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v2.1.0In developmentSeptember 18, 2026

Titan Saga: Idle 2.1.0Roll Call

Three new classes answer the call, and the first of them has to be earned. Twelve essences to reach them. And every check the game used to make behind your back now lands on a die you can watch, with the same odds it always had. 2.0 gave your crew a voice. 2.1.0 gives them three new ways to fight, and stops hiding the roll.

The short version

Twelve archetypes become fifteen. The Corrupted drain, curse and pay in blood, and you unlock them by reaching floor 15 of the Soul Descent. 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. Each gets four essences, three paths and a full skill tree. Separately, the quest results screen now rolls a die for every hidden check, and the die is honest: it is drawn from the roll the game already made.

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

Three new classes

The Corrupted, the Marshal and the Brawler. Fifteen archetypes, each with three paths and a full skill tree.

02

Twelve new essences

Four per class, Common through Epic. Equip one and the Choose Archetype picker offers the class it pulls toward.

03

The dice

Every hidden check on a quest now lands on a die you can watch. Same odds, same draw, nothing hidden.

Part one · three new classes

Fifteen archetypes

Every archetype in Titan Saga: Idle is a blend of two stats, three paths and a 37-node skill tree, and the three new ones are built to the same spec. They also fill three gaps the roster has had since the class rework: a self-sustaining bruiser that does not need a Healer, a support that hits things, and a fast vanguard whose damage comes from tempo instead of crits.

The Corrupted

ATK + VITDrain-and-curse bruiser

They 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.

Essences that pull toward it: Scythe, Phylactery, Bat, Blight. Equip one in a member’s first slot and the Choose Archetype picker offers the class.

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 new resource meter that fills on blood lost and blood drained. At full, the next strike is Exsanguinate: true damage worth a quarter of the target's missing 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 the party 5% on every kill. Each path adds its own at 300 or 400 of its stat.

The Marshal

ATK + DEFThe only physical support

Battle captains whose strikes rally the line. The class hands its own turn economy to the people beside it.

How you get one

Open to everyone. No season, no floor to reach, no calendar.

Essences that pull toward it: Drum, Oath, Banner, Warhorn. Equip one in a member’s first slot and the Choose Archetype picker offers the class.

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 hardest hitter in the party gains action gauge (35%, plus 5% per 100 DEF, capped at 75% so it is never a full free turn) and +10% ATK for their next two actions. Never the Marshal itself.

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

VIT + SPDBare-knuckle vanguard

Bare-knuckle bruisers who build Momentum with every strike until a heavy hit breaks it.

How you get one

Open to everyone. No season, no floor to reach, no calendar.

Essences that pull toward it: Fist, Sinew, Grit, Undertow. Equip one in a member’s first slot and the Choose Archetype picker offers the class.

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, up to 6.

The break

Take a single hit worth 20% or more of max HP 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 new party pairs come with the class: Necropolis (with a Summoner, every summon drains), Bone Wall (with a Guardian, the Guardian takes 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 gains a Marshal and a Brawler variant, and rank 6 and above enemies can now be Corrupted. Watch for the drain.

Built to the full spec. Each class ships with a 37-node tree, its own abilities, essence branches under all eight categories, path resonance and titan-link mutations, on par with the other twelve. The Corrupted also get a Help Center article under Essences.

Part two · twelve new essences

Four per class, Common through Epic

Classes in Titan Saga: Idle are not chosen from a list. They resolve from the pair of essences a member wears, so a new class needs new essences that pull toward it. Each of the three gets a ladder of four: a Common and an Uncommon that carry the identity, and a Rare and an Epic with an ability of their own. The Corrupted’s four are weighted a little differently because two of them are old friends.

Corrupted

  • ScytheCommonNew. A reaping edge that swings slow and heavy, and keeps what it cuts.
  • PhylacteryCommonNew. A sealed vessel holding something that should have passed on.
  • BatCommonDrops in Titan Saga: Idle for the first time.
  • BlightUncommonDrops in Titan Saga: Idle for the first time.

Death, Blood and Corrupt already exist, and now lean toward the Corrupted too.

Marshal

  • 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 hasten a random ally for two actions, and the party gains +5% DEF.
  • WarhornEpicClarion Call: battles begin with 20% gauge and attacks build more, and the party gains +8% SPD.

Brawler

  • 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 now carry branches for the three new classes, and every one of their actives has its mutations, so a Flame essence on a Marshal or a Storm essence on a Brawler is a real build, not a wasted second slot.

Part three · the roll you can watch

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 never saw any of them. Now the results screen rolls a die for each one, and you watch it land.

The honesty rule

The die is not a second roll and it does not round your odds. The game keeps rolling the continuous chance it always rolled (a 7% injury risk under a Stubborn member is 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, meeting the number is exactly the same event as passing the check, and no face is ever more than one face-width away from fair. A 3% injury reduction from the soul tree still does exactly 3%, instead of doing nothing until it crosses a 5% step.

A die for every question

d20

Pass or fail

Any check with a difficulty: the crit roll, each member's injury roll, the ambush. Meet the number and it passed. A natural 20 is always gold.

d12

The luck offset

Not a pass or a fail, a modifier. The luck that nudged your star rating rolls on a twelve, so you can see how kind the road was.

d100

Loot tables

Rarity bands read like a percentile table: the rarest band sits on top and says what it needed. “Needs 98+” means exactly that.

d4 and d10

The exact fractions

A one-in-four chance is one face of four, with no rounding: the elite chain, the ambush injury, the Explore essence find. The rescue chain rolls a d10.

  • Where it shows up. Quest results, expedition ambushes, and the essence find on an Explore activity. A defeat with everyone injured makes no roll, so it shows no die. 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 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, chosen from a single Dice Set row in Settings, with a seven-die preview. Every one of them 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

At the top tier of an achievement: 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 Herald, for a Tier 4 clear.

1 for Founders

Founder's Rose Gold, for the people who were here first.

11 for gems

Starforged, Nebula, Dragonfire, Void Glass and the rest, 80 to 240 gems.

  • 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 under 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.

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 are the first class you unlock by doing something. Floor 15 of the Soul Descent, once, and it is yours forever. 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 ships behind its own live-ops switch. 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. It adds three new battle classes (the Corrupted, the Marshal and the Brawler), twelve new essences that pull toward them, and a dice reveal on the quest results screen that shows every hidden check as a die roll without changing the odds. It also adds a catalogue of cosmetic dice sets.

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 classes and the dice are built and on the main branch; the update is in final tuning and translation. When it has a date, it will be posted on this page and in the Discord.

How do I unlock the Corrupted class?

Reach floor 15 of the Soul Descent once. The class unlocks for your whole roster the moment you get there, and if you were already past floor 15 it unlocks on your next session. It never expires and it is not seasonal. Then equip a Scythe, Phylactery, Bat or Blight essence in a member's first slot and the Choose Archetype picker offers the Corrupted.

Do I need to unlock the Marshal or the Brawler?

No. Both are open to everyone from the day the update lands. Equip one of their essences (Drum, Oath, Banner or Warhorn for the Marshal; Fist, Sinew, Grit or Undertow for the Brawler) and the picker offers the class.

What does the Marshal do?

The Marshal 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 party's hardest hitter a chunk of action gauge (scaled by the Marshal's own DEF, capped so it is never a full free turn) 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 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. Taking a single hit worth 20% or more of max HP 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 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 odds are never rounded to the nearest die face.

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 the top tier of an achievement, 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. The three classes are added to the picker; nobody is re-classed. If you have already reached floor 15 of the Soul Descent, the Corrupted unlock on your first session after the update.

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 now show. The previous update, 2.0: Command & Consequence, is the one that gave your crew a voice.