
Checks
Information on the Checks feature in the HUD
The HUD has a built-in checks menu, for resolving roleplay conflict.
You can find all build-in checks under the Checks Menu, located as follows:
Main Hud Menu > Checks
Checks are based on your attributes, as well as your target's attributes.

Note: If a check is used in combat, it counts as a combat action. Meaning you cannot roll a combat dice and perform a check in the same turn.
*Enthrall/Escape/Disarm all share a counter, and can only be used 3 times per combat scenario in total. Not 3 times each, 3 times in total.
If your character has a Bounty or is a Menace they have that counter reduced to 1.
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Initiative - Used to decide who initiates combat. This roll also resets combat counters.
( Roll is a 1d100 + Dexterity + 0.5x (Intelligence + Wisdom) VS the same for the target. )
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Escape* - Used for ending combat and escaping. Your character can have one exit post then must leave. If in a group combat scenario, only one successful escape roll is needed to escape.
( Roll is a 1d70 + Dexterity + Intelligence VS target's 1d100 + Dexterity + Intelligence )
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Disarm* - Used for disarming a target. Very high fail rate. When used in combat causes the target to instantly be defeated.
(Roll is a 1d100 + (Strength+ Dexterity + Wisdom)/2 VS target's 1d150 + (All Attributes)/2 )
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Enthrall* - Used for enthralling a target. Very high fail rate. When used in combat causes the target to instantly be defeated.
( Roll is a 1d100 + (Intelligence + Faith + Charisma)/2 VS target's 1d150 + (All Attributes)/2 )
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Spell - Used for roleplaying non-aggressive magic being cast on someone. When used in combat causes the target to skip their turn.
( Roll is a 1d80 + Wisdom + Intelligence VS target's 1d80 + Wisdom + Intelligence + Wisdom )
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Perception - Used to identify another character's features, or to remove someone's cloak.
( Roll is a 1d70 + Wisdom + Intelligence VS target's 1d100 + Intelligence + Dexterity + Class Stealth )
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Pray - Used for roleplaying a non-aggressive Faith-based action on an individual or an object. When used in combat causes the target to skip their turn.
( Roll is a 1d100 + Faith VS target's 1d100 + Wisdom + Charisma )
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Charm - Used for roleplaying a non-aggressive Charisma-based action on an individual. When used in combat causes the target to skip their turn.
( Roll is a 1d100 + 2x Charisma VS target's 1d100 + Intelligence + Faith + Wisdom )
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Seduce - Used for roleplaying a non-aggressive Charisma-based action on an individual. When used in combat causes the target to skip their turn.
( Roll is a 1d100 + Charisma VS target's 1d100 + Wisdom + Faith )
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Stealth - Used for roleplaying non-aggressive stealth actions on an individual, such as eavesdropping, sneaking, etc. Cannot be used in combat.
( Roll is a 1d100 + Dexterity VS target's 1d100 + Intelligence + Dexterity )
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Steal - Used for roleplaying a non-aggressive thievery action on an individual. Cannot be used in combat.
( Roll is a 1d100 + Dexterity VS target's 1d100 + Intelligence + Dexterity )
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Stop AOE - Currently non-functional.