# Core Mechanics

Legion's gameplay revolves around several key mechanics that form the foundation of strategic combat:

* **Turns System**: Characters act one by one according to a turn order which is affected by their speed and their actions.
* **Stats (HP, MP, ATK, DEF, SPATK, SPDEF, SPEED)**: Define character strengths and weaknesses.
* **Experience and Leveling**: Allows characters to grow stronger over time.
* **Gold Economy**: Enables purchasing of items, equipment, and characters.
* [**Character Classes**](/gameplay/character-classes.md): Determines specializations and abilities.
* [**Items and Spells**](/gameplay/items-and-spells.md): Provide tactical options during combat.
* [**Status Effects**](/gameplay/status-effects.md): Alter character performance temporarily.
* [**Terrain Effects**](/gameplay/terrain-effects.md): Modify the battlefield, adding strategic depth.
* [**Audience System**](/gameplay/audience.md): Rewards impressive plays with bonus rewards.

Understanding these core mechanics is crucial for mastering Legion's gameplay and developing winning strategies. Each of these elements is explained in detail in this page and the following sections.

## Turns System

The initial order of turns of the characters is determined by their **SPEED** stat. All characters are then arranged in that order on the Timeline at the bottom of the screen:

<figure><img src="/files/Jq0tIMYe9y8NCVP8MSFR" alt=""><figcaption></figcaption></figure>

The timeline indicates the following information:

* In which orders the character will act
* Which team each character belongs to (blue is yours, red is the enemy)
* Which [class](/gameplay/character-classes.md) each character belongs to

Once you character performs an action, they will end their turn and be pushed down the timeline, more or less so depending on the **speed class** of their action.&#x20;

Each action, item and spell has a speed class that determines how long a character will need to wait until their next turn. Actions can either be FAST, NORMAL or SLOW.

<figure><img src="/files/3uqHxaXklyt1bbRQmXnU" alt="" width="224"><figcaption><p>The potion is a FAST item</p></figcaption></figure>

Attacking is a NORMAL action, moving is FAST, and items and spells have different speed classes depending on their power.&#x20;

You can also elect to PASS your character's turn, which makes their next turn come up even faster than with a FAST action.

When it is your character's turn, they have 7 seconds to perform an action before their turn end. If their turn ends without any action having been done, the speed penalty is equivalent to one of a NORMAL action.

## HP, MP & stats

All character have 6 stats that govern their performance in combat:

* **HP:** The health of the character. Decreases when taking damage. If it goes to 0, the character dies and can't act until resurrected. HP can be recovered using spells or potions and are automatically replenished after each game.
* **MP:** Use to cast spells. Decreases when casting spells. Different spells have different MP costs, if a character doesn't have enough MP they cannot cast a spell. MP can be recovered using potions and are automatically replenished after each game.
* **ATK:** The higher the atk, the higher the damage done with weapons.
* **DEF:** The higher the def, the lower the damage received from weapons.
* **SPATK:** The higher the spatk, the higher the damage done with spells.
* **SPDEF:** The higher the spdef, the lower the damage received from spells.
* **SPEED**: The higher the speed, the more often you character will have a turn to act.

The last 5 stats, ATK, DEF, SPATK, SPDEF and SPEED cannot change during combat.

When a character levels up, they earn SP that can be spent to increase all 6 stats.

You can consult the stats of your character by selecting characters in the [Team page](/player-dashboard/team-page.md) of your player dashboard.

## XP, Leveling-up and SP

Each character starts at level 1. As they participate in games, they earn experience (XP) based on their contributions to the game. As they accumulate XP they can increase their level.&#x20;

Each time a character gains a level, they earn Stat Points (SP) that can be spent in the [character sheet](/player-dashboard/team-page.md#character-sheet) to increase their stats.&#x20;

## Gold

At the end of each game, you earn a certain amount of gold: a small amount in Practice [mode](/player-dashboard/play-page.md#game-modes), a normal amount in Casual, and bigger amounts in Ranked. Gold is displayed in the top right corner of the player dashboard.

<figure><img src="/files/fsvq3sXTUNqJEVBLTYqT" alt="" width="126"><figcaption></figcaption></figure>

In addition, gold can also be earned by [queuing](/player-dashboard/queue-page.md#queuing-rewards), or as a reward in some chests!

Gold can be used to buy [consumables](/player-dashboard/team-page.md#inventory), equipment, spells and even new characters to add to your team. Therefore earning gold is a key activity to help you increase the strength of your team!


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