Classes & Roles

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

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.

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).

Haruspex (Light — Offense Caster)

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

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).

Speculator (Medium — Rogue/Scout)

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

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.

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.

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.

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.

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).

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.

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.

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.

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.