RarityQualityAffixesUniquesSetsNamed setsCursesBlacksmithShop & selling

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.

RarityStat multiplierMain affixesSub affixesSells for
Common×10030% of value
Uncommon×1.151140% of value
Rare×1.32250% of value
Epic×1.52365% of value
Legendary×1.83380% of value
Class set×1.52260% of value
Named set×1.62370% 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.

TierFrom
Perfect100%
Grandmaster93%
Masterwork78%
Exquisite51%
Fine19%
Plain3%
Chipped0%

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

AffixGrantsBase
of StrengthStrength+2
of PrecisionDexterity+2
of SwiftnessAgility+2
of EnduranceEndurance+2
of VitalityMax HP+12
of the Clear EyeIntelligence+2
of PresenceCharisma+2

Sub pool

AffixGrantsBase
of WardingArmor+3
of the WindInitiative+3
of the OxStrength+2
of the BoarEndurance+2
of the BearMax HP+12
of the HawkDexterity+2
of the FoxAgility+2

Traits

Traits are conditional effects rolled on top of affixes: 6 on weapons, 9 on armour, appearing from uncommon upward.

TraitWhereRange
Blood rage (damage grows as your HP falls)Weapon1–10
LifestealWeapon1–5
BleedWeapon5–15
ExecuteWeapon3–10
Double attackWeapon1–4
Armor pierceWeapon5–15
ArmorArmour1–30
RegenerationArmour1–3
ReflectArmour3–10
Ironhide (damage reduction)Armour1–4
Bleed resistanceArmour10–30
Stun resistanceArmour10–30
Critical resistanceArmour1–5
LuckArmour1–5
Gold foundArmour3–10

Uniques 29

Every unique is a trade. Read the second half of each line before you equip it.
Berserker's Chain
Berserker's Chain
Amulet · lvl 40
Berserker: your damage rises as your HP falls, up to +12% at the brink of death, but you cannot heal by any means.
They bought him for twelve denarii. He paid every one of them back in blood, that first week.
Vampiric Fang
Vampiric Fang
Weapon · lvl 38
Vampiric: heal for 22% of the damage you deal during the first 20 rounds, but your maximum HP is cut by 15%.
Do not ask the smith what he quenched this blade in. A man asked once. He stopped asking things.
Executioner's Edge
Executioner's Edge
Weapon · lvl 42
Executioner: +70% critical damage against enemies below 50% HP, but -15% critical damage against healthier ones.
The headsman of Ostia took four hundred necks with it. He said the last cry is always the quietest.
Tortoise Aegis
Tortoise Aegis
Off hand · lvl 40
Tortoise: you take 40% less damage, but you can neither crit nor dodge.
The tortoise does not run and does not dance. The tortoise is simply still there when you are not.
Bleeding Crown
Bleeding Crown
Helmet · lvl 38
Bleeding Crown: your bleeds deal 4x damage, but your hits can never crit.
Worn by a king who had his subjects weep on command. The crown acquired the taste.
Mirror Cuirass
Mirror Cuirass
Chest · lvl 40
Mirror: reflect 32% of the damage you take, but your own damage is cut by 30%.
Polished until you can see your own face in it. So can the man swinging at you.
Swiftblade Sigil
Swiftblade Sigil
Ring · lvl 36
Swiftblade: one guaranteed extra attack every turn, but each hit deals 32% less damage.
Two cuts where there was one. Neither of them is the cut you meant to make.
Gambler's Dice
Gambler's Dice
Amulet · lvl 35
Gambler: every hit rolls between 0.5x and 2.0x damage instead of a fixed amount, which averages out higher.
He gambled his life on them and won. Every evening. Until the evening he did not.
Gravedigger's Spade
Gravedigger's Spade
Weapon · lvl 15
Gravedigger: +30% damage against enemies below 30% HP, but -10% critical chance.
He buried losers for thirty years and never once watched a fight. Said he already knew how they ended.
The Bronze Lung
The Bronze Lung
Chest · lvl 18
Bronze Lung: recover 3% of your max HP every round for the first 20 rounds, but you deal 12% less damage.
A Greek physician hammered it for a man with one lung. The man outlived the physician by twenty years.
Houndtooth Collar
Houndtooth Collar
Amulet · lvl 20
Houndtooth: +28% chance to inflict bleeding, but -15% critical chance.
Taken from the dog that would not let go of the editor's arm. They buried the arm. They kept the collar.
Salt-Caked Sandals
Salt-Caked Sandals
Boots · lvl 22
Salt-Caked: +28 initiative and +8% dodge, but -90 max HP.
He walked from Ostia in these, still wet. Nobody has ever seen him stand still since.
Thumb of the Editor
Thumb of the Editor
Ring · lvl 24
Editor’s Favour: +15 luck and +35% gold found, but -25 armor.
Turned down, a man dies. Turned up, a man lives. The crowd never noticed it was always the same thumb.
Splintered Buckler
Splintered Buckler
Off hand · lvl 26
Splintered: +20% block and +14% counter, but -22% dodge.
Cracked in the first hour of its first fight. Forty years later it is still cracked, and still here.
Ratcatcher's Wraps
Ratcatcher's Wraps
Gloves · lvl 28
Ratcatcher: +20% double attack chance, but you deal 14% less damage.
Under the arena you learn to strike twice, because the first one is always a feint and the rats know it.
Lictor's Fasces
Lictor's Fasces
Weapon · lvl 32
Lictor: +20% chance to stun, but you deal 16% less damage.
Carried ahead of magistrates to remind the street who was coming. It still makes men stop mid-step.
Second Skin
Second Skin
Chest · lvl 34
Second Skin: +16% dodge, but -55 armor. Nothing between you and the blade.
So thin the smith wept, taking payment. He said it was not armour. He said it was a promise not to get hit.
Boarhide Mantle
Boarhide Mantle
Shoulders · lvl 36
Boarhide: -5% damage taken from every hit and +220 max HP, but -32 initiative.
The boar took four spears before it went down. The mantle remembers all four and has no interest in a fifth.
Leechbone Grips
Leechbone Grips
Gloves · lvl 38
Leechbone: heal for 20% of the damage you deal in the first 20 rounds, but -140 max HP.
The surgeon swore the bone came from a whale. It did not come from a whale.
Widow's Kiss
Widow's Kiss
Weapon · lvl 40
Widow’s Kiss: +24% critical chance, but -210 max HP.
Three husbands, three inheritances, one very small blade. The fourth suitor asked to see her hands first.
Dead Man's Belt
Dead Man's Belt
Belt · lvl 42
Dead Man’s Belt: your damage climbs as your HP falls, up to +22% at the brink, but you cannot regenerate and lose 60 max HP.
Cut from a man who fought his best round while already dying. He simply had not been told yet.
Thornweave Cloak
Thornweave Cloak
Cloak · lvl 44
Thornweave: reflect 28% of the damage you take, but you deal 20% less damage.
Woven by a woman whose son died in the sand. She sold it cheap. She wanted it worn, not owned.
Sunderer of Walls
Sunderer of Walls
Weapon · lvl 50
Sunderer: ignore 38% of enemy armor, but -26% critical chance.
It was a siege tool before it was a weapon. Nobody told it about the change and it has not adapted.
Hourglass Greaves
Hourglass Greaves
Legs · lvl 52
Hourglass: +28% double attack chance, but you deal 18% less damage.
Sand runs both ways in them, the old smith claimed. He would not explain and he would not sell a second pair.
Martyr's Cuirass
Martyr's Cuirass
Chest · lvl 54
Martyr: reflect 42% of damage taken and +420 max HP, but you deal 32% less damage.
He never raised his sword in the final bout. The crowd threw coins anyway, and kept throwing them for an hour.
Seer's Blindfold
Seer's Blindfold
Helmet · lvl 56
Seer’s Blindfold: +85 Intelligence, denying enemy crits and sharpening your aim, but -26% dodge.
She read the fights from the sound alone and never lost a wager. They blinded her to be certain. She kept winning.
Kingmaker's Signet
Kingmaker's Signet
Ring · lvl 58
Kingmaker: +26% damage, but -360 max HP.
It crowned four emperors. It outlived four emperors. Draw from that what comfort you can.
Undying Wreath
Undying Wreath
Helmet · lvl 60
Undying: recover 6% of your max HP every round for the first 20 rounds, but you can never land a critical hit.
Laurel does not rot if you keep bleeding on it. This is not a metaphor and the wreath is very old.
Twin Souls Pauldrons
Twin Souls Pauldrons
Shoulders · lvl 62
Twin Souls: +30% double attack and +20% counter, but -60 armor.
Brothers who fought back to back for nine years. When one fell, the other kept turning to a shoulder that was not there.

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.

CurseSchoolSlotEffectTier ITier IIITier V
Curse of the LeechBloodWeaponHeal for 2.5 per tier% of damage dealtHeal for 2.5% of damage dealtHeal for 7.5% of damage dealtHeal for 12.5% of damage dealt
Mark of the BleedingBloodWeaponHits make the enemy bleed for 2 per tier% over 3 roundsHits make the enemy bleed for 2% over 3 roundsHits make the enemy bleed for 6% over 3 roundsHits make the enemy bleed for 10% over 3 rounds
Executioner's SealBloodWeapon+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 BloodBloodWeapon+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 RetributionIronArmorReflect 2.5 per tier% of damage takenReflect 2.5% of damage takenReflect 7.5% of damage takenReflect 12.5% of damage taken
Stoneskin WardIronArmorReduce 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 StandIronArmorBelow 25% HP: take 5 per tier% less damage, +2 per tier% dodgeBelow 25% HP: take 5% less damage, +2% dodgeBelow 25% HP: take 15% less damage, +6% dodgeBelow 25% HP: take 25% less damage, +10% dodge
Ward of VigorIronArmorBelow 60% HP: regenerate 0.6 per tier% max HP each roundBelow 60% HP: regenerate 0.6% max HP each roundBelow 60% HP: regenerate 1.8% max HP each roundBelow 60% HP: regenerate 3% max HP each round
Ironbreaker's MarkShadowWeaponIgnore 12 per tier% of enemy armorIgnore 12% of enemy armorIgnore 36% of enemy armorIgnore 60% of enemy armor
Hex of SlownessShadowWeaponEnemy initiative -3 per tierEnemy initiative -3Enemy initiative -9Enemy initiative -15
Twin CurseShadowWeapon2.5 per tier% chance to strike twice2.5% chance to strike twice7.5% chance to strike twice12.5% chance to strike twice
Mirror WardShadowArmor8 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.

RarityCost multiplierStat growth per level
Common×10.5
Uncommon×1.31
Rare×1.61.5
Epic×22
Legendary×2.53
Class set×2.53
Named set×2.53
Cursed×1.61.5

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.

The blacksmith: upgrades, curse tablets and the risk table.
The blacksmith: upgrades, curse tablets and the risk table.

Shop, selling and trading

The shop rotates its offer every 6 hours and prices by rarity:

Common ×2.5Uncommon ×3Rare ×3.6Epic ×4.5

The 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 5
From 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.