Skills can be seen as special moves. They can originate from a class or an artifact. Skills always include:
- Action cooldown that is required to use it.
- Skill cooldown that is required to use it.
- Detailed information on what to do in what order.
Skills can include the following:
- An effect (with a duration) - an additional influence on either the caster or the target of the skill.
Example A: slayer’s Charge explained
- Charge (1 Action, common) Move half movement and Attack (Power + 2) a target. When you deal damage, attempt (Save: Level + 8 END) to inflict Movement -2 (2 stacks) and Disadvantage.
In this example you can see the skill is called Charge, it requires one action from the action cooldowns and the common skill cooldown. The skill starts with a move, but the movement is lowered for this move, namely half of the legend’s movement (rounded down). After a move, the legend is also able to attack. This follows the same rules as a normal attack, except the power for this attack is two higher. After this, there is an attempt to inflict two effects, namely Movement -2 for 2 stacks and disadvantage. The word attempt is an important word here, it means that all or some of it might fail. The effects allow for a save, namely an endurance saving roll, the target has a chance to ignore both effects by attempting a saving roll. The difficulty for the saving roll is also mentioned, which is the level of the legend plus eight in this case.
In summary, a level 2 legend with a movement of 3 and a total power of 20 can read this skill as: Charge (1 action, common) - Move (1 tile) and attack (22 power) a target. When you deal damage, attempt (Save: 10 Endurance) to inflict Movement -2 (2 stacks) and Disadvantage.
Example B: rune knight’s Runic Attraction explained Runic Attraction (1 action, rare) - Attempt to inflict Attraction (LUC Save: Level + 10) on enemies within 4m. On Save, inflict Soft Attraction instead. ~ Attraction: Move as close as possible to the caster. ~ Soft Attraction: Move 1m towards the caster. In this example you can see the skill is called Runic Attraction, it requires one action from the action cooldowns and the rare skill cooldown. The skill starts with an attempt to inflict a special debuff called attraction. This effect allows for a luck saving roll if it is higher than the level of the legend plus ten, the save is met. This skill targets all enemies within four tiles from the legend, so all enemies have to make a luck saving roll to negate it. In this case, there is another effect that triggers when the save is met, namely soft attraction. This is a lesser effect but is guaranteed to happen.
In summary, a level 6 legend with 8 luck can read this skill as: Runic Attraction (1 action, rare) - Attempt to inflict Attraction (LUC Save: 18) on enemies within 4m. On Save, inflict Soft Attraction instead. ~ Attraction: Move as close as possible to the caster. ~ Soft Attraction: Move 1m towards the caster.
Duration of effects - follow these set of rules:
- The default duration of any effect is: ‘when it comes up once’. If an effect lasts longer, it will be defined by stacks, meaning it will remain until used multiple times.
- To represent the number of effects on the battlefield, you can use d6 dices per legend.
- All effects have a caster and should be managed by the caster.
Stacking of effects - follow these set of rules:
- Each effect has a source, this is the skill that is used (either from a class or an artifact).
- Effects from the same source do not stack, they will refresh.
- Effects from different sources do stack.
- A target is inflicted with an effect, that grants all attackers +10 critical chance on critical rolls against them. The attacker has a +10 critical chance of his own, meaning he will have +20 critical chance. when attacking the target.
- All effects on the same stat will be combined
- If an effect is not used, it will remain active. (+power remains after a missed attack)
- Unique forms of effects - an effect can have a unique form.
- Summon - a special entity brought forth by the caster. This summon will share all battle stats of the caster by default and exceptions will be noted. A summon’s duration is based on stacks. At the end of casters turn, a set amount of stacks of the summon can be used to perform defined actions. Summon’s stacks are also reduced by one when taking damage. A summon is removed from the battlefield if it reaches 0 stacks.
- Zone - On the battlefield, there is a specific zone in place. The duration of this zone is based on stacks. A zone has a certain condition and will use a stack when the effect is used. The zone is removed on 0 stacks.
- Aura - Similar to a zone, but the caster is the center of the aura, thus it will move with the caster.