Classes & Roles

Classes are role templates to help you get started. Roleplay, background, and player choices define your character beyond mechanical labels.

An augur reading omens from a flock of birds beneath a stormy sky

Augur (Light — Mage/Support)

Theme: Priestly diviners who read signs from the sky and birds to grant foresight and favor.
Role: Support caster — buffs, predictive effects, and short-range battlefield control.
Stat Bonus: +3 Ingenium

Signature Abilities

  • Birdsight — Reveal hidden enemies or traps in a small area for a short time.
  • Favour of the Sky — Grant an ally a temporary luck/crit bonus.
  • Auspice — A short predictive buff that reduces incoming damage for a target for several seconds.

Starting Gear

  • Light robe, ritual staff, small amulet

Progression

Early: more support spells and short cooldown battlefield reveals. Mid: group-wide auguries and longer buffs. Late: unique god-favor rituals that can change encounter outcomes (mythic-tier abilities).

A medicus treating a wounded legionary in a field camp

Medicus (Light — Healer/Support)

Theme: Battlefield physicians trained in wound-care, herb-lore, and the old belief that healing hands carry a touch of the divine.
Role: Primary healer — sustained HP recovery, cleansing harmful conditions, and keeping the party standing.
Stat Bonus: +2 Ingenium, +1 Vigor

Signature Abilities

  • Field Dressing — A strong single-target heal, fast enough to use mid-combat.
  • Antidote's Grace — Cures poison and other harmful conditions on an ally.
  • Triage — A group-wide heal, weaker per-target but reaching everyone nearby.

Starting Gear

  • Satchel of herbs and bandages, a simple probe, a field tunic

Progression

Early: single-target healing and condition cures. Mid: group heals and preventative wards. Late: legendary remedies said to pull the dying back from Pluto's own doorstep.

A haruspex performing a dark ritual over a stone altar

Haruspex (Light — Offense Caster)

Theme: Etruscan-influenced ritualists who use blood rites and curses.
Role: Offensive caster — curses, damage-over-time, and dark rituals.
Stat Bonus: +3 Ingenium

Signature Abilities

  • Rite of the Entrails — Place a curse that reveals weaknesses and increases damage taken by the target.
  • Blood Sacrament — Convert a portion of the caster's health to power a devastating ritual.
  • Mark of Decay — Damage-over-time effect that saps enemy strength.

Starting Gear

  • Light ritual garb, sacrificial blade (ceremonial), bone talismans

Progression

Early: single-target curses and DOTs. Mid: group curses and area-rituals. Late: sacrificial summons and powerful one-off rituals that call lesser mythic horrors (balanced by costs).

A hooded speculator crouched on a rooftop above nighttime Rome

Speculator (Medium — Rogue/Scout)

Theme: Spies and scouts for commanders — masters of infiltration, intelligence, and assassination.
Role: Stealth DPS and utility — traps, poisons, reconnaissance.
Stat Bonus: +3 Agilitas

Signature Abilities

  • Silent Approach — Enter stealth; next attack from stealth deals bonus damage.
  • Poisoned Teneral — Apply a stacking poison that weakens defenses.
  • Field Report — Send a short-range recon ping that reveals enemy positions for allies.

Starting Gear

  • Leather jerkin, daggers, shortbow, utility kit (lockpicks, disguise)

Progression

Early: stealth attacks and single-target poisons. Mid: area traps and group reconnaissance tools. Late: assassination rituals and mythic shadow-steps gifted by patron gods.

A venator hunter with a spear and wolf companion in a forest

Venator (Medium — Ranger/Hunter)

Theme: Frontier hunters and trackers who patrol the wild boundaries of the empire.
Role: Ranged DPS and control — tracking, traps, and animal companions.
Stat Bonus: +2 Agilitas, +1 Virtus

Signature Abilities

  • Huntmaster's Mark — Mark a target to take increased damage from physical ranged attacks.
  • Net & Javelin — Ranged entangle that reduces enemy mobility; a follow-up javelin deals bonus damage.
  • Call of the Wild — Summon a temporary beast companion (wolf or boar) to fight alongside you.

Starting Gear

  • Mail shirt (medium), hunting javelins, shortbow, hunting cloak

Progression

Early: improved tracking and ranged focus. Mid: stronger companions and tactical traps. Late: legendary hunts that bind mythical beasts as longer-term companions.

A gladiator mid-strike in the Colosseum arena

Gladiator (Medium — Arena Fighter)

Theme: Trained combatants of the arena; versatile weapon specialists who survive by skill and showmanship.
Role: Versatile midline fighter — crowd control, showy finishers, and weapon specializations.
Stat Bonus: +2 Virtus, +1 Agilitas

Signature Abilities

  • Showman's Feint — Taunt and briefly reduce enemy accuracy while buffing your next strike.
  • Gory Finish — Execute low-health enemies with a cinematic finishing strike.
  • Weapon Mastery — Choose a weapon style (spear, net & trident, or sword & shield) that grants passive bonuses and unique active moves.

Starting Gear

  • Scale armor (medium), gladius or trident (player choice), small shield (optional), leather greaves

Progression

Early: weapon style special attacks. Mid: arena techniques that control crowds and earn spectators' favor (temporary buffs). Late: legendary arena techniques and contracts with patrons (some grants granted by gods of sport/contest).

A legionary in full armor with scutum shield raised

Legionary (Heavy — Tank)

Theme: The disciplined core of Rome's armies; masters of formation and defense.
Role: Tank and group protector — shields, stances, and formation-based buffs.
Stat Bonus: +3 Vigor

Signature Abilities

  • Testudo — Form a shield wall that greatly reduces incoming ranged damage to the group for a short time.
  • Hold the Line — Taunt and gain increased damage resistance while reducing movement.
  • Gladius Cleave — A close-range cleave that damages multiple enemies in front of you.

Starting Gear

  • Heavy lorica (plate/scale), scutum (large shield), gladius, helmet

Progression

Early: stances and single-target tanking. Mid: group formation buffs, improved shields, and challenge mechanics. Late: legendary legion tactics and small-unit command abilities that reshape battlefield engagement.

A barbarian warrior roaring mid-battle with a two-handed axe

Barbarian (Heavy — Berserker/Heavy Fighter)

Theme: Non‑Roman heavy fighters from the frontiers — savage, powerful, and less disciplined but devastating in open combat.
Role: Heavy DPS and disruption — rage mechanics, area bursts, and raw power.
Stat Bonus: +3 Virtus

Signature Abilities

  • Rage of the North — Enter a berserker state that increases damage but reduces defense for a limited time.
  • Thundering Maul — A heavy two‑handed strike that staggers and knocks back smaller foes.
  • War Cry — Area debuff that lowers enemy morale and damage output while boosting allied resolve near the barbarian.

Starting Gear

  • Heavy hide or mixed plate, two‑handed axe or maul, war necklace

Progression

Early: single-target power and rage build-up. Mid: area stuns, improved crowd disruption. Late: mythic rage forms and brutal finishers tied to frontier gods and spirits.

Play Now See the Races