
Core Feature: Limitless Self and Skill Expression
Fluid, Classless build customization.
- Players can choose from a diverse pool of abilities for each one of their 4 skill slots.
- Players have two sets of 4 skill slots, consisting of two elements. One of their weapon, and another of their abilities. Giving them quick access to 8 twinned abilities during combat.
- Players can modify certain combo strings, to create their playstyles on the fly.
- Players can select from a variety of weapons like swords, gauntlets, spears, etc., each with its own set of combinations.
- Different schools of magic (Shadow, Fire, Ice, Lightning) offer distinct magical abilities, allowing for diverse combat strategies.
- In-game currency allows players to personalize their character's appearance with armor sets, weapon skins, and magical effects.
- The player is rewarded when they make smart choices. With the choice of having two elements, they can prepare for any boss, and switch their move sets based on the need and strategy.
Starting Gameplay Flow:
- Character Creation:
- Choose from 2 existing visual character presets.
- Choose from 2 existing starter weapons.
Gameplay Loop:


Average Encounter Duration: 2 Minutes
Average Boss Encounter Duration: 4 Minutes
PVP Match Max Duration: 90 Second Round - 3 Rounds - 4.5 Minutes
Expected Average Played Duration - 80 Seconds
Rogue - Like: Infinite Abilities System
1. Introduction
The Infinite Abilities System in Legends Forge offers players a dynamic and evolving set of abilities, ensuring a unique and engaging gameplay experience.
2. Player and Enemy Stats
- Player Health:
- Base Health: 500 HP
- Health Increase Per Level: +50 HP
- Enemy Health:
- Base Health: 250 HP
- Health Scaling: Base Health x (1 + 0.1 x player level)
3. Skill Slots and Ability Categories
- Skill Slots:
- Players have 4 skill slots: Parry, Dash, Attack, Projectile.
- Ability Categories:
- Parry: Defensive maneuvers using the sword to block or deflect attacks.
- Dash: Mobility skills to evade or reposition.
- Attack: Melee or close-range attacks.
- Projectile: Long-range or thrown attacks.
4. Core Concept


Dynamic Ability Arsenal: Abilities are discovered, upgraded, and combined to create a unique experience with each playthrough. Each slot can be modified. Additionally, players can unlock a second set of skills, giving them the ability to alternate between 8 skills instead of 4.
5. Ability Acquisition
- Mechanisms:
- Room Rewards: Guaranteed Prize after completion, 25% chance to be an ability.
- Hidden Areas: 50% chance to contain an ability.
- NPC Interactions: 20% chance to offer a unique ability.
- Randomization:
- Procedural Generation: Each ability drop has a base variety pool of 25 abilities, with a 20% chance for a rare ability, 10% for Epic and 5% for Legendary.
6. Ability Types and Examples

Parry Abilities:
- Sword Parry: Deflects incoming attack, 7-second cooldown. Works on all types of attacks except grabs and area of effect types.
- Deflecting Void: Adds the ability to deflect Area of Effect spells. Same cooldown as sword parry.
- Fire Up: Deflecting now increases the player’s damage by 10% for the next 7 seconds. (Stackable: Maximum 250%) After 7 Seconds, it deteriorates at a rate of 30% per second. (Stackable: Maximum 250%)
- Taunting Slash: Double-Clicking the deflect turns it into a taunt, which counters Grab attacks if the player is hit during its duration, by teleporting above the enemy, and slashing down.


Dash Abilities:
- Side Step: 0.5 seconds of immunity, 4-second cooldown.
- Shadow Step: Teleports 5 meters in the direction of movement, 12-second cooldown.
- Fire Dash: Quickly dashes for 5 meters into the direction of movement, with 0.5 seconds of immunity, exploding upon arrival and dealing damage in an AOE of 3 meters. 20 second cooldown.
- Everywhere at once: Tap - Throw a dagger in a targeted direction (following cursor), Tap again - Teleport to the thrown dagger. (Dagger activates a timer on the UI, that lasts 30 seconds). 10 Second Cooldown


Attack Abilities:
- Light Attack, Heavy Attack for each set.
- Shadow Blade: 6 Hit combo chain of light attacks - 30 damage each
- Fire Gauntlets: 3 Hit combo chain of heavy attacks - 90 damage each


Projectile Abilities:
- Fireball: 100 damage in an explosion on arrival
- Shadow Ball: Teleports you to the enemy hit
7. Ability Upgrades
Level 3 Upgrades always give an additional effect, as they are the rarest, and the most costly. These upgrades can turn abilities from just builds to whole new playstyles.
- Upgrade Paths:
- Sword Parry:
- Level 1: 5.5 Second Cooldown
- Level 2: 4.5 Second Cooldown
- Level 3: 3 Second Cooldown - Player Gains 30% attack speed for 3 seconds. (Not Stackable)
- Deflecting Void
- Level 1: 5.5 Second Cooldown
- Level 2: 4.5 Second Cooldown
- Level 3: 3 Second Cooldown - Player heals for 10% of damage absorbed
- Fire Up
- Level 1: Deflecting now increases the player’s damage by 10% for the next 7 seconds. Deteriorates at a rate of 30% per second after 7 seconds. (Stackable: Maximum 250%)
- Level 2: Deflecting now increases the player’s damage by 15% for the next 7 seconds. Deteriorates at a rate of 30% per second after 7 seconds. (Stackable: Maximum 300%)
- Level 3: Deflecting now increases the player’s damage by 20% for the next 7 seconds. Deteriorates at a rate of 30% per second after 7 seconds. (Stackable: Maximum 350%)
- Taunting Slash (This ability starts at level 2)
- Level 3: The grab counter now drains the enemy for 7.5% of their max health.
- Side step:
- Level 1: 3 Second Cooldown
- Level 2: 2.5 Second Cooldown
- Level 3: 2 Second Cooldown - Heals for 0.5%HP each time the ability is used.
- Shadow step:
- Level 1: 10 Second Cooldown
- Level 2: 8.5 Second Cooldown
- Level 3: 7 Second Cooldown - Can now be used during Crowd Control to cleanse it’s effects.
- Fire Dash:
- Level 1: 18 Second Cooldown
- Level 2: 16 Second Cooldown
- Level 3: 14 Second Cooldown - Now does 5% of the hit enemies’ Max health damage as a bonus.
- Everywhere at once:
- Level 1: 8 Second Cooldown
- Level 2: 6 Second Cooldown
- Level 3: 5 Second Cooldown - Now damages every enemy in the line from the player to dagger for 100+5% of their max health.
- Umbral Blade:
- Level 1: Deals 200 damage. 1.1 attack speed
- Level 2: Deals 240 damage. 1.3 attack speed
- Level 3: Deals 280 damage. 1.5 attack speed. Drains 0.5% HP per hit.
- Fireball:
- Level 1: Deals 160 damage.
- Level 2: Deals 200 damage.
- Level 3: Deals 240 damage. Burns for 3 seconds upon impact, decreasing healing by 50% during that time.
- Shadow ball:
- Level 1: Cooldown Reduced by 10%.
- Level 2: Cooldown Reduced by 20%.
- Level 3: Cooldown Reduced by 25%. Can be recasted within 4 seconds, to return to starting location.
- Resource Management:
- Upgrade Costs:
Instead of waiting for RNG, upgrades can be purchased at altars.
- Level 1: 500 gold
- Level 2: 1000 gold
- Level 3: 1500 gold
- Gold is earned at a rate of 10 per enemy defeated and 150 per quest completed.
8. Ability Combinations
- Players can switch their move set to match the elemental theme of the current abilities they have acquired.
- Ability slots are customizable, with a maximum of 4 abilities equipped at any time, per move set (two move sets in total).
9. Balancing
- Dynamic Scaling:
- Enemy difficulty scales with player level and abilities.
- Difficulty only increases health to a cap of +150%. Any additional difficulty increases are only made by increasing enemy aggression and AI intelligence.
- Enemy evasive skills cooldown cap is 20 seconds.
Mockup for Upgrade System:
