Talents
Two gladiators of the same level in the same armour need not fight alike. Talents are the part of your build you choose deliberately — where mastery is the part you earn by playing.
Your first point arrives at level 10 and one more with every level up to level 50 (41 points). Past that the frontier pays in half-rations — one point every other level — reaching 48 at the cap. That is deliberately less than a full tree costs: a third of the board stays on the table, so the choice is a real one.
The three paths
| Path | Role | Talents |
|---|---|---|
| Via of the Bulwark | tank | 26 |
| Via of the Vestal | healer | 24 |
| Via Gladiatoris | dps | 25 |
You are not locked into one path — points can be spent across all three — but the tier gates below mean spreading them thin costs you the top of every tree.
Tier gates
A talent only opens once you have spent enough points in the tiers below it.
| Tier | Requires spent |
|---|---|
| 2 | 5 points below it |
| 3 | 10 points below it |
| 4 | 15 points below it |
| 5 | 20 points below it |
Every talent
Every talent in the game, by path and tier. Every rank costs exactly one point — a talent with three ranks eats three of your 48, no more and no less. The effect listed is per rank unless it says otherwise; each name links to that talent's own page, which spells out the total at max rank.
Some talents ride on the tactical actions — Brace, Riposte, Suture, Focus and the rest — and those work in dungeons and raids but lie dormant in expedition duels. They are marked below. A dungeon build takes them freely; a pure levelling build fills its always-on layer first.
Via of the Bulwark
| Talent | Tier | Ranks | What it does |
|---|---|---|---|
| Murus | 1 | 4 | Your frame sets like rampart stone: +10 maximum health per rank. |
| Firmitas | 1 | 3 | Plant your feet and refuse the blow: incoming damage reduced by 3% per rank. |
| Umbo | 1 | 2 | Lead with the shield's iron boss: +1 flat damage per rank. |
| Contego | 1 | 2 | The shield learns to meet the blow before the arm does: Brace turns aside a further 1% per rank. Works in dungeons and raids — dormant in expedition duels. |
| Vindicta | 2 | 2 | Every blow owed is repaid with interest: +2% outgoing damage per rank. |
| Obstinatio | 2 | 5 | The shield wall settles deeper: Brace turns aside a further 1% per rank. Works in dungeons and raids — dormant in expedition duels. |
| Persto | 2 | 3 | You do not spend what you have not banked: +1 maximum Momentum per rank. Works in dungeons and raids — dormant in expedition duels. |
| Statio | 2 | 1 | Sentry duty teaches economy of motion: Strike builds 2 Momentum instead of 1. Works in dungeons and raids — dormant in expedition duels. |
| Fervor | 2 | 2 | Every blow taken stokes the furnace: Brace builds 1 more Momentum per hit taken, per rank. Works in dungeons and raids — dormant in expedition duels. |
| Cicatrix | 2 | 1 | Old scars remember how to close: once per fight, wounded below 70% health, you recover 5% of it. |
| Robur | 3 | 2 | Heartwood of the old oak behind every swing: +1 flat damage per rank. |
| Talio | 3 | 5 | Lex talionis: Riposte's damage multiplier rises by 0.05 per rank, to 2.25. Works in dungeons and raids — dormant in expedition duels. |
| Vallum | 3 | 3 | Every blow you turn is a blow they must answer for: +0.25 threat per blocked hit, and Brace turns aside a further 1%, per rank. Requires Obstinatio. Works in dungeons and raids — dormant in expedition duels. |
| Impetus | 3 | 1 | The counter lives inside the block itself: Riposte costs 2 Momentum instead of 3. Works in dungeons and raids — dormant in expedition duels. |
| Perseverantia | 3 | 1 | Holding the line is its own discipline: Brace builds 2 Momentum instead of 1. Works in dungeons and raids — dormant in expedition duels. |
| Stabilitas | 3 | 1 | When the knees want to buckle, the stance sets deeper: once per fight, below half health you take 5% less for 2 rounds. |
| Acumen | 4 | 3 | Find the seam in any cuirass: ignore 3% of enemy armor per rank. |
| Imperium | 4 | 1 | Your word is law: Provoke costs 1 Momentum instead of 2, Challenge Roar 3 instead of 4, and your Momentum reserve deepens by 1. Works in dungeons and raids — dormant in expedition duels. |
| Signum | 4 | 2 | The standard plants where you plant: Brace opens with +3 threat and turns aside a further 1%, per rank. Requires Vallum. Works in dungeons and raids — dormant in expedition duels. |
| Moenia | 4 | 3 | City walls are built one course at a time: Brace turns aside a further 1% per rank. Requires Obstinatio. Works in dungeons and raids — dormant in expedition duels. |
| Ultio | 4 | 5 | Repayment, counted out in blood: Riposte's damage rises 0.05 and its threat 0.2 per rank. Requires Talio. Works in dungeons and raids — dormant in expedition duels. |
| Recursus | 4 | 1 | The counter flows back into the guard: Riposte builds 1 Momentum. Requires Talio. Works in dungeons and raids — dormant in expedition duels. |
| Praeceps | 4 | 1 | The answer comes before the question is finished: Riposte's cooldown falls from 2 to 1. Requires Talio. Works in dungeons and raids — dormant in expedition duels. |
| Clamor | 4 | 1 | A voice that carries over the whole line: Challenge Roar's cooldown falls by 1 and your Momentum reserve deepens by 1. Works in dungeons and raids — dormant in expedition duels. |
| Turris Aeterna | 5 | 1 | Become the tower that outlasts empires: incoming damage reduced by a further 3%, and your momentum reserve deepens by 1. Signature: Last Bastion (cheat death, then hold). Keystone — excludes the other keystones on this path. |
| Ultor | 5 | 1 | Mars the Avenger answers every insult: +4% outgoing damage, and Riposte's threat multiplier rises from 2 to 3. Signature: Avenger's Wrath (rage when bloodied). Keystone — excludes the other keystones on this path. |
Via of the Vestal
| Talent | Tier | Ranks | What it does |
|---|---|---|---|
| Sacred Cinders | 1 | 3 | Carry coals from Vesta's hearth: +2% final damage per rank. |
| Vestal Vigor | 1 | 2 | The eternal flame warms the blood: +10 maximum health per rank. |
| Flagrantia | 1 | 5 | The hearth-fire has an edge: Smite strikes 0.05 harder per rank. Works in dungeons and raids — dormant in expedition duels. |
| Velamen | 1 | 1 | A veil hangs between you and the blow: once per fight, wounded below 70% health, harm passes 4% lighter for 2 rounds. |
| Ward of the Penates | 2 | 1 | The household gods stand at your shoulder: incoming damage -3%. |
| Manus Certa | 2 | 5 | The hand does not shake over the wound: Suture heals 0.09 more per rank, from 2.5 to 2.95 at full rank. Works in dungeons and raids — dormant in expedition duels. |
| Grace of Tacita | 2 | 3 | Heal as the silent goddess teaches: your healing draws 10% less threat and Mend heals 0.02 more, per rank. Works in dungeons and raids — dormant in expedition duels. |
| Brand of Vesta | 3 | 4 | Sear the sacred mark into every bolt: +1 damage per rank, applied before armor. Requires Sacred Cinders. |
| Chorus of the Lares | 3 | 5 | The household spirits sing through your Sanctuary: +6% party healing per rank. Works in dungeons and raids — dormant in expedition duels. |
| Deep Hearth | 3 | 4 | Bank more coals against the cold night: +1 maximum Momentum per rank. Works in dungeons and raids — dormant in expedition duels. |
| Libamen | 3 | 4 | The small offering is still an offering: Mend heals 0.06 more per rank. It still builds no Momentum. Requires Manus Certa. Works in dungeons and raids — dormant in expedition duels. |
| Cinis Vivus | 3 | 1 | Under the ash, a living ember: once per fight, ending a round below 60% health mends you for 6%. |
| Ardor Vestae | 4 | 3 | The flame that never dies: +2% final damage per rank. Requires Brand of Vesta. |
| Auspices | 4 | 3 | Read the birds before you loose: +1% critical chance per rank. |
| Mantle of Salus | 4 | 1 | Salus drapes her mantle over you: incoming damage -3%. Requires Ward of the Penates. |
| Acies Flammae | 4 | 2 | Flame finds the seams iron forgot: ignore 3% of enemy armor per rank. |
| Frondes | 4 | 5 | Leaf upon leaf the canopy thickens: allies under your Mending Light take a further 1% less damage per rank. Works in dungeons and raids — dormant in expedition duels. |
| Vigil | 4 | 1 | You keep the watch before the blow lands: Aegis costs 1 Momentum instead of 2. Requires Manus Certa. Works in dungeons and raids — dormant in expedition duels. |
| Parsimonia | 4 | 1 | Waste nothing, not even effort: Suture costs 1 Momentum instead of 2. Works in dungeons and raids — dormant in expedition duels. |
| Hostia | 4 | 1 | The offering is accepted: Sanctuary costs 2 Momentum instead of 3. Requires Chorus of the Lares. Works in dungeons and raids — dormant in expedition duels. |
| Oblatio | 4 | 1 | The smallest gift, given freely: Mending Light costs no Momentum. Works in dungeons and raids — dormant in expedition duels. |
| Radiance | 5 | 1 | Sanctuary erupts in dawn-light: +30% party healing. Signature: Dawnlight (self-mend once). Requires Chorus of the Lares. Keystone — excludes the other keystones on this path. |
| Verdancy | 5 | 1 | Life persists as laurel through stone: allies under your Mending Light take 6% less damage. Signature: Laurel Ward (self-ward when hurt). Requires Deep Hearth. Keystone — excludes the other keystones on this path. |
| Bastion | 5 | 1 | Raise the wall anew each dawn: Aegis' cooldown falls from 3 to 2. Signature: Bulwark of Dawn (emergency self-heal). Requires Mantle of Salus. Keystone — excludes the other keystones on this path. |
Via Gladiatoris
| Talent | Tier | Ranks | What it does |
|---|---|---|---|
| Acies Ferri | 1 | 2 | A whetted edge bites deeper: +1 damage on every hit per rank. |
| Celeritas Dianae | 1 | 2 | Diana's hunters loose without hesitation: +1 damage on every hit per rank. |
| Vis Martis | 1 | 3 | Mars lends his arm to the blade: +2% outgoing damage per rank. |
| Exercitatio | 1 | 3 | Drill in the ludus until form is instinct: +1% critical chance per rank. |
| Tenacitas | 1 | 1 | The grip never loosens between blows: Strike builds 2 Momentum instead of 1. Works in dungeons and raids — dormant in expedition duels. |
| Cruor | 1 | 1 | First blood wakes something, even when it is your own: once per fight, wounded below 60% health, your blows land 6% harder for 2 rounds. |
| Ferocia | 2 | 3 | The crowd feeds the fury: all damage dealt +2% per rank. |
| Constantia | 2 | 5 | You line up the strike without opening your guard: Focus's penalty eases 3% per rank. Works in dungeons and raids — dormant in expedition duels. |
| Meditatio | 2 | 1 | Stillness is a weapon drawn slowly: Focus builds 3 Momentum instead of 2. Works in dungeons and raids — dormant in expedition duels. |
| Respiratio | 2 | 1 | Breathe behind the shield, strike on the exhale: Guard builds 2 Momentum instead of 1. Works in dungeons and raids — dormant in expedition duels. |
| Profundum | 2 | 3 | Deeper waters hold more thunder: +1 maximum Momentum per rank. Works in dungeons and raids — dormant in expedition duels. |
| Ars Letalis | 3 | 2 | Learn where the life sits beneath the ribs: +1% critical chance per rank. Requires Exercitatio. |
| Perforatio | 3 | 3 | Find the seam in any lorica: ignore 3% of enemy armor per rank. Requires Acies Ferri. |
| Pellis Ferrea | 3 | 2 | Iron hide under oiled skin: damage taken reduced 3% per rank. |
| Vis Ultima | 3 | 5 | Nothing held back for the next round: Unleash hits 0.05 harder per rank. Works in dungeons and raids — dormant in expedition duels. |
| Custodia | 3 | 5 | The guard stays up even while you aim: Focus's opening narrows by a further 1% per rank. Requires Constantia. Works in dungeons and raids — dormant in expedition duels. |
| Spiritus | 3 | 1 | The second wind arrives when the first is spent: once per fight, wounded below half health, you recover 6% of it. |
| Ars Vitandi | 4 | 5 | Even a killer knows when to give ground: Guard blocks an extra 1% per rank, though never firmer than a legionary's brace. Works in dungeons and raids — dormant in expedition duels. |
| Alacritas | 4 | 1 | The killing blow comes a beat sooner than it should: Unleash costs 2 Momentum instead of 3. Requires Vis Ultima. Works in dungeons and raids — dormant in expedition duels. |
| Festinatio | 4 | 1 | The killing blow refuses to wait its turn: Unleash's cooldown falls from 2 to 1. Requires Vis Ultima. Works in dungeons and raids — dormant in expedition duels. |
| Remissio | 4 | 1 | Even the all-in blow leaves something in the arm: Unleash builds 1 Momentum. Requires Vis Ultima. Works in dungeons and raids — dormant in expedition duels. |
| Vis Suprema | 4 | 5 | Past the last measure of strength: Unleash hits a further 0.05 harder per rank. Requires Vis Ultima. Works in dungeons and raids — dormant in expedition duels. |
| Alea Iacta | 4 | 1 | The die is cast in the first exchange: once per fight, after round 1 your blows land 3% harder for 3 rounds. |
| Ictus Fatalis | 5 | 1 | One perfect blow ends every argument: +1% crit; Focus builds 3 Momentum and Unleash hits 0.10 harder. Signature: Coup de Grâce (kill window). Keystone — excludes the other keystones on this path. |
| Gradus Aequus | 5 | 1 | The veteran wins by never missing a beat: +1% critical chance, and Focus exposes you less. Signature: Steady Cadence (metronome ramp). Keystone — excludes the other keystones on this path. |
Keystones
Tier 5 holds the keystones: one point, one rank, and they exclude one another. The top of a path is a decision, not a shopping list — and each keystone carries a signature effect that fires in the fight itself, not a flat number.
| Path | Keystone |
|---|---|
| Via of the Bulwark | Turris Aeterna Become the tower that outlasts empires: incoming damage reduced by a further 3%, and your momentum reserve deepens by 1. Signature: Last Bastion (cheat death, then hold). |
| Via of the Bulwark | Ultor Mars the Avenger answers every insult: +4% outgoing damage, and Riposte's threat multiplier rises from 2 to 3. Signature: Avenger's Wrath (rage when bloodied). |
| Via of the Vestal | Radiance Sanctuary erupts in dawn-light: +30% party healing. Signature: Dawnlight (self-mend once). |
| Via of the Vestal | Verdancy Life persists as laurel through stone: allies under your Mending Light take 6% less damage. Signature: Laurel Ward (self-ward when hurt). |
| Via of the Vestal | Bastion Raise the wall anew each dawn: Aegis' cooldown falls from 3 to 2. Signature: Bulwark of Dawn (emergency self-heal). |
| Via Gladiatoris | Ictus Fatalis One perfect blow ends every argument: +1% crit; Focus builds 3 Momentum and Unleash hits 0.10 harder. Signature: Coup de Grâce (kill window). |
| Via Gladiatoris | Gradus Aequus The veteran wins by never missing a beat: +1% critical chance, and Focus exposes you less. Signature: Steady Cadence (metronome ramp). |
Loadouts
You get 2 loadouts free, so a solo build and a group build can live side by side and swap without paying anything. Up to 4 can be held; each extra slot costs 10,000 gold or 90 Aurei.
A saved loadout takes the name of the discipline it draws on — Via Gladiatoris, Via of the Bulwark, Via of the Vestal — and the pencil beside the title renames it to whatever you like. Renaming is free and never touches your points.
Loadouts do not follow your gear. Changing your off-hand for a raid changes your role, not your talents — switch the loadout too, or you will hold the line with a damage build.
Clearing a build costs gold, or 20 Aurei for a full reset. The gold price is (100 + 40 × level) × min(resets so far + 1, 5). It rises from ×1 to ×5 and then stops escalating. Talents are build design and you are meant to iterate on them; your attributes are identity and cost more to undo.