Core concepts

Battle 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:

Calculate rounded down

Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. For example: when we take a look at the core stats, 3 points of agility are needed to gain 1 movement, this means 2 points is not enough to gain 1 movement.

All battle stats explanation and scaling

Max health - Determines the maximum amount of health the legend has. A legend start with 50 max health and can be increased by 8 per level and increases by 8 per point in endurance.

Movement - Movement is 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.

Range - Range is the amount of tiles 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 - Critical chance is used to determine success 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 on 10 critical chance and it can be increased by 2 for each point in Luck.

Power - Power is used to determine your damage output for attacks and is also used in skills. Power is mainly gained by equipment, bit is also increased by one each level and by spending 4 points in either Strength or Intelligence.

Critical bonus - On each successful critical roll the critical bonus is added to the power of the attack or skill. A legend starts with 10 critical bonus and can be increased by spending 1 point on Sensory.

Bonus true damage - All forms of true damage is automatically increased by Bonus true damage, no roll required. A legend can only increase this by spending two points in Agility.

Dodge chance - Dodge chance is used to determine success for dodge rolls. A successful roll is if the result of using 1d100 plus the legend’s dodge chance is higher than 100. A Legend increases dodge chance by 3 for each point in Agility.

Physical block chance - Physical block chance is used to determine success for block rolls that have a physical damage source. 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 increased by 3 for each point in Strength.

Magical block chance - Magical block chance is used to determine success for block rolls that have a magical damage source. 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 increased by 3 for each point in Intelligence.

Physical armor - Each time the legend takes damage of a physical type, the incoming damage is reduced by physical armor. Physical armor is mainly gained by equipment, but it can also be increased by 1 per 2 points in strength.

Magical armor - Each time the legend takes damage of a magical type, the incoming damage is reduced by magical armor. Magical armor is mainly gained by equipment, but it can also be increased by 1 per 2 points in intelligence.

Block bonus - On each successful block roll the block bonus is added to the defender’s armor. A legend starts with 5 block bonus and can be increased by 1 per point in Sensory and by 1 per 2 points in Endurance.

Bonus shield - All types of shielding are automatically increased by Bonus Shield, no roll required. A legend can increase this by spending two points in sensory or with specific equipment.

Save height - Determines the height a target has to have on saves against your skills. A legend starts with 10 save height and it is increased by 1 per two Levels and by spending a point in Luck.