Rarity
Rarity multiplies the base stats of the item, decides how many affixes it can carry and what the shop pays when you sell it.
| Rarity | Stat multiplier | Main affixes | Sub affixes | Sells for |
|---|---|---|---|---|
| Common | ×1 | 0 | 0 | 30% of value |
| Uncommon | ×1.15 | 1 | 1 | 40% of value |
| Rare | ×1.3 | 2 | 2 | 50% of value |
| Epic | ×1.5 | 2 | 3 | 65% of value |
| Legendary | ×1.8 | 3 | 3 | 80% of value |
| Class set | ×1.5 | 2 | 2 | 60% of value |
| Named set | ×1.6 | 2 | 3 | 70% of value |
Uniques have a pity counter: after 100 eligible drops without one, the next is guaranteed.
Quality
On top of rarity, every item rolls a quality percentage. Quality scales the whole item, so a Perfect common can beat a badly rolled rare of the same tier.
| Tier | From |
|---|---|
| Perfect | 100% |
| Grandmaster | 93% |
| Masterwork | 78% |
| Exquisite | 51% |
| Fine | 19% |
| Plain | 3% |
| Chipped | 0% |
Quality multiplier runs from 1.26 at the bottom to the cap at 97, with 35 as the neutral point.
Affixes
Main affixes hand out attributes, sub affixes touch the derived numbers. The value scales with the item level.
Main pool
| Affix | Grants | Base |
|---|---|---|
| of Strength | Strength | +2 |
| of Precision | Dexterity | +2 |
| of Swiftness | Agility | +2 |
| of Endurance | Endurance | +2 |
| of Vitality | Max HP | +12 |
| of the Clear Eye | Intelligence | +2 |
| of Presence | Charisma | +2 |
Sub pool
| Affix | Grants | Base |
|---|---|---|
| of Warding | Armor | +3 |
| of the Wind | Initiative | +3 |
| of the Ox | Strength | +2 |
| of the Boar | Endurance | +2 |
| of the Bear | Max HP | +12 |
| of the Hawk | Dexterity | +2 |
| of the Fox | Agility | +2 |
Traits
Traits are conditional effects rolled on top of affixes: 6 on weapons, 9 on armour, appearing from uncommon upward.
| Trait | Where | Range |
|---|---|---|
| Blood rage (damage grows as your HP falls) | Weapon | 1–10 |
| Lifesteal | Weapon | 1–5 |
| Bleed | Weapon | 5–15 |
| Execute | Weapon | 3–10 |
| Double attack | Weapon | 1–4 |
| Armor pierce | Weapon | 5–15 |
| Armor | Armour | 1–30 |
| Regeneration | Armour | 1–3 |
| Reflect | Armour | 3–10 |
| Ironhide (damage reduction) | Armour | 1–4 |
| Bleed resistance | Armour | 10–30 |
| Stun resistance | Armour | 10–30 |
| Critical resistance | Armour | 1–5 |
| Luck | Armour | 1–5 |
| Gold found | Armour | 3–10 |
Uniques 29




























Class sets 16
A set is 6 pieces (Blade, Cuirass, Helm, Greaves, Grips, Striders) and pays out at 2, 4 and 6 pieces worn.
Legionary's Bulwark Murmillo level 10
2 pieces Armor +8
4 pieces Max HP +60Armor % +5
6 pieces Armor % +10Flat damage reduction +2Unbreakable: -2% damage taken from every hit
Wall of Rome Murmillo level 25
2 pieces Armor +18
4 pieces Max HP +150Armor % +8
6 pieces Armor % +14Flat damage reduction +4Block +6The Wall stands: +6% block, -4% damage taken per hit
Aegis of Mars Murmillo level 50
2 pieces Armor +35
4 pieces Max HP +350Armor % +12
6 pieces Armor % +20Flat damage reduction +7Block +10Damage % +8Mars himself: massive defense AND +8% damage
Tidecaller's Net Retiarius level 10
2 pieces Dodge +3
4 pieces Initiative +6Dodge +3
6 pieces Dodge +5Initiative +8Slippery as the tide: +5% dodge, +8 initiative
Neptune's Grasp Retiarius level 25
2 pieces Dodge +4
4 pieces Initiative +10Dodge +5
6 pieces Dodge +8Initiative +14Damage % +6The sea strikes back: +6% damage on top of the dance
Abyssal Tide Retiarius level 50
2 pieces Dodge +6
4 pieces Initiative +16Dodge +7
6 pieces Dodge +12Initiative +22Damage % +12Critical chance +6The abyss looks back: dodge, speed, crit - all of it
Twin Fangs Dimachaerus level 10
2 pieces Critical chance +3
4 pieces Critical chance +4Damage % +4
6 pieces Critical chance +6Critical damage % +20Both fangs bite: +20% crit damage
Crimson Dance Dimachaerus level 25
2 pieces Critical chance +5
4 pieces Critical chance +6Damage % +7
6 pieces Critical chance +9Critical damage % +35Initiative +8The dance quickens: crits carve deeper, strikes come sooner
Shadow of Two Blades Dimachaerus level 50
2 pieces Critical chance +7
4 pieces Critical chance +9Damage % +11
6 pieces Critical chance +14Critical damage % +55Initiative +12Dodge +5You are the shadow: overwhelming crit and speed
Packhunter's Garb Bestiarius level 10
2 pieces Max HP +40
4 pieces Damage % +5Max HP +50
6 pieces Damage % +8Max HP +80The pack hunts as one: +8% damage, +80 HP
Alpha's Dominion Bestiarius level 25
2 pieces Max HP +90
4 pieces Damage % +8Max HP +110
6 pieces Damage % +12Max HP +180Critical chance +5Alpha rules: damage, endurance and killer instinct
Primal Sovereign Bestiarius level 50
2 pieces Max HP +180
4 pieces Damage % +12Max HP +220
6 pieces Damage % +18Max HP +380Critical chance +8Armor % +8Nature bows: the apex predator of the sands
Bastion of the Tenth Murmillo level 37
2 pieces Armor +26
4 pieces Max HP +240Armor % +10
6 pieces Armor % +17Flat damage reduction +5Block +8The Tenth never yielded: -5% damage taken per hit, +8% block
Coils of the Deep Retiarius level 37
2 pieces Dodge +5
4 pieces Initiative +13Dodge +6
6 pieces Dodge +10Initiative +18Damage % +9The deep coils tighten: +10% dodge, +18 initiative, +9% damage
Crimson Vow Dimachaerus level 37
2 pieces Critical chance +6
4 pieces Critical chance +7Damage % +9
6 pieces Critical chance +11Critical damage % +45Initiative +10The vow is paid in blood: +11% crit, +45% crit damage
Bonecaller's Hide Bestiarius level 37
2 pieces Max HP +135
4 pieces Damage % +10Max HP +165
6 pieces Damage % +15Max HP +280Critical chance +6The pack answers bone: +15% damage, +280 HP
Named sets 6
Named sets do not drop from the general loot table. Each one belongs to a dungeon and only that dungeon can hand it over. They are smaller than class sets, open to every class, and pay out at their own thresholds.
Spoils of Spartacus Cemetery level 12 4 pieces
2 pieces Damage % +5
3 pieces Critical chance +4
4 pieces Damage % +10Critical damage % +15The rebellion lives: +10% damage, +15% crit damage
Neptune's Deep Mines level 20 4 pieces
2 pieces Dodge +4
3 pieces Max HP +80
4 pieces Dodge +8Initiative +10The deep shelters you: +8% dodge, +10 initiative
Vulcan's Forge Ruins level 28 4 pieces
2 pieces Armor +12
3 pieces Block +6
4 pieces Armor % +8Flat damage reduction +3Forged, not born: +8% armor, -3% damage taken from every hit
Huntress' Moon Ruins level 35 4 pieces
2 pieces Critical chance +5
3 pieces Initiative +8
4 pieces Critical chance +8Critical damage % +25The moon marks your prey: +8% crit, +25% crit damage
Shadows of the Colosseum Colosseum / Palace level 42 5 pieces
2 pieces Dodge +5
3 pieces Damage % +8
5 pieces Dodge +8Critical damage % +30Initiative +10You fight from the dark: dodge, speed and cruel crits
Regalia of the Fallen Emperor Colosseum / Palace level 48 5 pieces
2 pieces Max HP +150
3 pieces Damage % +10
5 pieces Armor % +12Damage % +12Critical chance +8The purple never fades: power in every direction
26 named-set pieces exist in total; they are listed with everything else in the Arsenal.
Curses (Defixio) 12
Roman gladiators really buried lead curse tablets against their rivals. At the blacksmith you bind one curse to your equipped weapon and one to your chest armour. The tablet decides the tier (I to V), the curse itself is random, and re-rolling destroys the old one. Two curses of the same school give a +10% synergy. A curse reaches full power at level 25; below that its value scales with level / 25, floor 0.35.
| Curse | School | Slot | Effect | Tier I | Tier III | Tier V |
|---|---|---|---|---|---|---|
| Curse of the Leech | Blood | Weapon | Heal for 2.5 per tier% of damage dealt | Heal for 2.5% of damage dealt | Heal for 7.5% of damage dealt | Heal for 12.5% of damage dealt |
| Mark of the Bleeding | Blood | Weapon | Hits make the enemy bleed for 2 per tier% over 3 rounds | Hits make the enemy bleed for 2% over 3 rounds | Hits make the enemy bleed for 6% over 3 rounds | Hits make the enemy bleed for 10% over 3 rounds |
| Executioner's Seal | Blood | Weapon | +6 per tier% damage vs enemies below 30% HP | +6% damage vs enemies below 30% HP | +18% damage vs enemies below 30% HP | +30% damage vs enemies below 30% HP |
| Curse of the First Blood | Blood | Weapon | +8 per tier% damage on your first strike | +8% damage on your first strike | +24% damage on your first strike | +40% damage on your first strike |
| Curse of Retribution | Iron | Armor | Reflect 2.5 per tier% of damage taken | Reflect 2.5% of damage taken | Reflect 7.5% of damage taken | Reflect 12.5% of damage taken |
| Stoneskin Ward | Iron | Armor | Reduce every hit by 1.6 per tier% | Reduce every hit by 1.6% | Reduce every hit by 4.8% | Reduce every hit by 8% |
| Curse of the Last Stand | Iron | Armor | Below 25% HP: take 5 per tier% less damage, +2 per tier% dodge | Below 25% HP: take 5% less damage, +2% dodge | Below 25% HP: take 15% less damage, +6% dodge | Below 25% HP: take 25% less damage, +10% dodge |
| Ward of Vigor | Iron | Armor | Below 60% HP: regenerate 0.6 per tier% max HP each round | Below 60% HP: regenerate 0.6% max HP each round | Below 60% HP: regenerate 1.8% max HP each round | Below 60% HP: regenerate 3% max HP each round |
| Ironbreaker's Mark | Shadow | Weapon | Ignore 12 per tier% of enemy armor | Ignore 12% of enemy armor | Ignore 36% of enemy armor | Ignore 60% of enemy armor |
| Hex of Slowness | Shadow | Weapon | Enemy initiative -3 per tier | Enemy initiative -3 | Enemy initiative -9 | Enemy initiative -15 |
| Twin Curse | Shadow | Weapon | 2.5 per tier% chance to strike twice | 2.5% chance to strike twice | 7.5% chance to strike twice | 12.5% chance to strike twice |
| Mirror Ward | Shadow | Armor | 8 per tier% chance to fully negate a hit (once per fight) | 8% chance to fully negate a hit (once per fight) | 24% chance to fully negate a hit (once per fight) | 40% chance to fully negate a hit (once per fight) |
Tablets
Common tablet
forged for gold at the blacksmith
Tier I 50%Tier II 35%Tier III 15%Silver tablet
dropped by dungeon bosses
Tier II 45%Tier III 40%Tier IV 15%Lead tablet
Colosseum tournament champion
Tier III 50%Tier IV 35%Tier IVI 15%From the in-game handbookCurses (Defixio)
Ancient Roman curse tablets - gladiators really buried these, cursing their rivals! At the Blacksmith you can bind one of 12 unique curses to your equipped weapon or chest armor.
Three schools:
🗡 Blood - lifesteal, bleeding, execution damage
🛡 Iron - reflect, damage reduction, regeneration
🌙 Shadow - armor piercing, slowing, extra strikes
Tablets decide the power (tier I-V):
📜 Common - forged for gold, rolls I-III
🥈 Silver - dropped by dungeon bosses, rolls II-IV
🏆 Lead - Colosseum tournament reward, rolls III-V
The curse is random - re-roll as many times as your purse allows, but the old curse is always destroyed. Two curses of the same school give a +10% synergy bonus. Hunt your perfect combination!
The blacksmith
The smith raises an item from +1 to +10. Cost scales with the item and its rarity; success chance falls as the level climbs. Up to +5 a failed attempt costs only gold; above that it can set the item back one level. The item is never destroyed and every failure refunds half the gold.
| Rarity | Cost multiplier | Stat growth per level |
|---|---|---|
| Common | ×1 | 0.5 |
| Uncommon | ×1.3 | 1 |
| Rare | ×1.6 | 1.5 |
| Epic | ×2 | 2 |
| Legendary | ×2.5 | 3 |
| Class set | ×2.5 | 3 |
| Named set | ×2.5 | 3 |
| Cursed | ×1.6 | 1.5 |
A ludus with a Guild Forge cuts the bill for every member. From +7 the item name glows red in game.
From the in-game handbookBlacksmith
Upgrade your equipment from +1 to +10. Success chance falls as it climbs (100% early down to 25% at the top). While your gear is at +5 or below, a failed upgrade never costs a level - your work simply holds. Once it reaches +6 or higher, a failure slips it back one level (it is never destroyed) - the peak is a real gamble. Every failed forge refunds half the gold.
What grows: weapon damage and armor scale up per level, and every stat on the item grows too - higher rarities gain more per level (a legendary gains ~6x what a common does). A +10 item is a different beast than the +0 you found, and from +7 its name glows red - a mark of the forge for all to see.
Risk: success chance falls with each level (100% → 25% at the top). Up to +5 a failure costs only gold. From +6 up it can knock the item back one level, but the item itself is never destroyed. Upgrade your keepers, not everything you loot.
Guild Forge - your ludus' Forge building discounts all blacksmith costs.
⚡ Curse tablets - the Blacksmith also binds a Defixio curse to your weapon or chest. See the ⚡ Curses page for schools and tiers.

Shop, selling and trading
The shop rotates its offer every 6 hours and prices by rarity:
Common ×2.5Uncommon ×3Rare ×3.6Epic ×4.5The player market has guard rails so it cannot be used to move gold around freely:
Price ceiling ×400 of item valuePrice floor 2,000Daily gold cap 150,000Open trade offers 5From the in-game handbookShop
Four ways to trade.
Buy - a rotating offer matched to your level (3 tiers you can wear + one premium tier to aspire to). Rotates every 6 hours - check back if today's roll is weak.
Sell - instant gold. What you get depends on rarity: common 30%, uncommon 40%, rare 50%, set 60%, epic 65%, legendary 80% of value (cursed items are near-worthless at 5%). The 💰 Sell all button dumps every unequipped, unlocked, unlisted item in one click - 🔒 lock what you love first.
Market - player-to-player trading. List your items (Equipment → Market), buy other players' finds. 10% house cut, listings last 48h. Rare affixed pieces often fetch far more from players than from the shop.
Trades - a direct offer to one gladiator. In Equipment press Offer on an unequipped item, type their name and your price. They get a letter and 48 hours to accept or decline in Shop → Trades. Same 10% house cut and the same price limits as the Market. Max 5 open offers. Raid spoils cannot be traded.