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General info
Battle stats
Core
Set 1
Max health
Max health is the maximum amount of health you can have.
(Level * 8 + END * 8)
58
58
Movement
Movement is the amount of tiles you may move during a 'Move'.
(AGI / 3 + 3)
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)
10
10%
Power
Power is the amount of force applied to your attacks.
(Level + (STR+INT) / 4)
1
1
Critical bonus
When you crit, add Critical bonus to your power for this attack.
(SEN + 10)
10
10
Bonus true damage
Bonus true damage is the amount you always add to true damage skills.
(AGI / 2)
0
0
Dodge chance
Dodge chance is used to determine success for dodge rolls, 1d100 + dodge chance, total of 101+ are succesfull.
(AGI * 3)
0
0%
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)
0
0%
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)
0
0%
Physical armor
Physical armor reduces incoming physical damage.
(STR / 2)
0
0
Magical armor
Magical armor reduces incoming magical damage.
(INT / 2)
0
0
Block bonus
When you block, add Block bonus to your armor (physical or magical) for this attack.
(END + 5)
5
5
Bonus shield
Bonus shield is the amount you always add to shield skills.
(SEN / 2)
0
0
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)
10
10
Abilities
Points left to spend freely: 6
Strength
Strength points left: 0
Intelligence
Intelligence points left: 0
Endurance
Endurance points left: 0
Agility
Agility points left: 0
Sensory
Sensory points left: 0
Luck
Luck points left: 0
Elements
Equipment
Set 1
Select style:
Select type:
Select range:
Artifacts
Trinkets
Items
Grace
Classes & skills
Skill points left:3
Cooldowns
Log:
Actions:
Skills:
Make a roll for:
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.