
The Titan Saga · Idle codex
A living reference for the world after the Titans fell.
Bind essences of titan power to your members, let two of them choose each class, and learn the systems that decide every fight.
Updated ·patch v2.0.5
The pitch
Bind your champions to a fallen titan, inherit its element, and watch the damage stack, even while the phone is in your pocket. That's the short version. The longer one: Titan Saga: Idle is a free mobile RPG set in the same universe as the flagship Titan Saga, in the age when mortals first began binding themselves to the dead gods that fell before recorded history.
The core loop
- Dispatch. Send members on quests or pick exact rewards with errands. Both run on real-world timers: two minutes at the shallow end, three hours for the longest authored story quest, and a 12-hour ceiling on errands so they always fit inside the offline window. The queue keeps ticking after you close the app.
- Battle. Combat runs itself in Full Auto, or you can take control in Tactical or Manual mode. Either way it is build-driven: your roster's archetype, skill tree, equipped essences, and patron shrines determine what actually happens turn-by-turn.
- Build. Spend the rewards: level members, allocate skill points, unlock essence branches, refine gear, raise buildings, push your patron shrine doctrine.
- Push. A new chapter, a new boss, a new district: something always opens up that demands the next slice of the build. Repeat.
What makes it different
- Essences rewrite your build. Your first two essences decide which classes you are offered, and once a member has a class, each equipped essence adds a full 5-node branch to the skill tree: 104 unique branches across 13 archetypes × 8 essence categories. The same hero plays four different ways depending on what's bound to them.
- The world is alive. Caravans, pilgrims, migrants, refugees, patrols: agents arrive between sessions. Each one is a decision.
- Six patron faiths. Consecrate a temple and unlock recipes no other player on a different patron will ever see.
- No pay-to-progress. Every chapter, every hero class, every endgame mode is free. Optional bundles are cosmetic and time-skip; nothing gates the build.
Five systems you should know exist
The game looks like a quest dispatcher at first. It isn't. These five systems shape every decision once you're past chapter 2, so read the one-liners now so you recognize them when they show up.
Faction Loyalty
Six factions per region drift on their own. The dominant faction in each region gates buildings, recruits, and shrines. Loyalty is easy to earn and slow to undo.
Patron Shrines
Six faiths in the world. Consecrate a temple to one and unlock that patron's exclusive crafting tree, blessings, and doctrine relics, and you can only commit to one at a time per shrine.
Living World
Caravans, pilgrims, migrants, refugees, and patrols arrive between sessions. Each one is a decision: take the gold, gain the member, lose the loyalty, or close the gate.
Soul Tree
206 permanent passive nodes per character: a core, 36 in each of five branches (Might, Insight, Resilience, Fortune, Mastery) across nine tiers, and 25 bridge nodes linking them. Fed by soulfire that a member earns by refining: resetting from Low Gold or higher back to Unbound 1. Each refine funds that same member's tree, and the tree survives every reset. That loop is the engine of the long game.
Essence Ranks
13 ranks across 4 realms, from Unbound to Monarch. Each rank adds 10 stat points (on top of 1 per sub-level) and raises that member's salary by 8%. Rank-ups are manual and lock the member's essences for the cycle; Low Gold unlocks refining. The ladder is the spine of every member's progression.
Terms you'll meet in your first hour
The words the tutorial uses before it explains them. Glance through and the rest of the wiki will read smoother.
- Champion
- The character you create in the wizard: your founder. Only the champion earns Founder's Spark stat points and can change traits, profession and backstory for free under Founding Choices.
- Unclassed
- A member with no archetype yet. Everyone starts Unclassed, your champion included. Unclassed members attack using ATK alone and have no skill tree.
- Archetype
- The game's word for class. You choose one after equipping two essences: the picker offers the three archetypes your essence pair points to. The first pick is free; changing later costs 500 gold or an Archetype Reroll Scroll.
- Essence
- Build-defining power source equipped on a member. Two slots each, three for the champion once the Third Flame is lit. The first two essences decide which archetypes you are offered. Stats from every slot count in full; in combat, slot 1 uses the essence's primary effect and slot 2 its own separate secondary effect.
- Bind
- Equipping an essence onto a member. While the member is Unbound you can take it off again for free; their first rank-up locks it for the cycle. (Hiring at the Tavern is called recruiting.)
- Clouded / Identify
- Essences drop clouded, with their type hidden. Identify them on the Essences tab to reveal them. Your first identification is always Rare or Epic.
- Unbound
- Essence rank 0 of 13, where every member starts. While a member is Unbound, equipped essences can be taken off and swapped for free, as often as you like.
- Sub-level
- A member's level within their current rank, shown as Unbound 2 and so on. Each sub-level adds a stat point and a skill point. At sub-level 10 with full XP you can rank up by hand.
- Branch
- A 5-node mini skill tree added for each equipped essence once the member has an archetype. Branches are per archetype and essence category, not per essence, so every flame essence opens the same branch on a given class.
- Dispatch
- Sending a party of members on a quest. Quests run on real-world timers and keep ticking after you close the app.
- Chapter
- Your story progress, starting at Chapter 0. Completing a chapter's story quests with at least one star advances it, and each chapter clear unlocks new features.
- Beat
- From Chapter 2, a decision point where a quest pauses and waits up to 24 hours for your call. If you don't answer, the crew decides.
- Command
- A points pool your members build up over time, shown from Chapter 1. You spend it on beats and other orders to your crew.
- Refine
- Reset a Low Gold+ member to Unbound 1 in exchange for soulfire. They keep their archetype and profession, and the soulfire funds their own permanent Soul Tree, which survives every refine.
- Soulfire
- The currency of the Soul Tree. Only earned by refining members. Tier-1 nodes cost 3,000; the deepest tier costs 25M.
- Loyalty
- Per-region per-faction score (0 to 100). Dominant faction (35 or more) gates regional content. Hard to undo, so pick one faction per region and commit.
- Patron
- One of six faiths in the world. Consecrating a temple binds you to a patron's blessings and recipes. Apostasy works but it's costly.
Looking for the full glossary? Characters · glossary section has every cross-cutting term with stable anchor links.
Where to go next
Just installed?
What the wizard, the quest tutorial and Alaric's tour do, screen by screen.
Finished the tutorial?
Your first day in order: recruit, a second essence, a class, your first buildings, plus what you can undo.
Why an essence before a class?
How your two essences decide which archetypes you are offered, and what changing costs.
Need resource income?
Your first producer, the profession it needs, and why Housing comes next.
