Attack and defend

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An attack always has an attacker (the one that makes the attack) and a defender (the target of the attack). All attacks follow these steps:

Attacker: target -> critical roll -> total power

Defender: Reaction -> reduce health

Each normal attack follows these steps:

  1. The attacker (the one that makes the attack) announces a defender (the target for the attack) and also informs what type of weapon is being used. The defender also has to be within the range of the attacker.
  2. The defender has an opportunity to fully avoid the attack. This can be done using the resource called reaction. Per two reactions used, the defender can roll a d100. If the result plus its dodge chance is higher than 100, the dodge succeeds, the defender must move outside its current tile and the attack will miss completely (meaning you can stop here). If the dodge fails, move on to the next step.
  3. At this point, the attack is sure to hit and the attacker can make a critical roll (using a d100) to increase the power of the attack. A critical roll does not require any resources and can be attempted once per Attack. If the result plus its critical chance is higher than 100, the critical roll succeeds, this means the power of the attacker will increase.
  4. The defender can reduce the incoming damage by rolling a block roll (d100). A block roll does require one reaction. For attacks using a physical type weapon the defender will add physical block chance to the result, and for attacks using a magical type weapon, the defender will add their magical block chance to the result. If the result plus the specific block chance is higher than 100, the block roll succeeds, meaning that the armor of the defender will increase by their block bonus. For attacks using physical type weapons the defender uses its physical armor and for attacks using magical type weapons, the defender will use its magical armor.
  5. The attack will resolve, the attacker states the type (physical or magical) and the power for this attack and the defender reduces the power by the correspondent armor (physical or magical). The remainder is dealt as damage to the defender’s health (minimum of 0).

Example of an attack

The attacker’s required stats:

The defender’s required stats:

True damage

There is a third type for attacks next to physical and magical called true. A legend can attack using true type using specific skills or other effects. True type can still be avoided using dodge but will ignore armors. This means it will skip block and the reduction of armor. A true attack with 10 power cannot be blocked and will not be reduced by physical armor or magical armor, dealing 10 damage to the defender’s health.

True damage can also be dealt using skills, by default this is mostly the same as a True Attack, but the legend cannot make a critical roll unless specified differently.