Titan Saga: Idle 2.1.0Roll Call
2.1.0 has not shipped. The live game is 2.0.7. When Roll Call lands, two new classes answer the call, the Marshal and the Brawler, and both have to be earned on the Proving Grounds ladder. The first member of the roll call is already here: the Corrupted class and the quest dice both went live in 2.0.5, so this page explains them too, clearly marked as live, because they are what you can play today.
The short version
Today the game has thirteen archetypes. 2.1.0 makes it fifteen. The Marshal is the game’s first physical support: it hits, then it rallies the hardest hitter beside it into an extra chunk of turn. The Brawler throws two blows an action and builds Momentum until something hits back hard enough to break it. Both are earned, not handed out: the Brawler at Proving Grounds stage 100 and the Marshal at stage 250. Each brings four essences, three paths and a full skill tree.
Already live, since 2.0.5: the Corrupted (drain, curse and pay in blood; earned at floor 15 of the Soul Descent) and the quest dice (the results screen rolls a die for every hidden check, drawn from the roll the game already made). You do not need to wait for 2.1.0 for either.
No date yet, and we are not going to give you a fake one. The numbers on this page are the current tuning values and can move before and after release.
What is in it
01
Two new classes (in 2.1.0)
The Marshal and the Brawler, both earned on the Proving Grounds ladder. Thirteen archetypes today, fifteen once 2.1.0 ships, each with three paths and a full skill tree.
02
Eight new essences (in 2.1.0)
Four per class, Common through Epic. They can pull a member toward the class, but the Choose Archetype picker shows it as a locked card until you clear its Proving Grounds stage.
03
Already live: the Corrupted and the dice
Both arrived in 2.0.5. The Corrupted is earned at Soul Descent floor 15, and every hidden check on a quest already lands on a die you can watch.
Part one · the roll call of classes
Thirteen archetypes today, fifteen with 2.1.0
Every archetype in Titan Saga: Idle is a blend of two stats, three paths and a 37-node skill tree, and these three are built to the same spec. They fill three gaps the roster had after the class rework: a self-sustaining bruiser that does not need a Healer (the Corrupted, already live since 2.0.5), a support that hits things (the Marshal) and a fast vanguard whose damage comes from tempo instead of crits (the Brawler). The Marshal and the Brawler are in the game files but switched off until 2.1.0.
The Corrupted
Live since 2.0.5ATK + VITDrain-and-curse bruiserThey pay for their power in blood: they drain, they curse, and they refuse to stay down.
How you get one
Earned. Reach floor 15 of the Soul Descent once and the class unlocks for your whole roster, for good. Until then the Choose Archetype picker shows it as a locked card reading "Reach floor 15 of the Soul Descent".
Essences that pull toward it: Scythe, Phylactery, Bat, Blight. Once the class is unlocked, a member wearing them gets it among the Choose Archetype picker’s top three suggestions when their pull is strong enough. Before that, it stays a locked card.
How they fight
Blood Price
Every fourth action costs 8% of current HP (never lethal) and that strike lands 30% harder.
Drain and Hex
Every landed strike heals 10% of the damage dealt and has a 20% chance to curse. Both grow with the tree.
Vitae
A resource meter that fills on blood lost and blood drained (blood drained or paid fills it three times faster). At full, the next strike is Exsanguinate: true damage worth a quarter of the target's missing HP (never less than 5% of its max HP), every point drained back.
Three paths
Pale Master
The magic path. An enemy that dies beside a standing Pale Master rises as a thrall that fights for you and carries the master's hex. Their Vitae spend is Mass Grave: every enemy bleeds, and the master and every thrall drink.
Vampire
Below half HP their Hunger wakes: faster, and the drain doubles. They hit harder at night. Their Exsanguinate executes a target under 30% HP outright.
Death Knight
A quarter of every hit they take comes back as a shield. Every fifth action their Death Grip drags the strongest back-row enemy to the front and holds it there. Their Vitae spend is Death and Decay: every enemy cursed, the front row's armor broken.
Stat thresholds. Deathless (300 VIT) survives one lethal hit per battle at 1 HP. Grave Feast (400 ATK) heals every injured ally 5% of max HP on every kill. Each path adds its own: Two Graves (400 INT, Pale Master), Night Stalker (300 SPD, Vampire), Unyielding (300 DEF, Death Knight).
The Marshal
Coming in 2.1.0ATK + DEFThe only physical supportBattle captains whose strikes rally the line. The class hands its own turn economy to the people beside it.
How you get one
Earned, once 2.1.0 turns the class on: clear Proving Grounds stage 250. Until then the Choose Archetype picker shows it as a locked card ("Coming Soon" today, "Clear Proving Grounds stage 250" once the class is switched on).
Essences that pull toward it: Drum, Oath, Banner, Warhorn. Once the class is unlocked, a member wearing them gets it among the Choose Archetype picker’s top three suggestions when their pull is strong enough. Before that, it stays a locked card.
How they fight
A hit every action
A physical strike, every time. Then every second action the strike is followed by a Rally.
Rally
The ally with the highest ATK gains action gauge (35%, plus 5% per 100 DEF, capped at 75% before skill-tree bonuses) and +10% ATK for their next two actions. Never the Marshal itself, never a summon.
DEF is the damage stat
The Marshal's own DEF scales how much of a turn the ally gets. A braced captain makes a faster line.
Three paths
Drillmaster
Tempo. The rally also quickens the ally (+8% SPD for three actions), and those stack across rallies. The line acts again and again.
Banneret
The standing standard. A smaller rally in exchange for a party-wide +5% ATK aura that never lapses.
Shieldcaptain
The shield wall. Rallies whoever is closest to falling, and hands them +15% DEF instead of ATK.
Stat thresholds. Second Standard (300 DEF): the rally reaches a second ally. Charge on Command (400 ATK): the rallied ally's next hit lands at x1.25.
The Brawler
Coming in 2.1.0VIT + SPDBare-knuckle vanguardBare-knuckle bruisers who build Momentum with every strike until a heavy hit breaks it.
How you get one
Earned, once 2.1.0 turns the class on: clear Proving Grounds stage 100. Until then the Choose Archetype picker shows it as a locked card ("Coming Soon" today, "Clear Proving Grounds stage 100" once the class is switched on).
Essences that pull toward it: Fist, Sinew, Grit, Undertow. Once the class is unlocked, a member wearing them gets it among the Choose Archetype picker’s top three suggestions when their pull is strong enough. Before that, it stays a locked card.
How they fight
Two blows per action
A jab and a hook, each at 62% of a basic attack, so 124% before Momentum touches it.
Momentum
Every action adds a stack. Each stack is +8% damage and hands back 4% action gauge. The cap is 3, plus 1 per 100 VIT.
The break
Lose 20% or more of max HP between two of the Brawler's own actions and the chain breaks to zero. Momentum is a bet that you can keep hitting before they hit back hard.
Three paths
Pitfighter
Speed and stacks. Two stacks per action and a deeper cap: the chain climbs fast and hits hard.
Windstep
Momentum buys dodges instead of damage, +4% per stack. Hard to pin, never quite stopped.
Ironhide
The chain never breaks, and each stack armours the Brawler by +5% DEF as it climbs.
Stat thresholds. Deep Reserves (300 VIT): the cap rises by two. Quick Hands (400 SPD): two stacks per action on any path.
The Corrupted and the Healer do not get along. Four party pairs came with the class in 2.0.5: Necropolis (with a Summoner, every summon drains), Bone Wall (with a Guardian, the Guardian takes 5% less while a Corrupted holds the front), Gloaming (with a Phantom, Phantom evasion on the action after a Blood Price), and Anathema (with a Healer). Anathema is an anti-synergy on purpose: heals on the Corrupted are 15% weaker and its own drains are 15% stronger. The class heals itself, and a Cleric in the party is meant to feel that tension, not remove it.
The enemies get them too. Every enemy family already has a Marshal and a Brawler variant written, and they join the enemy pool when 2.1.0 switches the classes on (Brawlers from rank 2, Marshals from rank 4). Corrupted enemies are live now, from rank 6 up. Watch for the drain.
Built to the full spec. Each class has a 37-node tree, its own abilities, essence branches under all eight categories, path resonance and skill mutations, on par with the rest of the roster. The Corrupted also have a Help Center article, “Earn the Corrupted class”, under Essences & gear.
Part two · the essences behind them
Four per class
Classes in Titan Saga: Idle are not picked from the full list. The Choose Archetype picker suggests the top three from the pair of essences a member wears, so a new class needs essences that pull toward it. The Marshal and the Brawler each get a ladder of four (2.1.0): a Common and an Uncommon that carry the identity, and a Rare and an Epic with an ability of their own. Until 2.1.0 those eight never drop. The Corrupted’s four (live since 2.0.5) are three Commons and an Uncommon, so they are easy to find.
Corrupted· Live since 2.0.5
- ScytheCommonA reaping edge that swings slow and heavy, and keeps what it cuts.
- PhylacteryCommonA sealed vessel holding something that should have passed on.
- BatCommonAdded to Titan Saga: Idle with the class in 2.0.5.
- BlightUncommonAdded to Titan Saga: Idle with the class in 2.0.5.
All four have dropped since 2.0.5. Death, Blood and Corrupt also lean toward the Corrupted, but weakly, so the other equipped essence usually decides the class.
Marshal· Coming in 2.1.0
- DrumCommonA taut war drum whose beat pulls every step of the line into time.
- OathUncommonA sworn word made solid, heavy as the shield it was sworn over.
- BannerRareRallying Standard: attacks can hasten a random ally, and the party gains +5% DEF.
- WarhornEpicClarion Call: battles begin with 20% gauge and attacks build more, and the party gains +8% SPD.
Brawler· Coming in 2.1.0
- FistCommonA clenched hand with nothing in it; every fight it has ever won is in the knuckles.
- SinewUncommonCord and tendon that never quite tire; it pulls tighter the longer it works.
- GritRareSecond Wind: regenerates HP each round, and ATK rises as HP drops.
- UndertowEpicRelentless Current: heals 3% on hit, adds SPD each round, and Momentum survives the first heavy hit.
It works the other way too. All eight essence categories carry branches for all three of these classes (the Corrupted’s are live now, the Marshal’s and Brawler’s arrive with 2.1.0), so a Flame essence on a Corrupted or a Storm essence on a Brawler is a real build, not a wasted second slot.
Part three · the roll you can watch · live since 2.0.5
The dice
This one started as a Discord ask: “a little spinning d20 for any background checks”. A quest makes a handful of hidden rolls when it lands: did the crit fire, did each member come home hurt, did the seasonal drop or the tome show up, did the chain spawn an elite. You used to see none of them. Since 2.0.5 the results screen has a Checks section that rolls a die for each one, and you watch it land. This is already in the game; it is not part of 2.1.0.
The honesty rule
The die is not a second roll and it does not change your odds. The game keeps rolling the exact chance it always rolled (Stubborn cuts a member’s injury chance by 15%, so a 7% risk would become 5.95%, and stays 5.95%). The face you see is derived from that draw after the fact: the passing faces are always the high ones, and meeting the number is the same event as passing the check. How many faces pass is rounded to the nearest face, so the die is a picture of the odds, and the row prints the exact chance once the die lands. A 3% injury reduction from the soul tree still does exactly 3%, instead of doing nothing until it crosses a one-face step.
A die for every question
d20
Pass or fail
The crit roll and each member's injury roll (mercenaries and borrowed members skip it). Meet the number and it passed. A natural 20 on a pass is always gold.
d12
The luck offset
Not a pass or a fail, a modifier. The luck that nudged your star rating (up to 10% either way) rolls on a twelve, labelled "No target, just luck", so you can see how kind the road was.
d100
Drops and loot tables
The seasonal drop and gear drops are a plain pass or fail on a d100. The tome drop reads like a percentile table: the rarest band sits on top and says what it needed, as in "Needs 98+".
d4 and d10
The exact fractions
A one-in-four chance is one face of four, with no rounding: the elite chain on a 3-star clear, the expedition ambush, the Explore essence find. The rescue chain (20%, on a 1-star result with someone hurt) rolls a d10.
- Where it shows up. Quest results, expedition ambushes, and the essence find on an Explore activity. A defeat injures everyone without a roll, so it shows the luck and crit dice but no injury dice. Nothing is faked to fill the screen.
- Stars are not rolled, so they get no die. Your star rating is power ratio plus role match, with a small luck offset drawn once. The offset is what the d12 shows. A die on the stars themselves would be theatre.
- Battle damage was left out on purpose. A fight has too many hits for a die per swing to mean anything (the Dice Gambit minigame is its own thing). The dice belong to the checks you could not see, not the ones you already watch.
Dice sets
Once there is a die on screen, people want their own. Thirty-one sets, live now. Pick one from the Dice Set row in Settings, from your Profile, or by tapping a die on a results screen; each opens the Dice popup with a seven-die preview. A Fast Dice toggle in Settings lands the results-screen dice at once. Every set is cosmetic.
3 free
Steel, Ivory and Obsidian. Every adventurer starts with all three.
5 for gold
Ruby, Sapphire and Emerald at 25,000; Amethyst and Amber at 50,000.
7 earned
By reaching a milestone: 1,000 quests, 1,500 battles won, 300 stages, 180 login days, 15 prestige resets, Soul Descent floor 30, and joining an alliance.
4 from the Heralds
One per seasonal Herald, for a Tier 4 clear.
1 for Founders
Founder's Rose Gold, for the people who were here first.
11 for gems
From Celestial at 80 gems to Void Glass at 240, with Starforged, Nebula, Dragonfire and Lichbone between.
- A set colours the die at rest, in the tumble and on a pass. A fail is the same set, darkened. A natural 20 is gold in every set. Whether you passed lives on the label beside the die, so a red set never reads as a failure and a green one never reads as a pass.
- Earning a set is a moment: a full-screen unlock, the same way a seasonal class arrives. Buying one skips the ceremony and just shows a small “Dice set unlocked” notice.
The four rules it was built under
01
The die never lies
No second roll, no rounding, no theatre. The face you see is derived from the draw the game already made, and meeting the number is exactly the same event as passing the check.
02
Earned, not scheduled
The Corrupted (live since 2.0.5) were the first class you unlock by doing something: floor 15 of the Soul Descent, once, and it is yours forever. The Marshal and the Brawler follow the same rule on the Proving Grounds ladder, at stages 250 and 100. No season to wait for, no pass to buy.
03
Nothing about the dice changes your odds
Dice sets are cosmetic. The natural 20 is gold in every set, and pass or fail lives on the label, so a red set never reads as a fail and a green one never reads as a pass.
04
Every class has an off switch
Each of the three has its own live-ops switch. The Corrupted's is on; the Marshal's and the Brawler's stay off until 2.1.0. If something breaks in the wild we can turn a class off without a build, and members already in it are untouched.
Questions we expect
What is Titan Saga: Idle 2.1.0?
2.1.0 is called Roll Call, and it has not shipped yet (the live game is 2.0.7). It brings two new battle classes, the Marshal and the Brawler, both earned on the Proving Grounds ladder, and the eight essences that pull toward them. The Corrupted class, the dice reveal on the quest results screen and the cosmetic dice sets were built for the same update but already went live in 2.0.5.
When does Titan Saga: Idle 2.1.0 release?
There is no release date yet, and we are not going to give you a fake one. The Marshal and the Brawler are built and in the game files, switched off until they are ready. When it has a date, it will be posted on this page and in the Discord.
How do I unlock the Corrupted class? Do I need 2.1.0?
No, it is live now (since 2.0.5). Reach floor 15 of the Soul Descent once and the class unlocks for your whole roster; if you were already past floor 15, it unlocks within a minute of your next session. It never expires and it is not seasonal. Then give a member a Scythe, Phylactery, Bat or Blight essence (the first slot counts most) and the Corrupted can show up among the Choose Archetype picker's three suggestions.
Do I need to unlock the Marshal or the Brawler?
Yes. Once 2.1.0 switches them on, the Brawler unlocks when you clear Proving Grounds stage 100 and the Marshal at stage 250, for your whole roster. Until then the picker shows each as a locked card. Their essences (Drum, Oath, Banner and Warhorn for the Marshal; Fist, Sinew, Grit and Undertow for the Brawler) do not drop at all before 2.1.0.
What does the Marshal do?
The Marshal (coming in 2.1.0) is the game's only physical support. It hits every action, and every second action the hit is followed by a Rally that hands the ally with the highest ATK a chunk of action gauge (scaled by the Marshal's own DEF, capped at 75% before skill-tree bonuses) and +10% ATK for two actions. Its three paths are Drillmaster (the rally also grants SPD, stacking), Banneret (a smaller rally for a permanent +5% party ATK aura) and Shieldcaptain (rallies the ally closest to falling with DEF instead of ATK).
What does the Brawler do?
The Brawler (coming in 2.1.0) throws two blows per action and builds Momentum: every action adds a stack, each stack is +8% damage and a little action gauge, up to a cap set by VIT. Losing 20% or more of max HP between two of its own actions breaks the chain. Pitfighter climbs twice as fast, Windstep converts stacks into dodge instead of damage, and Ironhide never breaks and gains DEF per stack.
Do the dice change my quest results?
No. The dice have been live since 2.0.5, and the systems roll exactly the chances they always did. The dice reveal takes the random draw the game already made and shows it as a die face, so meeting the number is precisely the same event as passing the check. A 3% injury reduction from the soul tree still does exactly 3%, because the check uses the exact odds; only the picture on the die is rounded to whole faces, and the row prints the exact chance.
Is my quest star rating rolled on a die?
No. Stars come from your power ratio against the quest and how well your party's roles match it, plus a small luck offset. The offset is what you see on the d12. Putting a die on the star outcome itself would be theatre, and we did not build that.
Are dice sets pay to win?
Dice sets are purely cosmetic. They change the colour and finish of the die, nothing about the roll. Three are free, five cost gold, seven are earned at milestones, four come from Tier 4 Herald clears, one is for Founders and eleven cost gems.
Is my current save affected by 2.1.0?
No. Your members, essences and progress carry over untouched, and nobody is re-classed. If you have already cleared Proving Grounds stage 100 or 250, the Brawler or the Marshal should unlock for you shortly after the update switches them on.
Read more
The wiki documents every system as it exists in the live game. The archetypes page has the full skill trees, the essences page lists every essence and its branches, and the quests page covers the rolls the dice show. The previous update, 2.0: Command & Consequence, is the one that gave your crew a voice.
