(Moved from the old boards)
Since this isn't turn based, I arbitrarily decided the length of a 'turn' could be the length of time between Continuous spell bursts (more on that later). It's about 5 seconds anyhow.
Damage was taken against as the average of 30 swings against a 7000 HP enemy in the final dungeon. Misses were counted as 0 into this.
All equipment is storebought.
Stat DefinitionsMaximum/Current HP (M/CHP): You should know what this is already >_>
Level: This too...
Strength (Str): Strength affects damage and attack factor (accuracy).
Dexterity (Dex): Dexterity affects attack factor and defence factor (evade).
Intelligence (Int): Caster's intelligence affects magic strength.
Constitution (Con): Constitution reduces magical damage. It is supposed to reduce the time negative status lasts as well, but I didn't measure any difference in a fair range.
Speed (Spd): Speed affects how quickly a character attacks.
Luck (Lck): On a fatal blow, luck is depleted and the amount of health that would have been lost is halved (rounding down). IE: a character on 10 hp is attacked with an attack that would do 40 damage. They lose 5 HP and 1 luck. Effectively characters cannot die until their luck is fully drained (16 is the max, can be recharged at temples). Probably too broken for a duel setting. Incidentally, any damage a character takes from another player character (only possible with magic/magic items) is automatically halved and luck lost.
Armour Class (AC): Reduces/increases damage taken by about half the value. Negative is better.
Attack Factor (Af): Accuracy.
Defence Factor (Df): Evade.
Status EffectsAll statuses can be removed with Dispel.
Antimage: Character is immune to all but the most powerful harmful magic (helpful magic still works normally). In this game, that means the Damage and Paralyze spells will not affect a character with Antimage. The Disrupt (super-damage) spell, however, will (it's damage will be somewhat dampened, however). I personally would therefore see spells like Flare, Holy et al to hit through Antimage. Antimage is also affected by Dispel.
Antimage can be induced with magic and items.
Berserk: Character's speed and attack factor increases. Cannot switch character out of attack mode until no enemies are left on the screen, for all that that is not a problem in a dueling situation.
Berserk can only be self-induced by items and the Berserker.
Dead: Doesn't need much explainin' >_>
Invisible: Character is invisible. They can still be physically attacked, however it takes some time for the enemies to notice them. I dunno how this would work in a duel setting, give the invisible character one free attack or something. Invisibility automatically turns off the next time every enemy on the screen has died.
Invisible can only be self-induced by items and the Assassin.
Paralyze: Character cannot do anything (except teleport, if they have the capability) until paralysis wears off.
Paralyze can be induced with magic and items.
Regeneration: Character is constantly regaining hitpoints. The rate is about 33 HP per 'turn'.
Regeneration can be induced with magic and items.
Speed: Character's speed increases. Generally takes them to 6 hits per 'turn' at endgame, if they aren't already (animation speed stops characters from getting higher than about 6.5 hits per 'turn'). Speed automatically turns off the next time every enemy on the screen has died.
Speed can be induced with magic and items.
Teleport: Character may teleport once. So useful in a duel. Characters can only teleport to a location they could have walked anyway, assuming no enemies were on the field (ie: they can teleport behind a wall of enemies, they can't teleport across a chasm).
Teleport can be induced by magic and items.
Thrall: Character attacks enemies on their own team (a la charm). Only enemies will ever have this status, so some people may or may not take that to mean the PCs are immune to it/charm. One could just as easily say that it means that Legend's Thrall doesn't work on humans, however.
Thrall can be induced with magic and items.
CharactersBerserkerLevel: 13
MHP: 780
Af: 418
Df: 265
Str: 18
Dex: 15
Int: 8
Con: 23
AC: 0
Spd: 18
Equipment:
Slugger (axe) (+31 Str, +100 Af, +80 Df)
Holy Crystal (chainmail) (-25 AC)
Heron Shield (-13 AC)
Death Helm (-11 AC)
Cloud Boots (+10 Spd)
Battle Gloves (-7 AC)
Serpent Amulet (+3 Str)
Equipment choices:
He has pretty much the best equipment choice in the game. Only thing he might POSSIBLY want (apart from illegal usable helms et al) is the Vorpal Blade for its increase in Armour Class, but considering the damage hit he would take I don't think there would be many situations it would be worth it.
Amended stats:
Af: 722
Df: 345
Str: 52
Dex: 15
Int: 8
Con: 23
AC: -56
Spd: 28
Berserker Special: Berserker Rage (Self-inficted Berserk: Hits -> 6 per turn, Af increases by 102, damage increases by 30)
Berserker can self-inflict the berserk status as a free action. This correspondingly raises his damage due to the extra hits and slight damage boost. The extra attack factor is not so much help for the berserker as he has game-best attack factor to begin with.
The Berserker can also remove himself from Berserk status, but this probably shouldn't come up.
Normal
Damage: 792 per hit
Hits: 4-5 hits per turn
Overall: 3564 damage per turn
BerserkDamage: 826 per hit
Hits: 6 hits per turn
Overall: 4956 damage per turn
TroubadourLevel: 12
MHP: 659
Af: 264
Df: 183
Str: 14
Dex: 20
Int: 14
Con: 17
AC: 5
Spd: 21
Equipment:
Vorpal Blade (-31 AC, +100 Af, +80 Df)
Holy Crystal (chainmail) (-25 AC)
Heron Shield (-13 AC)
Death Helm (-11 AC)
Cloud Boots (+10 Spd)
Battle Gloves (-7 AC)
Serpent Amulet (+3 Str)
Lyre (+2 Con)
Equipment choices:
The Troubadour is the only character who can use instruments. Don't really feels it's right for him to get the spell-casting ones though.
Battle Horn (self-inflict berserk) - The Troubadour already does the maximum amount of hits per turn, so berserk is not as useful a state as it is for the Berserker. He may want the Af/Damage boost, though).
Mandolin (+2 Dex) - ...not entirely sure why he'd ever want to use this over the Lyre, but it's there in any case.
Amended stats:
Af: 382
Df: 263
Str: 17
Dex: 20 (22 w/Mandolin)
Int: 14
Con: 19 (17 w/Mandolin)
AC: -82
Spd: 31
Troubadour Special: Bardish Melody
The troubadour may start playing background music as a free action as long as he has an instrument. His playing does not stop him from doing any other action.
There are different effects depending on the tune he is playing. The Troubadour receives the full effect, the other party members receive half of the effect. Enemies receive none.
Music:
The Thief of Dolik Pass (+Levelx2 (24) Dex)
Warriors Awaking (+Levelx2 (24) Str)
The Ballad Eleanor (+Levelx25 (300) Df)
Kijam's Litany (+Levelx2 (24) Con)
The Smithie Song (-Levelx2 (24) AC)
March of the Bold Ones (Regen Levelx2 (24) HP per turn)
Adieu Sweet Dullard (+Levelx2 (24) Int)
Dance of the Faerie Queen (+Levelx2 (24) Spd)
Normal
Damage: 589 per hit
Hits: 6 per turn
Overall: 3534 damage per turn
Warrior's AwakeningDamage: 677 per hit
Hits: 6 per turn
Overall: 4062 damage per turn
AssassinLevel: 12
MHP: 701
Af: 261
Df: 174
Str: 13
Dex: 19
Int: 16
Con: 19
AC: -8
Spd: 20
Equipment:
Crystal Blade (+25 Str, +10 Af, +10 Df)
Arcane Bracers (-15 AC)
Arc Shield (-4 AC)
Winged Helm (-5 AC)
Cloud Boots (+10 Spd)
Stealth Gloves (+4 Dex)
Amber Amulet (+3 Dex)
Equipment choices:
Nothing, really.
Amended stats:
Af: 438
Df: 247
Str: 38
Dex: 26
Int: 16
Con: 19
AC: -32
Spd: 30
Assassin Special: Hide In Shadow (self-inflict Invisible)
The Assassin can self-inflict the Invisible status on himself as a free action. He can also remove it. There isn't much more to say about this that wasn't said in the Status section, apart from that the Assassin is probably the only character that can legally attain the status.
Assassin Special: Backstab
When attacking from behind, the Assassin does on the order of 4 times the damage. This is likely useless in a duel setting, however.
NormalDamage: 338 per hit
Hits: 4 per turn
Overall: 1352 per turn
BackstabDamage: 1289 per hit
Hits: 4 per turn
Overall: 5156 per turn
RunemasterLevel: 14
MHP: 658
Af: 153
Df: 115
Str: 11
Dex: 18
Int: 21
Con: 13
AC: -7
Spd: 12
Equipment:
Arcane Sword (-10 AC, +100 Af, +50 Df)
Arcane Bracers (-15 AC)
Cloud Boots (+10 Spd)
Blood Ring (-4 AC)
Cloud Amulet (+5 Int)
Mixing Bowl (needed for mixing spells)
Equipment choices:
Ancient's Staff (+20 Int, +50 Af, +80 Df) - This staff is vaguely the object of a fetch quest. The Ancient will take it from you if you visit him with it. However, you can keep it by dropping it in a dungeon before going to see hiim, and collecting it again after leaving. Some people may decide not to allow it.
Amended stats: () = Ancient's Staff equipped
Af: 253 (203)
Df: 165 (195)
Str: 11
Dex: 18
Int: 26 (46)
Con: 13
AC: -36 (-26)
Spd: 22
Runemaster Special: Cast Spell
The Runemaster is the only (player) mage in the game. Magic is worked a bit differently from other games and is explained further down. The damages here are physical only.
Normal (physical)
w/Arcane Sword
Damage: 186 per hit
Hits: 3-4 per turn
Overall: 651 per turnw/Ancient's Staff
Damage: 31 per hit
Hits: 3-4 per turn
Overall: 109 per turn
Magic Damage
Taken against the PC's average of 18 con, since enemy stats are unviewable. This is likely higher than most enemies have anyway, their usual plan of attack being mob tactics.
Instantaneously directed spells (any without Missile runes) can be cast at a rate of about 4 per turn. However, the sheer power of some may want people to nerf them to 1 per turn regardless.
Spells with a Missile rune can be cast at about 2 per turn, due to the travel time of the missile.
Generally the Runemaster will only want to use Forward (for most battles) and Missile (for battles he needs range) anyway.
() indicates Ancient's Staff damage.
Quadruple overall damage for Instant, double it for Missile, leave it for 1 spell/turn restrictions.
For purposes of Continuous spell, I'm assuming the opponent would have the sense to move out of the spell if possible.
F/M Damage x 1
Damage: 456 (596) damage per hit
F/M Damage x 15Damage: 6840 (8940) damage per hit
F/M Disrupt x 1
Damage: 2568 (2988) damage per hit
F/M Disrupt x 15Theoretically, each consecutive disrupt rune could drop in damage due to the target being at less HP. But it's not very testable ingame due to things dying in 2/3 Disrupts, and bosses are immune to it.
Damage (assuming damage doesn't drop): 38520 (44820) per hit
^this is a perfect example of a spell you really don't want to make ingame. Assuming one's full on ingredients, you can still only make 66 of it... and then nothing else that uses any of those ingredients.
F/M Paralyze Continuous Paralyze
Effect: Indefinite paralysis, unless the target can self-remove paralysis while paralyzed in which case they can assumedly move out of the spell's area of effect (one tile, so not very large).
F/M Paralyze Continuous Paralyze Damage x 11Damage: 6384 (8344) damage inflicted each turn, starting with the following, as long as the opponent remains in the same location (immobile opponents, opponents who can't self-remove paralysis).
Heal x 1
Healing: 136 (176) HP to the Runemaster. He can full-heal himself each spell by prepending 5 (4) healing runes to the start and taking the same amount of damage/disrupt runes off the end (assuming a full 16-rune spell).
Antimage
Effect: Applies Antimage status to self, ie: becomes magic-invulnerable to all but the most harmful damage magic and Dispel (and all beneficial magic). Probably should be prepended to the start of his first spell (remembering to cut the final damage/disrupt/whatever rune from the end to remain at 16 runes if necessary) to cut out a lot of enemy magic. Not that most people would be using anything but the most powerful magic anyway if they have the option >_> It still reduces damage from that in any case.
More indepth look at MagicMagic in Legend is made up of 16 runes, 4 of which are 'director' runes and the other 12 of which are 'effector' runes.
The Director runes are as follows:
Forward - The spell effect shifts forward one tile.
Missile - The spell effect heads toward a location chosen by the caster OR if used mid-spell, the spell effect heads forward until it hits something.
Surround - The spell effect shifts to the 8 surrounding tiles (Surround also makes spells effects slightly more effective)
Continuous - The spell effect will be recast at this location approximately every five seconds.
The Effector runes are as follows:
Damage - All-purpose Damage spell. Non Elemental.
Heal - Restores health.
Dispel - Removes status.
Speed - Applies Speed status.
Paralyze - Applies Paralyze status.
Antimage - Applies Antimage status.
Thrall - Applies Antimage status.
Make Weapon - Creates a magical weapon in inventory and equips it.
Teleport - Applies Teleport status.
Regeneration - Applies Regeneration status.
Disrupt - Super-Damage. Hits through Antimage status, but is weakened. Non Elemental. Bosses ingame are immune to it.
Vivify - Undoes Dead status, grants a minor amount of Luck (only to people who had Dead status).
On their own, they don't look that special. Until you realise that the spell system lets you put them together just about however you like. The only rules are that 16 runes is the maximum, and various rules about order of director runes which do not affect a duel setting.
The most basic spell is Heal.
When the Runemaster casts the spell, the first Rune that activates is Heal. Because there have been no director runes, the spell effect is still set directly on the Runemaster, and thus he gets healed. And that's the end of the spell.
Unlike most healing spells, however... the Runemaster can effectively charge his up.
Simply by placing further Heal runes in the spell.
For example, the spell Heal Heal Heal Heal. This will Heal him 4 times the amount a Heal spell would.
Then there are directed spells. For example Missile Damage.
When the Runemaster casts the spell, because Missile is the first Rune, he must target it. The spell effect then flies toward the location targetted. Upon reaching the location, or running into something between the Runemaster and the location, the Missile finishes and the next rune activates, in this case Damage, which will damage whatever is on the tile the Missile finished at.
On the other side of the spectrum there are the Nuke spells. Which go as follows.
Surround Damage Damage Damage Damage Missile Damage Damage Damage Damage Surround Damage Damage Damage Damage
The spell first splits to the 8 squares around the Runemaster. Then it deals 4 Damage effects to those squares. Then an untargetted missile is fired from each square in the opposite direction to the caster. Whatever the missile hits takes 4 lots of Damage effects, and then the 8 squares surrounding that take 4 lots of damage effects as well.
Of course, Nuke spells are useless in a duel against one person. This, however, works in the Runemaster's favour. Not being against hordes of enemies, he can afford to use:
Missile Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage
for a total of 15 Damage effects against his opponent.
Alternatively,
Heal Heal Heal Heal Missile Damage Damage Damage Damage Damage Damage Damage Damage Damage Damage
for still overpowering damage, and also high healing to himself.
Further, there are spells like the following:
Missile Paralyze Continuous Paralyze
which will paralyze the opponent (assuming they are vulnerable to it) and reapply the paralysis every 5 seconds/turn/whatever, effectively taking them out of the battle for good and letting the Runemaster beat them with his scrubby physical attack.
The Runemaster doesn't have MP either. He can use spells as long as he has them mixed, which takes ingredients. Runes range from needing 1 ingredient to 3 ingredients, and he can have 999 of each ingredient.
Ingame you don't particularly want a Missile Damage x 15 spell, because that eats up 15 Brimstone for each use, and dungeons last some time. However, a duel takes a far lesser time.
Spell EffectsMagic damage/healing is affected by levels and intelligence. Numbers here are for the given runemaster level (14) only.
If you must give an element to Damage/Disrupt, they would be most likely to be fire.
Damage - Does 400 + ~((caster's int - target's con) * 7) non-elemental damage per rune on average.
Heal - About 84 + ~(caster's int * 2) points of healing per rune on average.
Dispel - Removes all statuses (except Dead). Obliterates Made Weapons (weapons made with the Make Weapon rune), character will automatically reequip if they have a standard weapon in their inventory.
Speed - Bestows Speed status.
Paralyze - Bestows Paralyze status. Paralyze appears to wear off on player characters after 28 seconds (5.6 turns).
Antimage - Bestows Antimage status.
Thrall - Bestows Thrall status. Thrall status remains for unknown length of time. Probably worthless for duelling anyway.
Make Weapon - Weapon created depends on the character it effects. Assumedly no effect on non-Legend characters. Berserker - Mystic Axe. Troubadour - Mystic Sword. Assassin - Mystic Dagger. Runemaster - Mystic Staff. The Arcane Sword and Ancient's Staff are better than the Mystic Staff in any case, the mystic staff being geared towards making him a better physical fighter (anything he has to fight physically... he is dead against >_>) so it's not worth him wasting the time to create it in-duel (would not allow him to start with it).
Teleport - Worthless for duelling.
Regeneration - Bestows Regeneration status.
Disrupt: Does about 2400 + ((caster's int - target's con) * 21) non-elemental magic damage per rune on average. Damage is also affected by target's cHP (does about half damage when target on negligible HP). Disrupt can hit through Antimage, but it is reduced by a random amount (saw damage range from about 10% to 90%).
Vivify: Worthless for duelling.