Jagex has announced that Chronicle will be shut down on August 6, 2018.
This is a reference page containing a glossary of terms in Chronicle: RuneScape Legends.
- 1 Fundamentals
- 2 Stats
- 3 Card Effects
- 4 Player Terminology
Fundamentals[edit | edit source]
Adventure[edit | edit source]
Adventure is another term for a game or match between two Players. It's coined Adventure to refer to each player creating their own Adventure through the course of a game by playing cards.
An Adventure begins by randomly assigning which player will go first. The player going first begins with 6 cards, while the player going second receives an additional card. Both players may freely return any number of cards to the deck and redraw.
Chapter[edit | edit source]
An Adventure consists of 5 Chapters. These are the components of a game's progression, and four cards are allowed to be played in each chapter. Each chapter begins with the card draw (six or seven cards for Chapter 1, three cards for each subsequent chapter) followed by each player designating up to 4 cards to be played in that chapter. When each player is ready, the chapter starts, and the events of the cards unfold.
Final Fight[edit | edit source]
The Final Fight is the forced conclusion to an Adventure if both Legends survive to its end. It takes place after the last turn of the 5th chapter, and involves the two Legends engaging each other in combat, exchanging blows until one Legend is dead. The Legend who plays first will strike first. If the first Legend kills the second Legend, the second Legend will not get to strike back, effectively giving the first Legend one extra attack relative to the second. However, the second Legend has priority on the last turn before the duel, being able to play a decisive buff which the opponent has no chance to react to, or a powerful counter to weaken any buffs on the opponent.
Legend[edit | edit source]
The Legend is the character chosen to represent the player and navigate the Adventure set out for them. The game is lost when the player's Legend dies.
Each Legend has a set of their own unique cards. Additionally, each Legend specializes in a primary resource, a statistic that their Legend cards have a unique interaction with, from which their power and play style are derived. They will have superior tools to gather this resource and greater flexibility in leveraging it to their advantage.
There are currently 6 Legends in the game:
- Ariane, a mage who wields powerful magics and equips spells for Weapons. Her specialty is Hand Size.
- The Raptor, a tank with a penchant for stacking armor and withstanding any onslaught of damage. His specialty is Armor.
- Ozan, a thief who specializes in Stealing, high-payoffs, and interfering with his Rival's turn. His specialty is Gold.
- Linza, a blacksmith with the best Weapons and weapon effects in the game. Her specialty is Weapons.
- Vanescula, a vampyre who toys with the Health of both Legends to orchestrate her victory. Her specialty is Health.
- Morvran, a monster slayer who hunts a family type of Creature Cards to gain powerful bonuses at the end of a chapter. Morvran breaks trend with previous legends in not having a primary resource, rather a unique, creature-dependent playstyle.
Rival[edit | edit source]
The Rival is the opposing player's Legend. The objective of the game is to defeat the Rival.
Game Mode[edit | edit source]
Main article: Game Modes
There are several play options in Chronicle:Runescape Legends. PvP modes include ranked, casual, and Dungeoneering, while solo play is limited to dueling an AI-controlled opponent. Ranked is the ultimate test of skill, following a player's progression through similarly ranked players from the lowest tier, bronze, through silver, gold, platinum, and finally diamond, the highest ranked tier in the game. Casual mode does not display any ranking, but likely matches according to a more flexible tracking system of the player's performance. Dungeoneering is an alternative format that offers a new experience every time, with high stakes for playing.
Solo play is useful for troubleshooting decks as well as leveling up new legends, as the unlocked cards and rewards from leveling are quite useful.
Fight/Creature Card[edit | edit source]
Creature Cards are monsters in the path of a Legend. They are represented as red cards and have no cost associated to playing them, the only obstacle being that the Legend must defeat the Creature in combat. Overcoming a creature yields rewards. Rewards can include any effect in the game and are as diverse as Support Cards. Combat with a Creature always starts with the Legend dealing the first blow, after which they take turns exchanging blows (exception: Aggressive―see below). If the Legend kills the Creature in one blow, there will be no counterattack.
Certain cards, like Boost, can increase a Rival Creature's Health and Attack. These bonuses may come from your Rival at any point during the course of a Chapter, so beware.
Creature Cards are often part of a family. This is listed in gray underneath the picture. For example, an Undead Dragon is a member of the undead family and will apply in undead-specific interactions, such as from Zemouregal. In spite of its name, Undead Dragon is not a dragon-type and will not interact with dragon cards. Only the family name listed applies.
Adventure/Support Card[edit | edit source]
An Adventure or Support Card refers to blue-colored cards that have a cost in Gold in the top-left corner. These bring all the same potential effects as Creature Cards, but rather than requiring combat to acquire them, they come at the price of Gold, Spend effects, discard effects, or benefits to the Rival. If a Legend cannot afford the price when he attempts to activate the card, the Support Card's effect is not used and discarded.
Like Creature Cards, Support Cards also may or may not belong to a family. Support families are Ally, Equipment, Location, Spell, Ship, Potion, and Action.
Card Rarity[edit | edit source]
Cards are divided into three classes: starter Cards, unlocks, and crafted cards. Starter cards are available immediately upon beginning the game and can include any type of card in the game, unlocks are legend-specific cards made available at levels 2, 3, 4, and 6 with the respective legend, and crafted cards must be "purchased" (or opened via Card Pack) with Gem Shards according to its colored rarity indicated at the bottom of the card. The rarities are:
- Sapphire, appearing as a blue triangle (50/60)
- Emerald, appearing as a green square (100/120)
- Ruby, appearing as a red pentagon (500/600)
- Diamond, appearing as a white star (2500/3000)
where the parenthesised numbers are the gem shard crafting costs for non-legend/legend-specific cards.
Card Pack[edit | edit source]
Card packs are purchased for 1000 copper coins, won by playing dungeoneering, or earned through completing the AI mode for the first time. Card Packs always contain at least one emerald or higher quality card, but there is no limit on the number of rarities obtainable, with even multiple diamonds being possible in a single Card Pack (if you're extremely lucky).
Stats[edit | edit source]
Health[edit | edit source]
Health is a Legend's most prominent stat. If it is reduced to 0, the Legend dies, and the game is over. Health can be reduced by taking damage via either combat or non-combat interactions. Every Legend begins with 30 Health and is limited to a maximum of 30 Health. The sole exceptions to this are Vanescula's Diamond card Vampyre Power and Morvran's starter card Level Up. Health can be restored by either Support or Creature Cards, such as Cabbage or Jubbly Bird.
Gold[edit | edit source]
Gold is a resource consumed to activate Support Cards. It can be acquired by the rewards or effects of cards. Each player begins a game with 0 Gold.
Armour[edit | edit source]
Armour is an extension of Health. Damage received will be applied to Armour first. If the damage exceeds the Armour available, the remainder will reduce Health. Attacks that specify health in their description, such as Remove Health or Steal Health, will however bypass Armour completely, even potentially killing the Legend despite having Armour. Unlike Health, there is no limit to Armour, and every legend begins the game with 0 Armour. It can be increased through many cards and their effects, such as Adamant Armour or Shield Dome.
Base Attack[edit | edit source]
Base Attack is the damage a Legend deals with each blow in combat without boosts. Every Legend begins the game with 2 Base Attack.
Base Attack is a permanent effect in that it always deals its damage without expiring like a Weapon does. It can be increased, decreased and stolen via card rewards and effects. At a starting value of 2, a difference of +1 or -1 has a relatively large impact. As a result of this and the power of persistent attack, cards affecting Base Attack are also relatively expensive.
Temporary Attack[edit | edit source]
Temporary Attack is a modification to Base Attack. Temporary Attack only applies to the next slot in play, after which it is removed, making it basically a single-use power play. As a modification to Base Attack, cards whose effects depend on Base Attack, such as Elvarg, will include Temporary Attack. Base Attack removal like Stagger will however apply to the original Base Attack and not be absorbed by a Temporary Attack bonus.
Any Temporary Attack added on the last slot of Chapter 5 is removed at the start of the final duel.
Weapons[edit | edit source]
Weapons have two components: Weapon Attack and Weapon Durability.
Weapon Attack[edit | edit source]
Weapon Attack is a value factored into your Total Attack, and it will increase the amount of damage dealt with each strike.
Weapon Durability[edit | edit source]
Weapon Durability is the amount of strikes you can deal with your weapon before it is removed.
Total Attack[edit | edit source]
Total Attack is the sum of a legend's Base Attack, Temporary Attack, and Weapon Attack. This is how much damage a Legend will deal in combat with each strike. It is represented by the number in the flame symbol within the game interface. The number in the flame symbol is white for Base Attack, green if currently buffed by a Weapon or Temporary Attack, or red if temporarily reduced. Mousing over the fire symbol with the cursor will reveal a break down of the Total Attack into its components.
Total Attack can be seen used as a Card Effect (Ogre Chieftain), but it cannot be increased or decreased directly. Instead, its components are influenced individually to effect a change in Total Attack.
Hand Size[edit | edit source]
Hand Size refers to the number of cards in the player's hand. Hand Size is visible next to a character's portrait, and it is limited to a maximum of 10 cards.
In most card games, Hand Size is synonymous with card advantage, a tactical metric for which player is currently ahead. In Chronicle it plays an additional role, acting as a statistic to be manipulated through draws/discards and directly leveraged in various card effects. For example, the damage of Earth Blast is determined by the current Hand Size at the time of play, meaning it is sensitive to Discard or Draw Card effects that may take place in the same Chapter prior to Earth Blast. Jogre Shaman deals damage to the Rival based on their Hand Size. Cards allocated for play in the Chapter do not count toward Hand Size.
Card Effects[edit | edit source]
Draw/Discard[edit | edit source]
This effect manipulates Hand Size. Draw pulls from your deck to increase Hand Size; Discard decreases Hand Size. Discarded cards are removed from the game and cannot be drawn again. Keep in mind the automatic card draw at the beginning of each chapter will not activate if the Hand Size is already at the maximum of 10 cards. This means ending a chapter with more than 7 cards will draw fewer to no cards to begin the following chapter. This is one use behind Melzar the Mad and his Tainted Cabbages. An important distinction here is that the moment your hand is full, the automatic card at the start of a chapter simply stops, rather than continuing to draw into a full hand. This means the mechanic of overdrawing does not exist, which in other games leads to cards that cannot be added to a full hand being burned and discarded.
Add (Card)[edit | edit source]
Add places certain cards into the player's hand or deck. Because this doesn't draw from the player's deck, it doesn't help quicken access to cards deeper in the deck and increase deck reliability like Card Draw does. However, there are many uncollectible cards that are only accessible through Add, such as Ancient Spellbook or Dragon Arrows, which can be highly useful. Add is card generation, but since deck fatigue does not exist in Chronicle, it plays a reduced role here.
Add / Gain (Stat)[edit | edit source]
Add can also refer to granting additional statistics. These statistics can be to a Creature or the Rival himself. Dr. Fenkenstrain and Fern add Attack and Health to Creatures, respectively. Add seems to not be fully general, as it is used interchangeably with "Gain," eg. when comparing Kyzaj Tournament and Pyramid Plunder.
Remove[edit | edit source]
Remove reduces the corresponding stat directly, bypassing any other statistics that might be in the way. This commonly includes Health and Armor, but may also mean a Weapon or its weapon stats, or gold. For example, a target with 10 Health and 5 Armor can be killed by an Undead Dragon, because it removes 10 health, bypassing the armor as if it were nonexistent. Similarly, an Oozing Kalphite in the above example, which removes 6 armor, would not have the 6th point of armor removal apply to Health. Ali Morrisane Removes a Weapon, effectively deleting the Weapon from the game.
Spend[edit | edit source]
Spend is a form of payment. It requires you to pay the specified stat in order to gain an effect. For example, Fremennik Crafter spends your weapon in exchange for 4 cards. In other words, it removes your Weapon as payment, and then you draw 4 cards. Without a Weapon, the effect would not activate. Spend is different from Remove in that Spend requires you to pay a price in that stat, while Remove does not require anything. Ali Morrisane Removes your Weapon, but if you do not have a Weapon equipped, you would still gain his effect. Spend however would require you to have a Weapon equipped in order to activate the effect.
Spend can be applied to Equipment, Equipment Stats (eg. Attack or Durability), Base Attack, as well as Armor and Gold, in exchange for the usual variety of benefits.
Steal[edit | edit source]
Steal removes a statistic from the target, and returns the stolen amount to the one who initiated the Steal. It's effectively a Remove effect followed by gaining the same amount Removed. It's as intuitive as it seems. Heist is an example.
Transfer is the opposite of Steal, removing the resource from your Legend and giving it elsewhere.
Mortal[edit | edit source]
Mortal is an effect that only activates if your Legend is at 15 health or less. The threshold is always 15 health even with adjustments to Max Health. It's rather dangerous to operate in range of Mortal, as there are countless ways to kill a Legend under 10-15 health without much trouble. Mortal effects are unusually powerful, but the card is somewhat weak or even useless if the Mortal effect is not activated (eg. Full Dharok). It is therefore probably best to build a deck around Mortal effects rather than hope you're lucky enough to activate it. For example, it's not uncommon to see a Vanescula willingly take half her Health in damage against a powerful creature (such as the Alpha Werewolf) early in the Adventure in order to access Mortal effects, because she has tools to restore the lost Health.
Equip a Weapon[edit | edit source]
This adds an X/Y weapon to your Legend. A weapon is a temporary increase in the Legend's attack. The "X" statistic defines the increase in attack power, and is added to the Legend's Base Attack. The "Y" statistic determines how many times this bonus attack power may be applied. For example, with a starting Base Attack of 2, equipping a Dragon Longsword, a 5/3 weapon, will raise the Legend's Total Attack to 7 for the next 3 attacks.
When in combat, a weapon is always used. You cannot equip a weapon and then choose to not use it in a fight. A rival can battle you to force you to consume 1 weapon durability.
Equipping a weapon always replaces any weapon currently held in hand.
Exhaust[edit | edit source]
Exhaust fixes Base Attack to 1 for the next turn. It functions exactly like Temporary Attack in that it temporarily modifies Base Attack to 1, for a single slot, after which Base Attack is restored to normal. Base Attack cannot be greater than 1 while Exhaust is in effect, and Exhaust has priority over any buffs to Base Attack, including Temporary Attack. Exhaust is removed for the Final Fight.
Note that as a modification to Base Attack, Weapons are not affected by Exhaust, providing a means to stay above 1 Total Attack. Furthermore, Base Attack reduction like Dust Devil or Hope Devourer are useless if the target is under Exhaust, as Base Attack cannot be reduced below 1. Following this logic, a common combo is Exhaust into Relicym's Balm, essentially turning Exhaust into an opportunity for a powerful +2 Base Attack gain when Base Attack returns to normal.
Deal Damage[edit | edit source]
Deal Damage inflicts a damage effect of the listed amount to its target, which can be the Rival or a Creature. This does not involve the Legend himself attacking, so no Weapon durability is consumed, and no counterattack takes place. Examples are Troll Chucker or Cerberus.
Battle[edit | edit source]
Battle engages your Legend in direct combat with the Rival, where each Legend exchanges one blow with the other. The Legend who initiates the Battle will attack first. The damage dealt is determined by Total Attack at that moment. Each Rival will consume one Weapon Durability if a Weapon is equipped. If the one initiating should kill the Rival, the Rival will not get to counterattack. Duel Tournament is one way to effect a Battle.
Strike[edit | edit source]
Strike deals damage to the mentioned target equivalent to the Legend's Total Attack. The key difference from Battle is that there is no counterattack from the Rival. It is effectively "Deal Damage" equal to Total Attack. 1 Weapon Durability is consumed in the process. Greater Demon facilitates a Strike.
Slayer Task[edit | edit source]
Slayer Tasks are benefits based on prior actions in the same Chapter. So far, the only synergies are with Creature Cards and specific family types. For example, Beastmaster grants 4 health for each Beast slain before in that chapter. Slayer Tasks can provide a variety of effects and so far consist only of zero gold cost Support Cards.
Aggressive[edit | edit source]
The Aggressive card effect is a Creature Card theme accompanying the release of Morvran. A Creature Card marked by Aggressive will always attack first in combat versus the Legend, guaranteeing the Legend takes a minimum amount of damage equal to the Creature's attack if he wishes to kill it in direct combat. The Creature in question can still be debuffed with eg. Bunyip or instantly killed with eg. Deathtouched Darts to reduce or bypass taking damage from Aggressive. Legends playing Creature Cards with Aggressive are particularly vulnerable to Griefing effects that buff creature attack such as Dr. Fenkenstrain or Archmage Sedridor, as the buffed creature attack is certain to apply once, and possibly even twice if the creature health has also been increased.
Player Terminology[edit | edit source]
AP[edit | edit source]
AP stands for Attack Power. This is a community term that developed from beta, but it means the exact same thing as Base Attack. It's just a community label for the in-game stat. An AP-gain deck, for example, is a deck that seeks to maximize its Base Attack.
Grief[edit | edit source]
Griefing is a term for setting back your Rival by complicating his Adventure. For example, buffing his Creatures with Archmage Sedridor or Ellaron, or Exhausting him with Ogre Brute, or Stealing his Weapon with Highwayman. Causing your Rival to need 1 or 2 extra attacks to kill a Creature can be devastating if the Creature has a high attack. If the difference is great enough, for example with Exhaust against a Boss like Kree'arra, the Rival may outright die even if at full Health. Removing Gold like with Redbeard Frank can prevent the rival from purchasing an important Support Card, and forcing Discard through something like Scarface Pete can remove Win Conditions for the Rival or undermine Hand Size strategies with Earth Blast.
Sustain[edit | edit source]
Sustain refers to general survivability. This can mean healing effects or armor gain. It refers to the deck's tools to survive incoming damage from the Rival.
Aggro[edit | edit source]
Aggro is short for aggressive, and refers to a strategy that tries to kill the Rival quickly. This is separate from Griefing in that it doesn't limit itself in *how* it kills the player. It can use Undead Dragon or Alpha Werewolf as well as other griefing mechanics.
Control[edit | edit source]
Control is a deck designed to control the pace of the match before winning with powerful late-game presence. Where an aggro deck wants to explode the early game and accelerate a fast victory, a control deck tries to attenuate the pace of the match. Strong sustain and defensive play, interfering with the opponent's aggression (perhaps through Weapon removal or griefing via Creature buffs or stat stealing), all help a control deck advance to the late game. Once in the late game, the control deck is designed to dominate, having high quality cards that are accessible in the late game and overwhelm the opponent.
Card Advantage[edit | edit source]
Card advantage is a tactical edge over your opponent by possessing a greater Hand Size. Card advantage is built through efficient trades and Card Draw in other games, but in Chronicle trading doesn't exist and Card Draw is free. Therefore, card advantage in Chronicle essentially boils down to your hand having more options than the opponent. It is the result of deck cycling. With a greater Hand Size, it is more likely you will have a strong or efficient play for the upcoming Chapter.
Combo Deck[edit | edit source]
A combo deck relies on a specific set of cards to win. For example, Melzar the Mad can be used to fill an opponent's hand, and then followed up by double Jogre Shaman to deal 35-40 damage to the Rival, likely killing them. Combo decks are often OTK decks. Combo Decks are usually built entirely around possessing a few specific cards in their hand in order to pull off the combo — meaning if they don't draw into the combo cards, they cannot win the game. This makes deck cycling highly important.
OTK[edit | edit source]
OTK stands for one turn kill. It involves playing a combo of cards to instantly win the game. Linza using TzHaar-Hur, Raging Kalphite, and Hurl Weapon against The Raptor at high armor would be a potential OTK.
Tech[edit | edit source]
A Tech card, or in general "Tech," are cards substituted into your deck purely as a counter to the current meta. For example, your Raptor deck may be designed to stack armor, use Saradomin Brew, kill [Corporeal Beast]], and grab a Weapon, all in order to win the final duel. However, in a meta with heavy Health Removal, such as one where Venescula is dominant, you may not want cards like Void Brawler into Saradomin Brew, and instead tech in Adamant Armour and Armoured Zombie, which don't lower your health into danger zones. In a meta without any health removal, you might want to run double Void Brawler and double Fight Cauldron. Tech cards are a response to your current environment of decks that you are encountering on the ladder.
Meta[edit | edit source]
Meta is a term for the most common strategies being currently run on the ladder or competitive play. The implication of a meta deck is a deck that has the highest chance of winning. For example, if griefing were currently difficult to counter, you would find a lot of players running decks based around griefing, and the meta would be defined as griefing. This can also extend to Legend types. For example if Ariane is very strong, the meta might include Ariane decks with strong griefing strategies. The Meta refers to a transient state of the game that is constantly evolving. As some strategies become dominant, in reaction players begin running counter decks. As counter decks rise in popularity, eventually the counter decks become so common that they form a new meta, and then players try to find counters to these counter decks. Thus the Meta is a constantly developing cycle, and it is most heavily affected by the introduction of new cards or nerfing/buffing of current cards. An expansion that introduces a flood of new cards will almost always be followed by a shift in the Meta.
Win Condition[edit | edit source]
A win condition would be a deck's primary means of winning the game. This can be Earth Blast for Ariane, Pulverise for Linza, or a Dragon Set for Ozan. A deck can have multiple win conditions, be they Creatures or Support Cards. These are the most fundamentally important cards to a player, require set up in order to play effectively, and guide a player's decisions throughout an Adventure. Having win conditions discarded or being unable to Reach them is all but a guaranteed recipe for defeat for the affected player.
Reach[edit | edit source]
Reach reflects your ability to immediately affect the current state of the game. In Chronicle, Reach is synonymous with Tempo. Having high Total Attack, either through a good Weapon or upgraded Base Attack, or having a lot of usable resource like Gold (or Health/Armor/Hand-Size depending your Legend's primary resource) comprise Reach and your current tempo. Gaining Tempo can mean setting up an inefficient play, such as fighting a Dagannoth Sentinel with only 5 attack rather than waiting for a Saradomin Godsword to kill it in one blow. The former play trades 4 health for 1 Base Attack, whereas with the Saradomin Godsword you would instead gain 5 health along with the Base Attack. These two plays weigh the difference between efficiency and tempo, where having an additional Base Attack sooner brings tempo and allows for bigger plays earlier in the match at the expense of long-term efficiency. Losing tempo would be like playing Repurpose, spending a weapon to gain armour, sacrificing playmaking options from the higher attack for extra armor. Another example is taking Pyramid Plunder over Black Arm Bandit in an Ozan deck. Both, on their own at least, result in a net +2 gold gain for Ozan in the long run. Pyramid Plunder however accelerates Ozan's immediate options for that Chapter with a net 4 gold over his Rival, as the Rival won't be able to plan in the 2 gifted gold until following chapters to compensate. Fiyr Shade is an example of prioritizing efficiency over Tempo.
Deck Cycling[edit | edit source]
Deck Cycling refers to the corollary effect of Card Draw making a deck more accessible. By drawing quickly through a deck, the probability of reaching important cards increases, while decreasing the probability of being stuck with a hand that has no relevant play. In Chronicle, this means having a high Card Draw and playing enough cards per Chapter to maintain space in the hand. Good Deck Cycle is particularly relevant to combo and OTK decks. Deck "thinning" is another term for this.
Cheese[edit | edit source]
Cheese refers to a type of strategy that revolves around a gimmicky Win Condition for victory. This Win condition may require little skill or thought to execute (mindless aggro), or it is difficult to counterplay purely because it relies on luck or surprise. In other words, it's a strategy that effectively wins the game without any particularly skilled input from the victor. The ogre Brute used to be an example of luck before it was nerfed, when killing it stole 1 Base Attack from the Rival. Players who opened Chapter 1 with an Ogre Brute would take heavy damage killing it — normally a bad play at any other point in the game — but absolutely destroy their Rival's Curve as a result. Because it relied on luck, either the opponent did or didn't start with Ogre Brute in hand, there wasn't any effective counterplay to the strategy. An example of surprise is more difficult to find in card games, as innovative tech cards are a natural part of card games, but in real-time-strategy games like Starcraft, proxy rushes were frequently debated to be a form of cheese.