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Legend builder

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General info

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Core stats

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Battle stats

Core
Max health Max health is the maximum amount of health you can have. (Level * 8 + END * 8)
Movement Movement is the amount of tiles you may move during a 'Move'. (AGI / 3 + 3)
Range Range is the amount of tiles you may be away from a target to select if for attacks or skills. (Based on equipment)
Critical chance Critical chance is used to determine success for critical rolls, 1d100 + critical chance, total of 101+ are succesfull. (LUC * 2 + 10)
Power Power is the amount of force applied to your attacks. (Level + (STR+INT) / 4)
Critical bonus When you crit, add Critical bonus to your power for this attack. (SEN + 10)
Bonus true damage Bonus true damage is the amount you always add to true damage skills. (AGI / 2)
Dodge chance Dodge chance is used to determine success for dodge rolls, 1d100 + dodge chance, total of 101+ are succesfull. (AGI * 3)
Physical block chance Physical block chance is used to determine success for block rolls (physical, 1d100 + physical block chance, total of 101+ are succesfull. (STR * 3)
Magical block chance Magical block chance is used to determine success for block rolls (magical, 1d100 + magical block chance, total of 101+ are succesfull. (INT * 3)
Physical armor Physical armor reduces incoming physical damage. (STR / 2)
Magical armor Magical armor reduces incoming magical damage. (INT / 2)
Block bonus When you block, add Block bonus to your armor (physical or magical) for this attack. (END + 5)
Bonus shield Bonus shield is the amount you always add to shield skills. (SEN / 2)
Save height Save height is the amount a target needs to meet or beat to avoid addional effects of your skills. (Level / 2 + LUC + 10)
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Abilities

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Strength

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Intelligence

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Endurance

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Agility

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Sensory

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Luck

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Elements


Equipment

Set 1

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Set 3

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Set 4

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Set 5

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Artifacts


Trinkets


Items


Grace


Classes & skills

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Cooldowns

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Actions:
Skills:
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Information on basic actions

Action

Actions are big moves in your turn:

  • Attack - use your current equipment to deal damage to a target within you range. In short, the target of the attack may dodge or block the attack and the attacker may roll for critical, see Attack and defend.
  • Move - use your movement to move that many tiles. Keep in mind that you cannot move through enemies and that you have to land on a free tile.
  • Skill - use a learned action skill from one of your classes, also requires a skill cooldown based on rarity.
  • Aid - Protect an ally within 1m with a Shield (Level + 3).
  • Brace - Grant an advantage to an ally within 1m. Advantage allows for the next dice roll to be attempted twice, keeping the highest result.
  • Switch equipment - use this to switch either your weapon(s) or armor.
  • Interact - use this to do something situation specific. May also be combined with ability to determine its success, like quickly grab a gold coin from the ground (nimbleness).

Special

Specials are small additions in your turn:

  • Skill - use a learned special skill from one of your classes, also requires a skill cooldown based on rarity.
  • Dash - move one tile.
  • Interact - use this to do something small and situation specific. May also be combined with ability to determine its success, like pulling a rusty switch (alteration).

Ability

Ability rolls can also be performed stand-alone, this allows them to be done outside of your turn as well, though the use is often limited to observing related abilities.

  • Current Health Indication - Get an indication from the narrator of a specific target’s Health (empathy).

Reaction

A reaction allows you to act outside of your turn. You may use a reaction to:

  • Use a skill - from a class or artifact. Also requires skill cooldown of a specific rarity. Reactions have a specific situation where they can be used, so read the skill carefully.
  • Dodge - use two reactions to attempt a dodge roll.
  • Block - use one reaction to attempt a block roll. Only works on physical or magical attacks.