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General info

2

Vasimare's bonus abilities

  • Sorcery + 2
  • Willpower + 2
  • Trickery + 2
  • Awareness + 2

Vasimare's traits

Darksight: Able to see in the dark and grant this sight to allies within 2m.

Detect sorcery: Gain a + 5 when attempting to detect and define magic within a zone, person or object (Sorcery).

Vasimare's elements

Dark resistance (take -5 damage)

Light weakness (take +5 damage)


Core stats

0
0
1
4
4
0
Stat points left: 0

Battle stats

Core
Set 1
Max health Max health is the maximum amount of health you can have. (Level * 8 + END * 8)
74
74
Movement Movement is the amount of tiles you may move during a 'Move'. (AGI / 3 + 3)
4
4
Range Range is the amount of tiles you may be away from a target to select if for attacks or skills. (Based on equipment)
-
4m
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)
2
13
Critical bonus When you crit, add Critical bonus to your power for this attack. (SEN + 10)
14
14
Bonus true damage Bonus true damage is the amount you always add to true damage skills. (AGI / 2)
2
4
Dodge chance Dodge chance is used to determine success for dodge rolls, 1d100 + dodge chance, total of 101+ are succesfull. (AGI * 3)
12
36%
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
16%
Physical armor Physical armor reduces incoming physical damage. (STR / 2)
0
10
Magical armor Magical armor reduces incoming magical damage. (INT / 2)
0
2
Block bonus When you block, add Block bonus to your armor (physical or magical) for this attack. (END + 5)
6
6
Bonus shield Bonus shield is the amount you always add to shield skills. (SEN / 2)
2
3
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)
11
11
Show formulas

Abilities

Points left to spend freely: 0

Strength

Strength points left: 0

0
0
0

Intelligence

Intelligence points left: 0

0
5
0

Endurance

Endurance points left: 0

0
3
0

Agility

Agility points left: 0

0
0
6

Sensory

Sensory points left: 0

5
0
5

Luck

Luck points left: 0

0
0
0

Elements


Equipment

Set 1

Select style:

Select type:

Select range:

Quality

0
Size: Small
Type: Magical
Range: 4m
Power: 7
Dodge chance: 8
Bonus shield: 1

Quality

0
Size: Small
Type: Offhand
Range: 1m
Power: 4
Magical block chance: 16
Bonus true damage: 2

Quality

0
Physical armor: 10
Magical armor: 2
Dodge chance: 16

Set 2

Select style:

Select type:

Select range:



Artifacts


Trinkets


Items


Grace


Classes & skills

Skill points left:
0

Passive, When one of your summons within 3m reaches 0 stacks, grant a Shield (3) to a target within 3m of the summon.
1 Action, Summon a Skeleton (4 stacks) on a free tile within 3m.
~ Skeleton (Summon): At the end of casters turn, the caster may spend 2 stacks once to let the Skeleton Attack (Power) a target within 1m (using your Critical chance).
1 Action, Summon a Hound (4 stacks) on a free tile within 3m.
~ Hound (Summon): At the end of casters turn, the caster may spend 2 stacks once to let the Hound Move (2m) and Attack (Power) a target within 1m (using your Critical chance). Targets attacked by the Hound take True damage (4) if they are adjacent to another ally than the hound.
1 Action, Summon a Geist (3 stacks) on a free tile within 3m.
~ Geist (Summon): At the end of casters turn, the caster may use stacks to move the Geist (2m) (Using 1 stack) and to let the Geist deal True damage (Level + 7) to enemies within 1m of the Geist (using 1 stack).
Special, Gain Magical armor + 2 and you may Move (1m), after your summons within 4m may move (3m) (using 1 stack).
Special, Gain Bonus true damage + 4 and you may remove a stack of any amount of your summons within 4m. For each stack removed, grant another ally (or a summon) within 4m Bonus true damage + 6.
1 Action, Attack (Power + 4) a target and attempt to inflict Undead frailty (3 stacks). On save, inflict Undead frailty instead.
~ Undead frailty: After receiving damage from the caster's summons, take True damage (Level + 3) and you are inflicted with Critical chance - 15.
Allows a save using: Luck.
1 Action, Disappear from the battlefield and summon Death (5 stacks) in your place. Return on Death's location when Death reaches 0 stacks.
~ Death (Summon): The caster can take all their actions from Death. In the casters turn, the caster can use 2 stacks to gain Critical chance + 15 and attack targets within 1m of Death.

Necromancer's manoeuvre (Available when learning 4+ Necromancer skills)

Animate lifeless - Once per day for 30 minutes, control a lifeless object within 10m.



Passive, At the end of your turn, your summons grant Magical armor + 1 to allies within 1m (Stacks up tot Magical armor + 3).
Special, Place a Spirit owl (2 stacks) on a target within 3m. You may transfer the Spirit owl to another target within 3m by using a Reaction.
~ Spirit owl (Ethereal Summon): Allies can use a stack to gain Dodge chance + 10. You can use a stack if the summon is on an enemy to inflict Dodge chance - 20.
1 Action, Summon a Spirit fox (4 stacks) on a free tile within 5m.
~ Spirit fox (Ethereal Summon): Each turn you may move the Spirit fox (2m). Adjacent allies can use a stack as a Reaction to gain Critical chance + 10 and Power + 3. Summon does not have Health, but loses a stack on damage.
1 Action, Summon a Spirit Lion (5 stacks) on free tiles within 6m.
~ Spirit Lion (Ethereal Huge Summon): Each turn, use a stack to attempt to inflict Spirit Roar on enemies within 2m. Summon does not have Health, but loses a stack on damage. The summon fails every roll.
~ Spirit Roar: Damage - 10 if you do not damage the caster.
Allows a save using: Agility.
Special, Attempt to inflict Magic target (2 stacks) on a target within 1m of you or one of your summons. On save, inflict Magic Target.
~ Magic target: Attackers gain Power + 2 and Critical chance + 10 when attacking with a Magical weapon for that attack.
Allows a save using: Agility.
1 Action, Gain Critical Bonus + 7 and Attack (Power) a target. After, attempt to move the target 2m. If the target ends within 1m of one of your summons inflict Power - 2 on the target.
Allows a save using: Agility.
Reaction, After taking damage deal True damage (Level + 10) to the attacker and gain Dodge chance + 15. After, you and your summons may move (2m).
Special, Inflict Power - 5 (2 stacks), Power + 5 (2 stacks), Magical armor - 5 (2 stacks), Magical armor + 5 (2 stacks) divided among any number of targets within 3m of you or one of your summons.

Spirit tamer's manoeuvre (Available when learning 4+ Spirit tamer skills)

Spirit mate - Once per day for 1 hour, one of your summons can be summoned and can act on its own within 100m of you. You and your summon can communicate on a basic level within 100m.





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.