Draw from the world’s weighted tables. Every item comes with its grade, material, and orb value.
API reference
GET /api/roll/item
Use this to summon one item from the weighted tables at no cost, reproducibly when a seed is given. The forge makes one at a time, so expand an army from one integer with deriveSeed and call once per soul.
Returns
the item enriched with its grade, material, orb value, a breakdown row, the seed that produced it, and the contentVersion that snapshot resolves against.
Bring forth a character with a class, traits, attributes, and a full set of equipment.
API reference
GET /api/roll/character
Use this to generate one character with its stats, equipment, traits, and derived values. Pass equipmentBonus=1 for the optional gear approximation; by default finalStats equals modifiedStats.
Returns
base stats, modified stats after traits, final stats, enriched gear, orb breakdown, trait impacts, class, power rating, 23 derived attributes, the seed, and the contentVersion.
Gather a party from one seed. Choose how many characters answer the call.
API reference
GET /api/roll/character
Use this to generate one character with its stats, equipment, traits, and derived values. Pass equipmentBonus=1 for the optional gear approximation; by default finalStats equals modifiedStats.
Returns
base stats, modified stats after traits, final stats, enriched gear, orb breakdown, trait impacts, class, power rating, 23 derived attributes, the seed, and the contentVersion.
A party explores the maze, meets Animas around corners, and fights in initiative order.
Animas wait around corners and are marked on the minimap. The party is not rendered. At an encounter, initiative orders physical attacks; floating damage and health and stamina bars show the result. Play runs automatically. Pause and Next turn let you step through combat. Arrow keys or W A S D move and turn outside combat. Space toggles automatic play; Enter advances a paused combat turn. Survivors return to the entrance after clearing the maze. Replay reuses the same characters.
Roll a party in column three to begin encounters.
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Turn order and API
Each living actor gets one opportunity every 1000 / initiative milliseconds. Faster actors act more often; exact ties retain party order, then the enemy.
One action plays at a time. Attacks cost 20 stamina, including misses. Recovery is 10 / second of initiative time; insufficient stamina rests for that turn. Travel also restores stamina. Health persists through the maze.
Physical damage, dodge, critical hits, and defenses use the optional combat helper. Equipment effects are not added. The party stays off-camera; counters and resource bars show its actions.
Enemies are ordinary seeded character rolls, one per request. Replay adventure reuses the same characters and restores their local starting resources. No rewards or birth updates are made.
Rules dungeon-initiative-1. Enemy seeds derive from the first member's seed and content snapshot; the maze and combat stream also retain its display name.
Craft one item. Spend more orbs to improve your chances of a better result.
SEED
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CONTENT
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Forged with orbs—
Uncrafted item
Slot
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Grade
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Material
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Rarity
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Affects
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AnimaSystem
Mass
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Heaviest
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Physical protection
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Coverage
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Speed
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Inventory share
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Rarity ceiling—
Measured on the logarithmic rarity scale.
Odds
—before orb selection
Grade —+
—with — orbs
What made this roll rare
API reference
GET /api/craft
Use this to spend orbs and receive an item, either by buying exactly a material grade at its price or by rolling the best of several candidates, where each grade opens fully only once the spend reaches its guarantee price, so no spend makes Grade S certain.
Returns
an enriched item and its slot breakdown, seed, snapshot, and effective inputs; orb crafts report the orbs spent, the candidate rolls drawn, the lottery rule, combination/grade odds, exact grade expectations for that spend, and score samples labeled by reference orb spend.
Parameters
tier=1..7 | orbs=N (positive integer; effective cap 15625, the Grade S guarantee price; draws max(1, round((N/25)^0.55)) candidates, each grade gated by min(1, (N/price)^1.7)), seed=uint32?, budget=positive-int? (tier only; effective cap 1000000)
Two armies of 16 level-one characters fight with their generated weapons on a concrete field.
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Awaiting armies
Top-down Anima battle. The rosters retain each character’s health and stamina. The 3D view pauses in high contrast and print.
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Drag the board to rotate, use the wheel to zoom, or use two fingers to pan and zoom. Click without dragging, or focus the scene and press Space or Enter, to pause or resume. Home restores the overhead view. Arrow keys pan; Shift and arrows rotate. Army I faces Army II; each Anima's colour comes from its traits, and a black or white tag marks its army. Red bars show health; blue bars show stamina. Class names open original character sheets. The linked scenes let you explore these optional rules in a new tab.
Awaiting armies
Battle rules and API
One optional interpretation of Set. Actual equipment, range, weight, stamina, and contact drive the Anima battle. Drag to rotate; click to pause.
Range and handling come from weapon geometry and finalStats. Melee, projectiles, healing rings, recoil, and ragdolls share the Anima scene rules.
Matching colors cannot damage each other. Present, Play, and Strum heal every living character inside their rings. Battle ends when an army falls.
Character seeds: deriveSeed(base, i), i = 0..31, alternating teams. Scene seed: deriveSeed(base, 32). Profile: anima-armies-1. Character replay also requires the matching content snapshot; battle replay requires the scene rules and assets.
Use this to generate one character with its stats, equipment, traits, and derived values. Pass equipmentBonus=1 for the optional gear approximation; by default finalStats equals modifiedStats.
Returns
base stats, modified stats after traits, final stats, enriched gear, orb breakdown, trait impacts, class, power rating, 23 derived attributes, the seed, and the contentVersion.