Player Guide — v1.0
Welcome to Legends Incarnate, a real-time cooldown combat RPG where you build characters, collect gear, and fight your way through increasingly dangerous zones.
Each account can have up to 5 characters (your "arsenal"), but only one can be active at a time. You can change which character is active without logging out: click Switch Character in the left panel to return to the character select screen and choose another (switching is not allowed while in combat).
Your archetype determines your signature ability, stat growth, weapon affinity, and playstyle. Choose wisely — it cannot be changed after creation.
| Archetype | Role | Weapon | Signature | Style |
|---|---|---|---|---|
| Sage | Lore Master | Rod | Invoke | 24 unique lore spells, level-gated, some charge over turns |
| Brawler | Black Belt | Claw | Combo | 8 multi-turn martial techniques, level-gated, escalating damage |
| Feral | Wild Child | Claw | Frenzy, Claw, Maul, Savage Strike, Primal Roar, Bloodletting | Uncontrollable rage, relentless attacks; augment abilities for when Frenzy is on cooldown |
| Warden | Knight | Sword / Spear | Technique | 8 sword arts: single-target, AoE, heals, and party buffs; Bastion Seal relic heals you for technique damage |
| Harbinger | Ritualist | Sword / Dagger | Rite | 8 channeled rites with random effects per tick |
| Archer | Ranger | Bow | Quick Shot, Volley, Power Shot, Barrage, Pin Shot, Piercing Shot, Trueshot | Ranged physical shots and utility (Pin Shot Snare); Volley spreads, Barrage focus-fires |
| Spellblade | Magic Warrior | Sword | Blade | 8 blade arts: Ascend (self-buff), elemental strikes, chaos drain, AoE, and Chaos Strike; Crown of Ascension relic boosts Ascend and blade damage |
Each archetype gains different amounts of each attribute when leveling up. These values are added every level on top of your base stats. You do not gain flat max HP or max MP per level — your max HP comes from your base HP + Vitality (and gear); your max MP from base MP + Intelligence (and gear). So leveling up gives you more Vitality and Intelligence (and other stats), and those stats then determine your health and mana. All archetypes have an equal total stat budget at level 100; the difference is how it's distributed (e.g. Brawlers get more Strength and Vitality, Sages more Intelligence).
Abbreviations: STR = Strength, VIT = Vitality, SPD = Speed, EVA = Evasion, LCK = Luck, ACC = Accuracy, AGI = Agility, INT = Intelligence (spell damage and max MP), CON = Concentration, DET = Determination.
| Archetype | STR | VIT | SPD | EVA | LCK | ACC | AGI | INT | CON | DET |
|---|---|---|---|---|---|---|---|---|---|---|
| Sage | +2 | +3 | +2 | +1 | +1 | +3 | +0 | +5 | +4 | +2 |
| Brawler | +5 | +4 | +2 | +2 | +1 | +4 | +1 | +1 | +1 | +3 |
| Feral | +5 | +4 | +4 | +2 | +1 | +4 | +3 | +1 | +1 | +1 |
| Warden | +5 | +5 | +2 | +1 | +0 | +4 | +1 | +2 | +1 | +3 |
| Harbinger | +1 | +2 | +3 | +3 | +4 | +2 | +1 | +5 | +2 | +1 |
| Archer | +5 | +2 | +5 | +2 | +2 | +5 | +3 | +1 | +1 | +0 |
| Spellblade | +3 | +2 | +3 | +2 | +3 | +2 | +0 | +5 | +3 | +1 |
Legends Incarnate uses a click-based action menu for all game actions. The chat input at the bottom is for social chat only.
While in combat, many actions are locked to prevent exploitation:
Consumables have been removed from the game. Heal at the Fountain between fights.
When combat starts, the combat arena appears showing enemies on the left and your character on the right. Below the combat log, an action menu appears with these options:
| Button | What It Does |
|---|---|
| Attack | Click an enemy to perform a basic physical attack. Costs no MP — always free, so it stays a solid choice when low on mana. Attack is reliable but intentionally slower than before, so class abilities matter more. |
| Abilities | Your archetype's signature abilities (Invoke, Blade, Rite, Technique, Combo, Volley, Frenzy, etc.) appear as a row of buttons below Attack and Flee. All classes use the same layout — one ability row. Click a button to use that ability. |
| Flee | Attempt to escape combat. Success is Speed-based (15–90% chance). No XP penalty on successful flee. Cannot flee from world bosses or PVP duels. |
PVE tuning: Basic attacks are intentionally less dominant in PVE, while class abilities deal more relative damage. This encourages mixed rotations instead of pure attack spam. PVP damage tuning remains separate and is not changed by these PVE balance values.
Click an enemy once to lock it as your target. All subsequent offensive actions automatically fire at your locked target. If your target dies, the lock clears and you must select a new one. Self-target and party abilities automatically target you or your party.
Auto-targeting: When there is only one enemy (PVP duels, world boss fights, or the last surviving mob), the game automatically locks that target for you — no click needed. This streamlines single-target combat.
The chat area at the bottom has four tabs: Chat (social messages and DMs; type and press Enter or click Send), System (selling items, crafting, and other player-only messages), Guild (guild chat and guild updates), and Loot (combat drops only). Errors and transient feedback (e.g. "Equip failed", "Cannot travel") appear as brief on-screen notifications at the top and do not appear in any chat tab.
All abilities (combos, rites, invoke, volley, technique, frenzy, blade) cost MP. Costs are set so you can't spam them without heals or gear; at higher levels and with MP Cost - from gear (e.g. the of Clarity affix), you can sustain more casts. The minimum cost per use is always 1 MP.
Some archetype abilities are channeled — they persist across multiple combat ticks, dealing effects each tick. While channeling, you cannot perform other actions. The action menu shows a progress bar during channeling.
Harbingers channel dark arts through rites: 8 rituals unlock as you level (all by level 75). You must select a target to start a rite. Each rite costs 8–18 MP (later rites cost more). A rite always lasts 10 seconds and can be interrupted (e.g. falter, stun) to stop sooner. Your Speed sets how many effect ticks per second: 0 Speed = 1 tick/sec, 150 = 2/sec, 300 = 3/sec, 450+ = 4/sec — so faster Harbingers get more procs in the same 10 seconds. Each rite has 4 possible effects (damage, heal, buff, or affliction) with equal 25% weight per tick. There is a per-tick falter (break) chance that scales down with your level (and Determination) so higher-level characters complete full rituals more often. If your target dies during the rite, the ritual continues against other enemies.
| Rite | Level | Theme | Possible Effects |
|---|---|---|---|
| Rite of the Gale | 1 | Wind | Gale Slash, Siphon Vitality (heal), Plasma, Void Strike |
| Rite of the Thorn | 10 | Nature | Thorn Rage, Vital Surge (heal), Wraithfire, Crush |
| Rite of the Scourge | 20 | Sand | Sand Storm, Gale Slash, Dust Bind, Swift Pact (haste) |
| Rite of the Binding | 30 | Binding | Wraithfire, Snare (stun), Specter (confuse), Soul Siphon (heal) |
| Rite of the Crag | 40 | Earth | Land Slide, Siphon Vitality (heal), Sonic Boom, Crush |
| Rite of the Depths | 50 | Water | Abyssal Strike, Specter (confuse), Plasma, Vital Surge (heal) |
| Rite of the Veil | 60 | Shadow | Cave In, Wraithfire, Snare (stun), Toxic Veil (poison) |
| Rite of the Rime | 75 | Ice | Rime Bolt, Snare (stun), Frost Surge, Rime Heal |
Multi-hit martial techniques that escalate in damage with each consecutive hit (+25% per hit). All unlock by level 75. Each technique costs MP (about 10–18 depending on the move; Mantra 14). Uninterruptible.
| Technique | Level | Type | Effect |
|---|---|---|---|
| Pummel | 1 | Channel | 2-5 rapid physical hits |
| Aurabolt | 1 | Channel | Magic-scaled beam attacks |
| Suplex | 10 | Channel | Heavy grapple, ignores some defense |
| Flame Rush | 22 | Channel AoE | Fire damage to all enemies |
| Mantra | 35 | Instant | Heal all allies (25% of max HP) |
| Air Blade | 48 | Channel | Wind-element (resisted by Water) ranged attacks |
| Bum Rush | 75 | Channel | Ultimate technique, massive damage |
Use the Technique ability buttons in combat to perform one of eight instant techniques. All unlock by level 75. Each costs MP (6–22 depending on the move). Techniques deal physical damage (scaled above basic attacks), and several grant self or party buffs (Vitality, Ward, Armor) or heals. With the Bastion Seal relic, any technique that deals damage also heals you for a portion of that damage.
| Technique | Level | MP | Effect |
|---|---|---|---|
| Shield Bash | 1 | 6 | Single-target damage; small Vitality self buff |
| Rallying Slash | 1 | 8 | Heal all allies (portion of max HP) |
| Counter Strike | 10 | 10 | High single-target damage; self Armor buff |
| Sweeping Strike | 22 | 12 | Physical damage to all enemies |
| Bulwark | 35 | 14 | Self Vitality and Ward buff |
| Knight's Resolve | 48 | 16 | Single-target damage; heal self for portion of damage dealt |
| Shield Wall | 60 | 18 | Vitality and Ward buff to entire party |
| Judgment Cut | 75 | 22 | Ultimate single-target strike; ignores a portion of Armor |
15 unique spells unlocked at different levels (all by level 75). Three cast types:
| Spell | Level | MP | Type | Effect |
|---|---|---|---|---|
| Aqua Rake | 5 | 22 | Instant AoE | Water damage to all enemies |
| Revenge | 12 | 31 | Instant | Damage scales with missing HP |
| Force Field | 18 | 24 | Instant | Boosts your Ward temporarily |
| Clean Sweep | 22 | 30 | Instant AoE | Powerful water AoE |
| L3 Muddle | 25 | 28 | Instant | Confuses enemies (level mult. of 3) |
| Stone | 28 | 22 | Instant | Damage + Stun |
| Bastion | 35 | 80 | Instant | Vitality and Ward buff to entire party |
| Chaos Curse | 38 | 32 | Instant | Random affliction on target |
| Quasar | 45 | 50 | Charge AoE | Piercing cosmic damage |
| Roulette | 48 | 10 | Instant | Random target, random outcome |
| Pearl Wind | 50 | 45 | Instant | Heal all allies |
| Zephyr | 55 | 41 | Instant AoE | Wind blast on all enemies |
| Fourth Seal | 58 | 42 | Charge AoE | Flare on enemies (level mult. of 4) |
| Divine Pearl | 62 | 50 | Charge AoE | Holy damage, GP-scaled |
| Grand Train | 68 | 64 | Charge AoE | Ultimate spell, 10s cooldown |
In combat, the Blade ability row shows eight blade arts, unlocked by level. All cost MP and share a short global cooldown after use. Blade strikes (Flame Strike, Frost Strike, Shock Strike, Chaos Drain, Chaos Edge, Chaos Cleave, Chaos Strike) deal hybrid damage: they scale from both Strength/Attack Power and Intelligence/Spell Power. Damage is split into physical and magic; physical is reduced by Armor, magic by Ward and elemental resistance, then summed. They use physical crit.
Blade strike damage is boosted while Ascend is active (2× or 3× with the relic). Use the Ascend button in the Blade row to activate the buff.
Archers have seven ranged shot abilities, unlocked by level (all by 75). Each costs MP. Volley spreads arrows across enemies (3 shots, 5 with relic); Barrage focuses all arrows on one target (4+ shots, single-target burst). The Quiver of the Ranger relic adds shots to both. Pin Shot (L28) is utility: damage plus a chance to Snare (Stun) the target.
| Ability | Level | MP | Effect |
|---|---|---|---|
| Quick Shot | 1 | 4 | Single fast shot, lower damage, short cooldown |
| Volley | 1 | 6 | Spread: arrows can hit different enemies (3 shots; 5 with relic) |
| Power Shot | 10 | 8 | Single heavy shot, high damage |
| Barrage | 22 | 12 | Focus fire: all arrows at one target (4+ shots; relic adds more) |
| Pin Shot | 28 | 10 | Single shot that can Snare (Stun) the target. Utility for controlling dangerous foes. |
| Piercing Shot | 35 | 10 | One precise shot that ignores 40% of Armor |
| Trueshot | 75 | 22 | Ultimate single shot, ignores defense |
Ferals have six abilities: Frenzy (the signature self-buff) plus five instant attacks that augment the kit. When you activate Frenzy, you enter a 10-second channel during which you automatically attack at your basic attack speed (first attack happens immediately). When the channel ends, the Strength buff lasts 30 seconds total, so you can use Claw, Maul, and other augment abilities with the buff. Maul and other augment attacks deal extra damage when you are already Frenzied. The Primal Heart relic extends Frenzy duration and adds lifesteal.
| Ability | Level | MP | Effect |
|---|---|---|---|
| Frenzy | 1 | 6 | 10s channel: auto-attack at basic attack speed (first attack immediately). Strength buff lasts 30 s total; use Claw/Maul etc. with buff after channel ends. |
| Claw | 1 | 5 | Instant single-target physical damage |
| Maul | 10 | 8 | Heavy single hit; stronger when Frenzied |
| Savage Strike | 22 | 10 | Two quick strikes |
| Primal Roar | 35 | 12 | Physical damage to all enemies |
| Bloodletting | 75 | 18 | Ultimate single-target strike; heals you for a portion of damage dealt |
Afflictions are negative status effects applied during combat by abilities, creature attacks, or item procs. They appear as colored icons on combatant portraits.
The combat spell/ability menus now show status tags (for example [Poison], [Stun], [Slow]) when an action can inflict those effects.
Durations are either time-based (real seconds; DoTs tick at fixed intervals) or turn-based (number of actions lost; CC like Stun has a chance to break each turn).
| Affliction | Type | Effect | Duration | Resist |
|---|---|---|---|---|
| ☠ Poison | DoT | Flat HP drain per tick, ignores defense | 10s, ticks every 2s | Determination |
| 🩸 Bleed | DoT | HP drain per tick | 5s, ticks every 2s | Determination |
| 🔥 Burn | DoT | Fire damage per tick, reduced by M.Def | 4s, ticks every 2s | Fire (elemental) resistance |
| ⭐ Stun | CC | Cannot act, breaks channels | 3 turns (30% chance to break each turn) | Determination |
| 🐢 Slow | CC | All cooldowns +50% | 10s | Determination |
| 👾 Confuse | CC | 50% chance to target randomly | 8s | Determination |
Affliction resistance is not based on Vitality, Speed, Luck, or other stats. Only Determination affects your chance to resist Poison, Bleed, Stun, Slow, and Confuse. Burn is resisted by your Fire (elemental) resistance. Doom cannot be resisted.
| Source | Immunities |
|---|---|
| Star Pendant (relic) | Poison |
| Steadfast Charm (relic) | Stun |
| Bloodward (relic) | Bleed |
| Frost Ward (relic) | Freeze |
| Ember Guard (relic) | Burn |
| Ribbon (legendary head) | ALL afflictions |
| Hermes Sandals (legendary feet) | Slow |
Consumables have been removed. You can clear afflictions with archetype abilities that remove them (e.g. Sage lore, Warden techniques), or avoid them with relics (e.g. Star Pendant for Poison, Steadfast Charm for Stun, Bloodward for Bleed, Frost Ward for Freeze, Ember Guard for Burn) and the Ribbon legendary (immunity to all afflictions).
Each character has 11 equipment slots. All equipment is earned through combat loot drops — the shop sells relics only (no gear). The maximum item level that can drop from normal creatures is 100; only world bosses (endgame) can drop items above level 100.
Equipped item stats are applied directly to your character (damage, defense, magic, speed, and affix bonuses), so loadout changes now immediately affect combat performance and cooldown pacing. Gear has a large impact: Strength and weapon damage drive physical damage, Intelligence and Spell Power drive spell damage, and Armor and Ward reduce incoming physical and magic damage. Upgrading to better gear (and higher-tier affixes) makes a clear difference in both damage dealt and survivability.
Six armor slots (Shield, Helm, Gloves, Boots, Belt, Armor) come in three weight classes. Each class trades defense for mobility:
| Class | Defense | Speed (base) | Best For |
|---|---|---|---|
| Light | Lowest | None or small bonus | Speed-focused builds, casters, evasion builds |
| Medium | Moderate | -1 Speed per piece (base) | Balanced builds |
| Heavy | Highest | -2 Speed per piece (base) | Tank builds, high-defense warriors |
Level scaling: The actual Speed penalty (or bonus) from light, medium, and heavy armor scales with item level. Low-level pieces have a smaller penalty (e.g. level 1 heavy is -1 Speed per piece). High-level pieces have a much larger penalty: heavy armor is about -10 Speed per piece at item level 100, -15 at 125, and -20 at 150. Medium scales to half of that. The number on each piece in your equipment and tooltips is the value used in combat.
Mixing armor classes is allowed. For example, you could wear Heavy Armor and Heavy Shield for defense, but Light Boots and Light Gloves to offset the speed penalty. A full set of high-level Heavy pieces gives the largest defense at the cost of very slow action cooldowns.
Ring and Amulet are single types with no weight class. Their power comes entirely from random affixes rolled when they drop.
MP Cost - (of Clarity): Gear can roll the suffix of Clarity, which reduces the MP cost of abilities and spells. This stat appears as MP Cost - on your character sheet and on item tooltips. Higher-tier Clarity gives a larger reduction; the cost per use can never go below 1 MP.
Each archetype can only equip certain weapon categories. Attempting to equip an incompatible weapon will fail. Archers cannot equip a shield — bows are two-handed, so the shield slot is not available for that archetype. To compensate, two-handed weapons (e.g. bows) roll double the number of prefixes and suffixes for their rarity when dropped or crafted, so a Legendary bow can have 4 prefixes and 4 suffixes instead of 2 and 2.
| Archetype | Weapon Types | Starter Weapon |
|---|---|---|
| Sage | Rod | Novice Rod |
| Brawler | Claw | Training Claws |
| Feral | Claw | Bone Claws |
| Warden | Sword, Spear | Squire's Blade |
| Harbinger | Sword, Dagger | Harbinger's Edge |
| Archer | Bow | Short Bow |
| Spellblade | Sword | Apprentice Blade |
Every new character starts with their archetype's starter weapon already equipped.
Items dropped from enemies come in five tiers. Higher-rarity items have more random stat bonuses (affixes).
| Rarity | Affixes | Drop Weight |
|---|---|---|
| Common | 0-1 implicit | ~59% |
| Magic | 1 prefix + 1 suffix | 25% |
| Rare | 1 prefix + 1 suffix + 1 implicit | 12% |
| Epic | 2 prefixes + 1 suffix + 1 implicit | 3% |
| Legendary | 2 prefixes + 2 suffixes + 1 implicit | 0.5% |
Zone rarity boosts shift these weights toward better rarities.
Each affix exists in 10 tiers. Higher-tier affixes are unlocked by item level and provide dramatically stronger stat ranges. When an item drops, the generator selects from all eligible tiers with a bias toward higher ones.
| Tier | Min Item Level | Stat Scaling |
|---|---|---|
| T1 | 1 | Base stats (e.g., Burning: ATK 2-6) |
| T2 | 10 | ~1.85x base |
| T3 | 20 | ~2.7x base |
| T4 | 30 | ~3.55x base |
| T5 | 40 | ~4.4x base |
| T6 | 50 | ~5.25x base |
| T7 | 60 | ~6.1x base |
| T8 | 70 | ~6.95x base |
| T9 | 80 | ~7.8x base |
| T10 | 90 | ~8.65x base |
This means a T10 "Burning" prefix gives approximately ATK 17-52 instead of the T1 range of 2-6. Items from high-level zones are dramatically more powerful.
Items in your stash can be sold for GP. The sell button appears next to each stash item. Selling gives you the item's base sell value in GP.
Affixes are random stat bonuses rolled on dropped and crafted items. Prefixes and suffixes appear on Magic and above; implicits appear on Rare and above. Each affix has 10 tiers (T1–T10); higher tiers unlock at higher item levels and give stronger ranges. The exact value rolled is random within the tier's range. Legendary items can roll special legendary affixes with fixed high-end ranges.
Prefixes add offensive, defensive, or hybrid stats. They appear in the item name before the base name (e.g. Burning Iron Sword).
| Name | Stats |
|---|---|
| Burning | ATK (weapon damage) |
| Frozen | ATK |
| Sparking | ATK |
| Sturdy | VIT (defense) |
| Shadowed | Evasion |
| Radiant | Spell Power |
| Heavy | ATK, −Speed |
| Keen | ATK, Luck |
| Accurate | Accuracy, ATK |
| Reinforced | VIT (defense) |
| Enchanted | Spell Power, Ward |
| Vampiric | ATK, Max HP |
| Thundering | ATK, Speed |
| Venomous | ATK, Vitality |
| Celestial | Spell Power, Intelligence |
| Primal | Strength, Vitality |
| Corrupted | ATK, −Evasion |
| Hardened | Armor (flat) |
| Warded | Ward (flat) |
Suffixes add attributes, resources, hit/crit, resistances, and utility. They appear after the base name (e.g. Iron Sword of Might).
| Name | Stats |
|---|---|
| of Might | Strength |
| of the Bear | Vitality |
| of Wisdom | Intelligence |
| of Warding | Ward |
| of the Wind | Speed |
| of the Fox | Evasion |
| of Fortune | Luck |
| of Endurance | Vitality |
| of Precision | Accuracy |
| of Vitality | Max HP |
| of the Mind | Max MP |
| of the Titan | Strength, Max HP |
| of Transcendence | Intelligence, Max MP |
| of the Sage | Intelligence, Ward |
| of Destruction | Strength, Speed |
| of the Guardian | Vitality |
| of Swiftness | Speed, Evasion |
| of Striking | Phys Hit |
| of Deadliness | Crit % |
| of Arcane Focus | Crit % |
| of the Hawk | Agility, Concentration |
| of the Trinity | Agility, Concentration, Accuracy |
| of Stamina | Vitality (legacy name) |
| of the Whale | Max HP |
| of the Scholar | Max MP |
| of Power | Strength |
| of Arcane Power | Intelligence |
| of Clarity | MP Cost − (reduces ability/spell MP cost) |
| of the Phoenix | Fire Res % |
| of the Tides | Water Res % |
| of the Zephyr | Air Res % |
| of the Storm | Lightning Res % |
| of the Divine | Holy Res % |
| of Chaos Ward | Chaos Res % |
| of Arcane Ward | Arcane Res % |
| of the Channeler | MP restored when you deal magic damage |
| of the Leech | HP restored when you deal physical damage |
Implicits are a third category that can appear on Rare and above items. They use the same tier system but have a smaller pool of effects.
| Name | Stats |
|---|---|
| Durable | VIT (defense) |
| Sharp | ATK |
| Light | Speed |
| Tempered | VIT, ATK |
| Blessed | Luck |
| Ancient | Spell Power, INT |
These affixes only roll on Legendary items (e.g. from world bosses or high-level content). They have fixed high stat ranges and do not use the normal T1–T10 scaling.
| Name | Type | Stats |
|---|---|---|
| Infernal | Prefix | ATK, Strength |
| Glacial | Prefix | VIT, Ward |
| Tempest | Prefix | ATK, Speed |
| Titanic | Prefix | VIT, Vitality |
| Abyssal | Prefix | Evasion, Luck |
| Divine | Prefix | Spell Power, Intelligence |
| Omnipotent | Prefix | ATK, Spell Power, Strength |
| Impervious | Prefix | VIT, Ward |
| of the Colossus | Suffix | Strength, Vitality |
| of the Archmage | Suffix | Intelligence, Max MP |
| of Oblivion | Suffix | Strength, Intelligence, Luck |
| of the Immortal | Suffix | Max HP, Vitality |
| of Genesis | Suffix | Strength, Vitality, Speed, Luck |
The crafting system allows you to improve your equipment at a high GP cost and with significant risk of failure. Crafting is available from your stash — click the purple Craft button on any non-consumable, non-relic item.
| Operation | Effect | Risk |
|---|---|---|
| Re-roll Prefixes | Destroys all current prefixes and rolls new random ones. Number of prefixes depends on item rarity. | None — always succeeds, but results are random. |
| Re-roll Suffixes | Destroys all current suffixes and rolls new random ones. Number of suffixes depends on item rarity. | None — always succeeds, but results are random. |
| Upgrade Affix Tier | Attempts to upgrade a single affix to its next tier (e.g. T1 → T2), re-rolling its stat values at the higher range. | On failure, the affix downgrades to the previous tier (T0 and T1 stay at minimum). GP is still consumed. |
| Upgrade Rarity | Attempts to upgrade the item to the next rarity tier (e.g. Magic → Rare). Gains additional affix slots. | On failure, the entire item is destroyed! |
In the crafting window, each affix on your item shows its tier (e.g. Glacial (T7)). T0 is the weakest, T10 is the maximum. Upgrading moves one affix up one tier (e.g. T7 → T8) and re-rolls its stats at the higher range. Affixes already at T10 cannot be upgraded further — the crafting UI will show “Already at maximum tier” for those, so you don’t waste gold trying. On failure, the affix downgrades one tier (T0 and T1 stay at minimum). Focus tier upgrades on your lower-tier affixes (T0–T9) to get the most benefit.
| Current Tier | Success Chance |
|---|---|
| T0 → T1 | 80% |
| T1 → T2 | 80% |
| T2 → T3 | 70% |
| T3 → T4 | 60% |
| T4 → T5 | 50% |
| T5 → T6 | 45% |
| T6 → T7 | 35% |
| T7 → T8 | 30% |
| T8 → T9 | 25% |
| T9 → T10 | 20% |
| Upgrade | Success Chance |
|---|---|
| Common → Magic | 70% |
| Magic → Rare | 50% |
| Rare → Epic | 25% |
| Epic → Legendary | 10% |
GP costs scale with item level and rarity. Higher-level and higher-rarity items cost significantly more to craft. Re-rolling is the cheapest option; rarity upgrades are the most expensive.
Relics are special accessories equipped in the two Relic slots. They provide unique effects that can fundamentally change how your character plays. You cannot equip two of the same relic (e.g. two Atlas Bracers); each relic template can only be equipped once. Each relic has a single fixed effect (no attunement or level-based scaling).
Balance note: relic shop prices were increased to better match their power impact. Relics are now a major progression purchase, not an early filler buy.
Legendary items are the rarest and most powerful equipment in Legends Incarnate. They carry 5 affixes (2 prefixes, 2 suffixes, 1 implicit) with access to legendary-tier stat ranges far exceeding normal gear.
These powerful items have special properties that enhance a specific archetype's signature ability. They can be equipped by anyone, but the special enhancement only activates for the matching class.
| Item | Slot | Class | Special Property |
|---|---|---|---|
| Elder Staff | Weapon | Sage | Invoke costs no MP, hits 50% harder |
| God Hand | Weapon | Brawler | Combo always max hits (5), ignores defense |
| Beast Mantle | Body | Feral | Frenzy lasts forever, grants lifesteal |
| Paladin Shield | Shield | Warden | Bastion Seal: heal for portion of technique damage dealt |
| Covenant Blade | Weapon | Harbinger | Rite always hits maximum damage |
| Hunter's Mark | Weapon | Archer | Volley always hits and deals bonus damage |
| Ascendant Blade | Weapon | Spellblade | Ascend lasts 60 s; blade strike damage tripled while Ascend is active |
These items provide powerful effects for any class:
| Item | Slot | Lvl | Special Property |
|---|---|---|---|
| Crystal Mail | Body | 60 | Absorbs 25% of all damage as MP |
| Hermes Sandals | Feet | 55 | Permanent Haste, always act first, immune to Slow |
| Ribbon | Head | 70 | Immunity to ALL afflictions (poison, stun, slow, confuse, etc.) |
| Celestriad | Neck | 65 | +20 Magic Attack, +10 Ward. (Formerly: all spells cost 1 MP — universal magic has been removed.) |
| Master's Belt | Belt | 55 | Critical hit damage increased by 100% |
| Soul Ring | Ring | 60 | Regenerate 5% MP per tick in combat |
World bosses are extremely powerful creatures that spawn randomly throughout the world. They deal heavy damage to players (with a minimum damage floor so even high-defense builds feel pressure) and require multiple players working together to defeat. World bosses have their own dedicated tuning, separate from regular PvE zones.
World bosses have special abilities that make them far more dangerous than normal enemies:
| Ability Type | Effect |
|---|---|
| AoE Attack | Damages ALL players in the fight simultaneously |
| Self-Heal | Boss recovers a percentage of its max HP |
| Enrage | At below 30% HP, boss permanently gains a large attack boost |
| Stun | Targets a random player, dealing damage and applying a Stun affliction (breaks channels, prevents actions) |
| Boss | Abilities |
|---|---|
| Feral Alpha | AoE |
| Crypt King | AoE, Heal |
| Iron Warden | Stun, Enrage |
| Magma Titan | AoE, Enrage |
| Void Empress | AoE, Heal, Stun |
| Archon Prime | AoE, Heal, Stun, Enrage |
Combat in Legends Incarnate is real-time, not turn-based. You click actions from the menu and they execute as soon as their cooldown is ready.
Base cooldowns (before Speed reduction):
| Action | Base Cooldown | Notes |
|---|---|---|
| Attack | 3 s | Physical strike |
| Class abilities | 5 s | All cost MP (e.g. Volley 10, Technique 10, Frenzy 6). Rites and Invoke vary by ability. |
| Blade (Ascend) / Frenzy | 12 s | Self-buffs (Ascend: Spellblade; Frenzy: Feral) |
Harbinger rites cost 8–18 MP depending on rite. Sage lore spells have individual MP costs (see Abilities section). Warden techniques cost 6–22 MP.
When combat ends: All cooldowns and channel state (rites, combos, Frenzy, etc.) are reset. Your next fight always starts with every action available.
Note: Combat and abilities are controlled only by the action buttons (Attack, ability row, Flee). Do not type slash commands in chat — they do not affect combat. Chat is for social messages and private messages (/msg) only.
Physical hit uses your Accuracy against the target's Evasion (base 75%, with a floor). Higher-level characters also get a level advantage bonus against lower-level enemies. Magic-scaling abilities (e.g. Sage Invoke, some Brawler combos) can fizzle against high-Ward targets; your Concentration reduces fizzle chance.
Physical damage uses your weapon damage (equipped weapon's base attack plus affixes) plus your Strength; the result is reduced by the target's Armor. Magic damage is reduced only by the target's Ward. Both can crit.
| Attack Type | Formula |
|---|---|
| Physical | Weapon damage + Strength scaling, reduced by target Armor |
| Magical | Magic Power × spell multiplier, reduced by target Ward |
| Critical Hit | 1.5× damage; Crit % from Luck (1% per 20 Luck) and gear, capped at 50%. Same crit chance for physical and spell attacks. |
The maximum level is 100. Levels 1–10 are intentionally fast so new characters feel quick improvement; every block of 10 levels after that scales steeper so late game still has meaningful progression. Experience boost items and events make higher levels more achievable.
| Level | Total XP Required | XP for That Level |
|---|---|---|
| 2 | 283 | 283 |
| 5 | 2,795 | ~700 |
| 10 | 15,811 | ~2,200 |
| 20 | 89,443 | ~6,200 |
| 50 | 883,883 | ~23,000 |
| 75 | 2,436,889 | ~40,000 |
| 100 | 5,000,000 | ~62,000 |
When you defeat all enemies, you earn:
When defeated, you lose 10% of your unbanked XP (XP earned within your current level). You can never lose a level from a defeat. You revive with 25% HP and 25% MP.
Consumables have been removed from the game. Restore HP and MP between fights using the Fountain (Heal) button in the left panel (costs GP).
Each archetype's signature abilities can only be used by that archetype. Attack is available to everyone.
When a Feral activates Frenzy (the Frenzy button in the ability row), they enter a 10-second channel during which the character automatically attacks at basic attack speed (first attack is immediate). When the channel ends, the Strength buff continues so they can use Claw, Maul, Savage Strike, Primal Roar, and Bloodletting with the buff. Maul and the others deal more damage when you are already Frenzied.
Zones are areas where you fight enemies. Each zone has a fixed difficulty based on its recommended level — enemies do not scale to your level. As you level up, you will naturally outgrow earlier zones and find them trivial, while later zones remain a challenge. Higher zones have tougher enemies but better rewards.
| Zone | Level Req | Recommended | Danger | Rewards |
|---|---|---|---|---|
| Training Grounds | 1 | 1-100 | None (practice) | No XP or GP — three dummies: Alpha (high armor), Bravo (high ward), Charlie (high resistances) for testing physical, spell, and elemental damage |
| Verdant Grasslands | 1 | 1-10 | Normal | 1.0x XP, 1.0x GP |
| Bandit Road | 3 | 5-15 | Moderate | 1.2x XP, 1.1x GP, +5% rarity |
| Haunted Mines | 6 | 8-20 | Dangerous | 1.4x XP, 1.1x GP, +10% rarity |
| Iron Fortress | 10 | 12-25 | Hard | 1.6x XP, 1.2x GP, +15% rarity |
| Dragon's Peak | 15 | 20-50 | Very Hard | 2.0x XP, 1.4x GP, +25% rarity |
| Void Rift | 25 | 30-45 | Extreme | 2.0x XP, 1.4x GP, +20% rarity |
| Frozen Wastes | 35 | 40-55 | Extreme | 2.2x XP, 1.5x GP, +22% rarity |
| Demon Realm | 45 | 50-65 | Extreme | 2.5x XP, 1.6x GP, +28% rarity |
| Celestial Spire | 55 | 62-78 | Extreme | 2.8x XP, 1.7x GP, +30% rarity |
| Abyssal Depths | 70 | 78-90 | Extreme | 3.2x XP, 1.8x GP, +35% rarity |
| The Eternal Throne | 85 | 92-100 | Legendary | 3.5x XP, 2.0x GP, +40% rarity |
Click Travel on a zone to shift there. This does not start combat — you stay in the chat and can talk, check gear, or prepare. When you're ready, click the Fight button to start an encounter. Enemies will not attack until you perform your first action (attack, spell, ability, etc.), so take your time choosing. Once you act, enemy cooldowns begin and combat flows in real time.
Your current zone is saved automatically. If you log out and come back, you'll return to the zone you were last in.
Your HP and MP are not automatically restored after combat. You keep whatever HP/MP you had when the encounter ended. If defeated, you revive at 25% HP.
Use the Fountain (Heal) button in the left panel to restore your HP and MP to full. The Fountain costs GP based on missing health (roughly 1 GP per 2 missing HP/MP). This acts as a gold sink to keep the economy balanced. Leveling up still grants a free full heal.
If you're ever stuck "in combat" (e.g. after a crash or a broken world boss), an Unstuck button appears in the left panel. Click it to clear your combat state and restore HP/MP so you can play again. It only works when you're not in a real fight.
Legends Incarnate is a chatroom-style RPG. Use the chat input at the bottom to send messages visible to all online players. Your messages appear under your account username (not your character name).
Admin messages are displayed in gold text with a [ADMIN] prefix so you can always identify official communications.
Open the PVP tab in the right panel to see your PVP win/loss stats, a list of online players, and a Challenge button next to each one. When challenged, you'll see an Accept/Decline banner at the top of the PVP tab. Both players enter the duel at full HP and MP, and neither can be in combat when starting a duel.
PVP duels use the same visual combat arena. Both players see each other and can use the action menu to fight. The winner is announced to all online players. No XP/GP is gained or lost in PVP. Your character appears on the right side; your opponent appears on the left.
PVP Resilience: All damage dealt between players in PVP is significantly reduced compared to PVE. This built-in resilience ensures duels last long enough for meaningful back-and-forth exchanges and counter-play rather than ending in one or two hits. Healing, buffs, and self-damage abilities are not affected by resilience.
PVP restrictions: Any PVE-only abilities do not appear in your ability list during a duel and cannot be used by command.
Logging out during a duel: If you click Logout while in a PVP duel, it counts as a loss for you and a win for your opponent. If you disconnect (e.g. your connection drops or you close the tab), the duel is cancelled with no win or loss recorded for either side.
Open the Guild tab in the right panel to create or manage your guild. Guilds are player-run organizations that provide bonuses and a private chat channel.
Administrators periodically run special timed events that provide bonus rewards, unique challenges, or competitive tournaments. Check the Events tab in the right panel to see what's currently active and upcoming.
| Type | Description |
|---|---|
| Double XP | All XP rewards multiplied (typically 2x) for all or specific zones. |
| Double Gold | All GP rewards multiplied (typically 2x) for all or specific zones. |
| Frenzy | Enemies are 20% stronger but drop 50% more XP and Gold. Applies to world bosses too. High risk, high reward! |
| Hastened | All action cooldowns reduced by 80%. Combat is much faster for everyone — players and enemies alike. |
| Loot Boost | Increased drop rates and rarity for all loot. Better chance of finding rare and legendary items. |
| Boss Rush | Rapid world boss spawns with enhanced loot. |
| Tournament | Competitive scoring event with leaderboard. Top performers earn exclusive rewards. |
Active events are announced via system messages (shown in the System tab of the chat panel). Event badges appear in the center header showing active events — hover over them for details.
World bosses spawn 3–5 times per day somewhere in the world. When a boss appears, all eligible players can join from the Bosses tab. Bosses persist until killed or their 15-minute timer expires — even if all current fighters fall, new players can join and continue the fight.
Your character has attributes (from level and gear) that feed into combat sub-stats such as Armor, Ward, Evasion, hit chance, and crit chance.
Armor reduces physical damage only (attacks, physical abilities). Ward reduces magic damage only (spells and magic-scaling abilities). Armor and Ward come only from gear (flat ARM/WRD on items and affixes). Evasion is derived from Agility (with diminishing returns) plus flat evasion from gear, and is capped at 50%.
Physical damage from basic attacks, volley, technique, gadget, combo is based on your weapon damage (your equipped weapon’s base attack plus any affixes on it) plus your Strength. That total is then reduced by the target’s Armor. Magic damage is reduced only by the target’s Ward.
Your chance to hit with physical attacks is based on your Accuracy (plus gear) versus the target's Evasion; there is a floor so you always have at least a small chance to hit. Spell fizzle is based on Concentration versus target Ward. Spells can fizzle against targets with high Ward; higher Concentration reduces fizzle chance. Crit is shared: both physical and spell attacks use the same Crit % (from Luck — 1% per 20 Luck — plus gear, capped at 50%).
After Ward reduces magic damage, elemental resistance can further reduce damage from fire, water (ice, wind/air), lightning (bolt, arcane), and chaos (dark/poison). Only these four elements exist; holy is healing-only and has no damage resistance. Resistance is capped per element so no build is immune. Gear can grant elemental resistance via suffixes: of the Phoenix (Fire), of the Tides and of the Zephyr (Water), of the Storm and of Arcane Ward (Lightning), and of Chaos Ward. These appear on your character and item tooltips as Fire Res%, Water Res%, Lightning Res%, and Chaos Res%.
Armor and Ward come only from gear. Scaled stats: Body armor, shields, helms, gloves, boots, and belts roll ARM (flat Armor) and WRD (flat Ward) when the item is created; the roll scales with item level. Affixes: Prefixes like Hardened add flat ARM; Warded adds flat WRD. Suffixes like "of Warding" add flat WRD. Your total Armor is the sum of all flat ARM from equipped gear; your total Ward is the sum of all flat WRD from equipped gear. Without armor pieces or ward items, you have 0 Armor and 0 Ward.
Other affixes can add flat bonuses to attributes (e.g. +Concentration, +Agility) or to sub-stats (e.g. +evasion, +crit chance). These are added on top of the values derived from your level and base attributes.
Gear can roll of the Channeler (MP on Hit) and of the Leech (HP on Hit). When you deal any damage (physical or magic — basic attack, volley, technique, combo, spells, invoke, rite ticks, gadget, pilfer), you restore a flat amount of MP and/or HP per hit (depending on which stats you have). These help with sustain in long encounters.
The Armory is a public character browser where you can view any active player's profile, equipment, and lifetime statistics. It updates every 10 minutes.
Access the Armory from the link in the game footer, or visit /armory directly.
Send private messages to other players using the /msg or /w (whisper) command in the chat input.
/msg <username> <message> — Send a private message to a player./w <username> <message> — Shorthand for whisper (same as /msg)./msg "John Doe" hello there.Private messages appear in the chat panel with a [DM] prefix in purple. Your outgoing messages appear slightly muted, and incoming messages are highlighted. Admins can see all private messages for moderation purposes.
The Marketplace lets players trade items with each other. Access it from the Market tab in the right-hand panel.
Administrators may place a security lock on accounts suspected of suspicious activity. If your account is locked:
Legends Incarnate.