut. | level 35 | 3 | +4% critical chance per rank |
PerfectionEvery strike aims for the kill. | level 42 | 5 | +2% critical chance per rank |
Shadow 9 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Armor BreakerTwin blades slip between the plates - EVERY strike ignores part of enemy armor. | level 5 | 5 | +5% armor ignored by every attack per rank |
Ghost BladeCut from where they cannot see. | level 8 | 5 | +4% damage per rank |
FlickerStrike between heartbeats. | level 22 | 5 | +4% damage per rank |
Swift BladeFirst blood is yours. | level 25 | 5 | +3 initiative per rank |
Living ShadeAgility beyond the flesh. | level 32 | 5 | +2% AGI per rank |
Shadow StrikeYour critical hits cut through armor like mist. | level 35 | 5 | +5% armor ignored by your critical hits per rank |
Death MarkMark them. End them. | level 45 | 3 | +5% damage vs enemies below 30% HP per rank |
Embrace the VoidWhat is shadow cannot be wounded. | level 48 | 5 | +2% damage reduction on every hit, after armor per rank |
Blade StormA wounded man does not survive the flurry. | level 50 | 1 | +10% damage vs enemies below 30% HP per rank |
Frenzy 11 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Dual WieldTwo blades, twice the pain. | level 1 | 5 | +3% damage per rank |
Flurry of BlowsStrike again before they blink. | level 5 | 5 | +2% double attack chance per rank |
BleedingWounds that keep giving. | level 10 | 5 | +3% bleed chance per rank |
Battle FrenzyYou fight like something unchained. | level 15 | 5 | +2% damage per rank |
Aggravate WoundEvery cut is meant to widen. | level 15 | 5 | +3% damage per rank |
Blade WhirlwindSteel in every direction. | level 20 | 3 | +5% double attack chance per rank |
FuryRage feeds muscle and aim. | level 30 | 5 | +2% STR and DEX per rank |
RelentlessAttack. Again. Again. | level 40 | 5 | +3% double attack chance per rank |
Battle TranceThe world slows. You do not. | level 40 | 3 | +4% damage per rank |
Thousand CutsNothing survives enough small wounds. | level 45 | 5 | +2% damage per rank |
Gladiator KingThe arena bows to its king. | level 50 | 3 | +5% damage per rank |
Bestiarius
Bond 9 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Beast BondFighting beside the beast makes you deadlier. | level 1 | 5 | +2% damage per rank |
KinshipThe pack keeps you alive. | level 12 | 5 | +35 max HP per rank |
TamingA tamed beast opens wounds you could not reach. | level 15 | 5 | +2% damage per rank |
Iron JawYou have learned to bite as hard as it does. | level 35 | 3 | +6% critical damage per rank |
Blood BondTheir blood closes your wounds. | level 40 | 3 | +4% damage healed back (first 20 rounds) per rank |
SymbiosisTwo bodies, one hunter. | level 42 | 5 | +2% all attributes per rank |
Beast MasterYou strike twice as often as prey expects. | level 45 | 5 | +3% double attack chance per rank |
Legion of BeastsThe wild answers your call. | level 50 | 3 | +5% damage per rank |
Apex PredatorThe killing blow comes twice. | level 50 | 1 | +100% double attack chance per rank (caps at 40%) |
Primal 10 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Axe MasteryThe axe remembers the forest. | level 1 | 5 | +2% damage per rank |
Thick HideSkin like old leather. | level 10 | 5 | +25 max HP per rank |
Feral RageSomething feral drives every swing. | level 10 | 3 | +3% damage per rank |
Savage BlowBlows heavy enough to fold a man. | level 20 | 3 | +5% damage per rank |
SurvivalYou have learned what keeps men alive. | level 20 | 5 | +3% armor per rank |
Hardened HideNature made you armored. | level 28 | 5 | +3% armor per rank |
War CryYour roar lands before your axe does. | level 30 | 5 | +2% damage per rank |
UnstoppableHit you, and you hit back. | level 40 | 5 | +2% counter chance per rank |
Primal FuryThe old blood rises. | level 45 | 3 | +5% damage per rank |
Colossus of the WildA mountain that walks. | level 48 | 5 | +4% max HP per rank |
Alpha 10 skills
| Skill | Unlocks | Max rank | Effect per rank |
|---|---|---|---|
Wild InstinctSense the strike before it lands. | level 5 | 5 | +2% dodge chance per rank |
Pack TacticsStrike as the pack strikes. | level 5 | 5 | +2% double attack chance per rank |
HowlThey flinch, and you are already there. | level 15 | 5 | +1% damage per rank |
Stalker's EyeWatch. Wait. Strike true. | level 18 | 5 | +2% critical chance per rank |
Pack AlphaThe alpha strikes hardest. | level 25 | 5 | +3% damage per rank |
PredatorPrey never sees the end. | level 25 | 3 | +4% critical chance per rank |
ChargeYou come in like a bull. | level 30 | 5 | +3% damage per rank |
DominionThis arena is your territory. | level 32 | 5 | +2% damage per rank |
Feral SensesNothing surprises the wild. | level 35 | 5 | +2% dodge chance per rank |
Eye of the ApexKills, not wounds. | level 38 | 5 | +3% critical damage per rank |
Mastery lines
Mastery is trained over real time rather than bought outright. Each line belongs to a master, has five ranks, and gems can skip the remaining wait. One lesson per milestone level, five in a lifetime.
Gladiator Strike Kasjar
Flat weapon damage, forged into muscle memory.
Requires STRGrants DamagePer rank 15 / 25 / 40 / 60 / 85Shadow Reflex Mira
+20 AGI per rank - dodge, initiative, pure speed.
Requires AGIGrants AgilityPer rank 20 / 20 / 20 / 20 / 20Bull Heart Brutus
Flat health. Old-breed endurance.
Requires ENDGrants Max HPPer rank 100 / 160 / 240 / 350 / 500Falcon Eye Varn
+20 DEX per rank - crit chance, crit power, precision.
Requires DEXGrants DexterityPer rank 20 / 20 / 20 / 20 / 20
| Rank | Character level | Attribute | Gold | Skip cost |
|---|---|---|---|---|
| Rank 1 | 30 | 40 | 20,000 | 50 gems |
| Rank 2 | 40 | 60 | 60,000 | 75 gems |
| Rank 3 | 50 | 85 | 180,000 | 100 gems |
| Rank 4 | 60 | 115 | 450,000 | 150 gems |
| Rank 5 | 70 | 150 | 1,000,000 | 200 gems |
Every lesson takes 72 hours. Your gladiator keeps fighting meanwhile.
Weapon proficiency
Separate from mastery: every weapon type tracks its own kill count. Steps land at 0, 10, 30, 75, 150, 300, 600, 1000 kills.
Stat training
Gold becomes permanent attribute points at the training ground. The price of a point grows with every point you have already trained and is the same for every attribute, so the shape of your build is your choice, not the price list.
| Session | Length | Points | Price |
|---|---|---|---|
| Quick Training | 15 min | +1 | 100% per point |
| Standard Training | 1 h | +2 | 90% per point |
| Intensive Training | 4 h | +3 | 80% per point |
| Night Training | 8 h | +6 | 70% per point |
Price of the next point: max(12, 8.784 × n1.15) gold, where n is the number of points already trained. Each attribute's trained base is capped at 30 + 6 per level. Long sessions discount the price and the counter never resets, so the first points are the cheap ones.
From the in-game handbookTraining & Masters
Convert gold into permanent power - stats trained here survive everything, even a Fresh Start.
Stat Training: pick a stat and duration - Quick 15 min (+1 pt) up to Night 8h (+6 pts at a -30% price discount). Longer sessions = better gold-per-point. The price of a point grows with every point your gladiator has already trained, and is the same for every stat. The shape of your build is your choice and not the price list, and the counter never resets, so your first points are the cheap ones. Each stat's trained base is capped at 30 + 6 per level (gear, skills and sets stack on top with no limit) - level up to train it higher. Province Barracks reduce training time. Training cannot be rushed with gems - the clock is the price you pay for base stats.
⚜ Masters (level 30+) - the four masters of your story teach mastery for hard, flat power:
Gladiator Strike (Kasjar) - flat attack damage
Bull Heart (Brutus) - flat HP
Shadow Reflex (Mira) - +20 AGI per rank
Falcon Eye (Varn) - +20 DEX per rank
The rule of five: one lesson per milestone (lv 30/40/50/60/70) = 5 lessons in a lifetime. Each next lesson costs more gold (20k up to 1M) and demands a higher trained stat. Deeper ranks in one line give bigger bonuses - so specialize into one master or sample several, but you cannot have everything. Every lesson takes 72h (one at a time; your gladiator keeps fighting meanwhile, gems can skip the wait).

Respec
Rebuilding your skill allocation is free up to level 10, so early experimenting costs nothing. After that it costs 400 gems.
Shield Wall
Thick Skin
Unbreakable
Wall Breaker
Centurion's Eye
Arena Veteran
Shield of Glory
Evasion
Quick Feet
Beast Bond