Battle Stats are statistics for Battle. Battle Stats heavily based on Core Stats and some of them are also increased by Equipment.

Note: Late Legends rounds all the decimals down before summing up. This means 2.5 + 2.5 will be 4.

Movement

Movement is the amount of tiles a Legend can move while using an Action to Move. A Legend starts with 3 Movement and increases it with 3 points in Agility.

Movement = AGI/3 + 3

Range

Range is the amount of steps 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 the chance used for Critical Rolls (see Battles). Critical rolls can apply to Attacks but can also be applied to Skills. A successful roll is 1d100 + Critical Chance > 100. A Legend starts with 5 Critical Chance and increases by 2 for each point in Luck and increases by 1 for each point in Intelligence.

Critical Chance = LUC*2 + INT + 5

Power

Power is used to increase your Attack or Skills damage (or heal). Power is directly increased by your Level.

Power = Level

Critical Bonus

Each time a Legend succeeds a Critical Roll, the damage (or heal) is increased by the Legends Critical Bonus. A Legend starts with 3 Critical Bonus and can be increased by spending 1 point on SEN and 2 points in Strength.

Critical Bonus = SEN + STR/2 + 3

Dodge Chance

Dodge Chance is the chance for a Legend to completely evade an Attack or Skill using a Dodge Roll. Attacks can usually be dodged, though this requires a Dodge. Multiple attempts can be used for one Attack. A successful roll is 1d100 + Dodge Chance > 100. A Legend starts with 5 Dodge Chance and increases by 2 for each point in Agility and increases by 2 for each point in Luck.

Dodge Chance = AGI*2 + LUC + 5

Physical Block Chance

Physical Block Chance is the chance to reduce incoming damage by all Physical Attacks. Attempting a Block roll can be done once per Attack. A successful roll is 1d100 + Physical Block Chance > 100. The damage will be reduced by your Block Amount. Though mainly gained by Equipment, a Legend can also increase this by 2 procent for each point in Strength.

Physical Block Chance = STR*2

Magical Block Chance

Magical Block Chance is the chance to reduce incoming damage by all Magical Attacks. Attempting a Block roll can be done once per Attack. A successful roll is 1d100 + Magical Block Chance > 100. The damage will be reduced by your Block Amount. Though mainly gained by Equipment, a Legend can also increase this by 2 procent for each point in Intelligence.

Magical Block Chance = INT*2

Physical Armor

Physical Armor is damage reduction on all Physical Attacks. Though mainly gained by Equipment, a Legend can also increase this by spending 3 points in Strength.

Physical Armor = STR/3

Magical Armor

Magical Armor is damage reduction on all Magical Attacks. Though mainly gained by Equipment, a Legend can also increase this by spending 3 points in Intelligence.

Magical Armor = INT/3

Block Bonus

On a successful Block Roll, incoming damage is also reduced by the Legend’s Block Bonus. A Legend starts with 2 Block Bonus and can be increased by spending 2 points in Endurance or spending 3 points in Sensory.

Block Bonus = END/2 + SEN/3 + 2

Bonus Heal

This specific stat increases the amount of all Heals that your legend can perform. It is only increased by choosing specific Equipment.

Max Health

Max Health determines the maximum amount of Health the Legend has. A Legend at least has 50 Max Health which is increased by 10 per level and by 10 per point in Endurance.

Max Health = Level*10 + END*10 + 50

	In summary, this is what each Core Stat Does:
	
Level1 Power, 10 Health
Strength1/3 Physical armor, 2 Physical Block Chance, 1/2 Crit Bonus
Intelligence1/3 Magical armor, 2 Magical Block Chance, 1% Crit Chance
Endurance10 Health, 1/2 Block Bonus
Agility1/3 movement, 2% Dodge Chance
Sensory1 Crit Bonus, 1/3 Block Bonus
Luck2% Crit Chance, 1% Dodge Chance

Resistance & Weakness

There are Attacks and Skills that have a specific Elements. There are 5 different Elements: Fire, Ice, Lightning, Light and Dark. A Legend can be weak, neutral or resistant to these elements. There are two types of Resistance and Weakness.

One time Resistance & Weakness

This type of Resistance and Weakness can be applied by Skills or Artifacts. This is a specific Weakness or Resistance that will be removed when it is used once.

Longterm Resistance & Weakness

This type of Resistance and Weakness is meant for monsters. For example: a Fire Elemental could have a longterm Resistance for fire and a longterm Weakness to Ice. Longterm Resistance and WEakness are not removed once used.

Resistance & Weakness on Attacks

Resistance on Attack means the Legend will always succeed a Block against these Attacks (even with 0 Block chance). Weakness means the Attacker always succeeds a Critical Roll for the Attack.

Resistance & Weakness on Skills

Specific Skills have a specified addition or drawback on Weakness and Resistance.


Equipment

A Legend can pick Equipment, here is how you calculate everything. Let’s start with the easiest one, two-handed weaponry. When using a two-handed weapon, you gain the full benefits of that weapon and you can add your STR on Physical and INT on Magical weapons.

For example: Staff totals for a Legend with 4 INT. Range: 4m Base Power: 13

Since the weapon is Magical, you will get the Legend’s INT added to your Attack Power: 13 + 4 = 17 Attack.

Multiple weapons

If you choose the same Affinity (Physical or Magical) or Offhand then you are in luck, you can combine most of the stats to get your total. For example:

Dagger + Dagger totals for a Legend with 3 STR: Range: 1m Base Power: 5 + 5 = 10 Critical Chance: 5% +5% = 10% Critical Bonus: 2 + 2 = 4

Since both weapons are Physical, you will get the Legend’s STR added to it. The Attack Power will be 13 while having all the benefits of the weapons like Critical Chance and Critical Bonus.

Different weapon ranges

If you combine long range and close range of the same affinity you can get all the benefits as long as you attack on the lowest range of the 2 items.

Different weapon types

Yes, it is very much possible to wield a Mace (1h Physical) and a Wand (1h Magical). Keep in mind that you can only attack or use skills using one weapon. This means you will not gain the benefits of the Wand (including the Base Power and 5% Critical Chance) when using the Mace. You can get the bonuses when using an Offhand. Offhand Items give you a bonus, no matter what you want to use. For this reason, this would be the best option to customize your weapons.

Double offhand

Double offhand is allowed. But keep in mind that you cannot make Attacks and each Class requires a weapon to use it’s Skills, so it is not recommended.


Totals

You can combine the Battle Stats of your Legend with the stats of your currently worn equipment to calculate your totals!