Roll an item

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.
Parameters
seed?

Open endpoint ↗

Roll a character

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.
Parameters
seed=uint32?, equipmentBonus=1|0|true|false? (default off)

Open endpoint ↗

Roll a party

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.
Parameters
seed=uint32?, equipmentBonus=1|0|true|false? (default off)

Open endpoint ↗

Adventure mode with party

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.

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.

Open combat skill ↗

Craft an item using orbs

Craft one item. Spend more orbs to improve your chances of a better result.

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; returns the best of max(1, round((N/25)^0.55)) candidates, sampled directly, each grade gated by min(1, (N/price)^1.7)), seed=uint32?, budget=positive-int? (tier only; effective cap 1000000)

Open endpoint ↗

Battle with armies

Two armies of 16 level-one characters fight with their generated weapons on a concrete field.

Army I— / 16
Awaiting armies

Top-down Anima battle. The rosters retain each character’s health and stamina. The 3D view pauses in high contrast and print.

Army II— / 16

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.

Optional combat skill

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.
Parameters
seed=uint32?, equipmentBonus=1|0|true|false? (default off)

Open endpoint ↗

AnimaSystem item analysis

Measuring every item

Quickest attack

Seconds one action plays: 4 / (attackSpeed x relative rate x tempo). Relative rate falls with the item's weight and grip inertia against carry capacity; tempo adds reach, family and blade terms.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Longest ranged reach

How far an Anima attacks from: launch speed^2 x sin(2 x angle) / gravity from the ground, eased past 20 and capped at 30 units at level 1 (both grow with launch strength toward 40), then each class's share of it: Rifle 0.7, bows 0.8, Sling 0.5, Javelin and Pilum 0.5. Throws, boomerangs, the Missile and magic cones grow by at most 33% of their level-1 reach, and a Throw reaches at least 7.5, 15% past the longest melee reach. A wave's reach is its speed x life x aura factor.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Fastest projectile

Launch speed in world units per second: the launch family's base speed x the thrower's strength x the item's weight, stability, size and throw terms. The Rifle's bullet always flies at 120, and a crossbow's bolt flies sqrt(arrow length / bolt length) = 1.31 times as fast as a bow's arrow on the same stored energy, its mechanical draw never easing with the holder's strength. Flick and rupture waves travel at their own speed x the aura factor.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Longest melee reach

How far from the bearer's body center a strike reaches, in the same units as ranged reach: the item's built length from the grip x the Anima's scale (0.6) + the body radius (0.43). Ropes and chains count at full length.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Quickest recovery

Seconds the hand waits after an action before it can act again: blade length and heavy-blow recovery, the rope dart's pull-back, magic cadence and charge, and a launcher's reload (stamina refill plus the range pause, times its heavy-shot k, capped by the authored reload).

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Heaviest on stamina

Stamina per action: 20 + 16 x (1 - e^-work). Work grows with weight and grip inertia (and the speed they move at) against carry capacity.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Lightest on stamina

The same cost, cheapest first. A bare punch costs 20; nothing held costs less.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Highest base hit

The item's own hit against a bare punch, before stats or material: 1.47 armed hit for every weapon x heavy k (mass^(1/3) in Swords for heavy blunt weapons, spears, blades and projectiles) x thrown weight, for the whole action. A Shield Bash lands 0.375 of it and Repulse 0.7.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Hardest single hit

One contact before defense: channel damage x 1.47 armed hit x hit power x heavy k (mass^(1/3) for heavy weapons and projectiles) x thrown weight, split across a volley's shots or strikes. Melee reads physicalDamage, projectiles actionDamage, waves magicalDamage.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Widest area

Ground one action covers: a ring is pi x r^2, a cone half-angle x r^2, a wave the sector it sweeps (1/2 x arc x reach^2); the Cane's shot the half-size Cross-rupture it bursts into, and the Hand cannon's the dome it explodes into (pi x r^2). Radii grow with the aura factor, sqrt(magic x focus x stability).

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Most hits per action

Contacts one action can land on one target: the Rifle's volley shots, a nunchaku's or flail's twirl strikes, the drill's pushes. Items that land one are left out.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Best guard

The chance to stop a physical hit from the front: a shield's block or a Sai, Jutte or Tonfa's parry, from 15% for the lightest shield to 35% for the heaviest, on a log scale of mass.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Support items

Items that do something other than damage: heal health (magicalDamage x hit power), restore or drain stamina (stamina cost x hit power; the Scroll restores its magic hit), or knock opponents down into a tumble.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Slowest to carry

Walk speed lost to the held weight: 1 - (mass / 1.6 Swords)^-0.138, nothing at 1.6 Swords or lighter.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——

Easiest to carry

The same walk-speed cost, lightest first; ties go to the lighter item.

  1. ——
  2. ——
  3. ——
  4. ——
  5. ——
  6. ——
  7. ——
  8. ——
  9. ——
  10. ——
  11. ——
  12. ——
  13. ——
  14. ——
  15. ——
  16. ——
  17. ——
  18. ——
  19. ——
  20. ——