Battle stats

Labels: battle, battle stats, core stats

All legends have specific stats for battle called battle stats. These are calculated using level and core stats and can be increased with the choice of equipment.

Each point in level and core stat increase the following battle stats: Level - 1 power, 10 max health Strength - 1/3 physical armor, 2% physical block chance, 1/2 critical bonus Intelligence - 1/3 magical armor, 2% magical block chance, 1% critical chance Endurance - 10 max health, 1/2 block bonus Agility - 1/3 movement, 2% dodge chance Sensory - 1 critical bonus, 1/3 block bonus Luck - 2% critical chance, 1% dodge chance

Note: Late Legends rounds all the decimals down before summing up. This means 2.5 + 2.5 will be 4.

Movement - the amount of tiles a legend can move while using an action to move. A legend starts with 3 movement and it is increased by 1 for per 3 points in agility. Movement = 3 + agility / 3 Range - the amount of steps you may take to select a target for your attacks. This solely determined by your choice of equipment. For example: A sword has 1m range (1 tile), and a bow has 8m range (8 tiles). Critical chance - the chance used for critical rolls. A successful roll is if the result of using 1d100 plus the legend’s critical chance is higher than 100. Each legend starts with 5 critical chance and increases by 2 for each point in luck and increases by 1 for each point in intelligence. Critical chance = 5 + luck * 2 + intelligence Power - used to determine your damage output for attacks (or heals) and is also used in skills. Power is mainly gained by equipment, bit is also increased by one each level. Power = level Critical bonus - each successful critical roll adds critical bonus to the power of the attack or skill. A legend starts with 3 critical bonus and can be increased by spending 1 point on sensory and 2 points in strength. Critical Bonus = 3 + sensory + strength / 2 Dodge chance - determines the chance to succeed a dodge roll. A successful roll is if the result of using 1d100 plus the legend’s dodge chance is higher than 100. A Legend starts with 5 dodge chance and increases by 2 for each point in agility and increases by 1 for each point in luck. Dodge Chance = 5 + agility * 2 + luck Physical block chance - each successful block roll improves the defender’s armor by their block bonus. Physical block chance is used for block rolls against physical attacks. A successful roll is if the result of using 1d100 plus the legend’s physical block chance is higher than 100. Physical block chance is mainly gained by equipment, but it can also be increased by 2 for each point in strength. Physical Block Chance = strength * 2 Magical block chance - each successful block roll improves the defender’s armor by their block bonus. Magical block chance is used for block rolls against magical attacks. A successful roll is if the result of using 1d100 plus the legend’s magical block chance is higher than 100. Magical block chance is mainly gained by equipment, but it can also be increased by 2 for each point in intelligence. Magical Block Chance = intelligence * 2 Physical armor - each physical attack has its power reduced by the defender’s physical armor. Physical armor is mainly gained by equipment, but it can also be increased by 1 per 3 points in strength. Physical armor = strength / 3 Magical armor - each magical attack has its power reduced by the defender’s magical armor. Magical armor is mainly gained by equipment, but it can also be increased by 1 per 3 points in intelligence. Magical armor = intelligence / 3 Block bonus - each successful block roll adds block bonus to the armor of the defender before calculating incoming damage. Block bonus is mainly gained by equipment, A legend starts with 2 block bonus and can be increased by 1 per 2 points in endurance and by 1 per 3 points in sensory. Block bonus = 2 + endurance / 2 + sensory / 3 Bonus heal - all forms of healing are increased by bonus heal. This requires no roll, and will be added every time a healing effect is used. A legend can only increase bonus heal with specific equipment. Max health - determines the maximum amount of health the legend has. A legend start with 50 max health and can be increased by 10 per level and increases by 10 per point in endurance. Max health = 50 + level*10 + endurance * 10