Combat

Combat Abilities

Unlock and cast active combat powers — 28 Civitas-bought abilities across Legionary, Oracle, Shared, and Mining groups.

Abilities are active powers - unlock once with Civitas, then cast them on cooldown in combat and in the mines. Think of them as a gladiator's kit: a knockback shield bash, a war cry that spikes your damage, a pickaxe technique that doubles tokens. Every ability is permanent once bought; the only questions are which ones, and when you press them.

Unlocking & Casting

  1. /ability list shows the catalogue; /ability info <id> one power's numbers.
  2. /ability unlock <id> pays the Civitas cost, permanently. Abilities also have rank gates (and a few prestige gates) - the list shows what you qualify for.
  3. Combat abilities: get a bound item with /ability item <id> and right-click it, or simply /ability cast <id>.
  4. Mining abilities: cast by sneaking and right-clicking with your pickaxe - the three mining powers live on the tool, not on a trinket.

Civitas, not tokens: unlocks are priced in Civitas (the beacon currency you earn from beacons in mines, legion play, and achievements) - the same currency that buys legion upgrades. Budget accordingly.

The Four Groups

The catalogue splits into four labelled groups (the labels are cosmetic - every player can buy from every group):

GroupPowersFlavor
LegionaryShield Bash, War Cry, Second Wind, Phalanx Wall, Pilum Throw, Scutum Slam, Testudo Formation, Gladius FlurryThe line fighter - knockback, buffs, self-heals.
OracleDivine Shield, Swift Feet, Vanish, Oracle's Vision, Augur's Sight, Sacred Geometry, Haruspex Reading, Divine InterventionUtility and support - shielding, speed, invisibility, sight.
SharedGround Slam, Iron Skin, Hook Shot, Roman Discipline, Centurion's Orders, Gladiator's Resolve, Triumph March, Imperial Edict, Last StandFor everyone - AoE, defense, mobility, morale.
MiningSuper Breaker, Mass Detonate, Token StormCast from the pickaxe: instant breaks, area clears, 2× tokens.

Costs ladder from 10,000 Civitas (Shield Bash, Swift Feet) to 100,000 (Divine Intervention), with everything between. Combat cooldowns run from 10 seconds (Pilum Throw) to 2 minutes (Divine Intervention); the mining powers are on longer leashes - Super Breaker at 5 minutes, Mass Detonate and Token Storm at 10.

Effect Types

Under the Roman names, abilities do fourteen things: damage buffs, heals, shields (absorb X damage for Y seconds), speed boosts, area damage, pulls and knockbacks in a radius, invisibility, resistance, reveal (Night Vision for you, Glowing for nearby enemies), restore (heal + resist together), and the three mining effects. Radius, power, and duration are printed on each ability's /ability info panel.

Building a Loadout

  • PVP Mine brawler: Shield Bash to create space, War Cry before you engage, Second Wind when it goes wrong, Gladius Flurry to finish.
  • Suicide-runner: Divine Shield + Phalanx Wall + Last Stand - stack the damage reduction and out-live them.
  • Miner: Super Breaker for burst, Mass Detonate to clear a face of ore, Token Storm when the ore is rich.
  • Cooldown discipline wins fights. An ability on cooldown is a slot doing nothing - spread cooldowns so something is always ready.