LUDUS
The LUDUS is your gladiator school. It has three tabs: PASSIVES (skill webs that always apply), SKILLS (combat skills you equip) and PETS.
Passive webs
Open on the Stage I-2 clear. Each web is a small tree of nodes. A node has up to 10 ranks; a node opens once the nodes before it are maxed, and each web ends in a one-rank capstone that changes a rule.
| Shelf | Web | What it does |
|---|---|---|
| Combat | Attack | Hit harder: more Attack from your Weapon and Gloves, stronger skills. |
| Defense | Take less: more Defense from your Armor, Shield and Helmet, more Health. | |
| Speed | Strike more often, dodge blows and ready your skills sooner. | |
| Survival | Regeneration | Recover health continuously during combat. |
| Vitality | Steal life from your enemies and refuse to fall. | |
| Hunting | Endurance | Hunt longer: a deeper Energy pool that refills faster. |
| Scavenging | More from every kill: extra loot rolls and more gear. |
Training
- A rank costs gold and time and trains in a training slot. The first slot is free; two more can be unlocked with rubies.
- The first five ranks of each web's first node are instant.
- COMPLETE NOW finishes a rank early for rubies.
- An empty slot suggests the cheapest thing you can train right now.
Fed by:
gold from everything you do. No dungeon needed.
Combat skills
Active skills that fire on their own timer during a fight, between your sword blows: arrows rain down, a shield goes up, a war cry rallies you. You get your first, War Cry, from Varro when you clear Stage 0-1.
- Two equip slots. Tap a skill, then EQUIP (it takes an empty slot or replaces your weakest). AUTO EQUIP picks the best ones for you. You can swap freely between fights.
- Each skill has 10 ranks, trained with gold, time and Medals in the SKILLS tab's own training slots (one free, two more for rubies).
- Each skill fires first after a short delay, then every cooldown. Tap a skill chip in a fight to see its timing.
| Branch | Skills | ||
|---|---|---|---|
| Steel | |||
| Fire | |||
| Ice | |||
| Shadow | |||
| Sun | |||
Steel skills are open from the start and are equally strong in any gear. The Fire, Ice, Shadow and Sun branches open on the Stage VI-1 clear. Their attack skills grow with a Weapon of their affinity and their defense skill with an Armor of it; unattuned gear weakens them a little and the opposed affinity (Fire against Ice, Shadow against Sun) more. In the Arena the gear bonus is evened out.
Fed by:
Medals from the Legion Foundry. The Battle pass also pays Medals.
Affinity Doctrines
Open on the Stage V-9 clear, on their own DOCTRINES shelf under PASSIVES. There is one Doctrine per affinity. Its ranks stay learned forever, but they only act while you wear that affinity (some nodes need the Weapon, some the Armor, some both):
| Heat: the longer you keep landing blows, the more dangerous you become. | |
| Frost: the longer they fight you, the slower they strike. | |
| Openings: one mistake is all you need to burst. | |
| Focus and Resolve: bad luck cannot derail your fight. |
Fed by:
Essence of the Doctrine's affinity (plus gold) from the four Sanctums.
Pets tab
The third LUDUS tab is home to your pets: hatch eggs, feed pets and choose the active one.