9 TO DIEPlay

Legal

Updated · Version 0.1.0 · Update notes

What is the Legal role?

Legal is one of 9 departments, with 140 health and Cease & Desist as its starting skill. Its executive action is Force Majeure, on a 90-second cooldown. It has eight skills of its own, of which 2 can evolve. Its career tracks are Litigation, Contracts, Regulatory.

Discovery is one-way.

Screenshot to come: Legal in play.

Force Majeure: Every enemy projectile and hazard lane on the floor is cancelled at once. Act of God (pending litigation).

See the Legal build

Which skills does it have?

These are the eight skills only Legal can draw. They turn up on level-up cards more than twice as often as shared ones. Numbers are at rank 5 with no bonuses, and a skill with a partner listed can evolve once you own that passive at rank 5.

SkillShapeRank 5 dmg/sEvolves withWhat it does
Cease & DesistBolt172Strongly Worded → Legal HoldA sealed letter flies to the nearest thing. Whatever it touches stops: no moving, no attacking, three seconds.
Class ActionCone22.2NoneA slow, wide wave rolls forward. +15% damage for every enemy caught in it. Everyone joins.
InjunctionRing6.9Boundaries → Restraining OrderA ring on the floor around you. Nothing inside it can attack. You can.
NDAZone12.4NoneA smoke zone. Nothing inside can see you, and nothing in it may discuss what happened.
DiscoveryRain622.6NoneBoxes of documents fall from above. Forty of them. Due Monday.
Fine PrintTrail59.3NoneTiny text behind you. Nobody reads it. Everything that steps on it is bound for a second.
SubpoenaChain83.9NoneCompels the thing it hits to appear at your feet, immediately.
PrecedentMine296.7NoneWhatever dies on this spot dies here again: the mine re-arms once per kill.

What are its career tracks?

Legal has three tracks: Litigation, Contracts, Regulatory. Each holds ten talents, including three milestones that open at 10, 20 and 30 points in that track. You will earn up to 51 points in this department, so you can finish one track and get into a second.

Litigation

RowTalentMaxOpens atWhat it does
1Opening Statement50Damage +4% per point. Ladies and gentlemen of the floor.
1Objection50Crit chance +2% per point. Sustained.
2Served (milestone)110The first hit on anything stuns it. You have been.
2Punitive Damages55Crit damage +10% per point. To send a message.
3Cross-Examination310Pierce +1 per point. Isn't it true?
3Motion Practice510Cooldown -3% per point. Filed. Filed. Filed.
4Lead Counsel (milestone)120Bosses take extra. Your name is on the door.
4Closing Argument415Damage +4% per point. The facts, slowly, louder.
5Appeal520Duration +6% per point. It is not over.
6Precedent Set (milestone)130Elites take extra. See above.

Contracts

RowTalentMaxOpens atWhat it does
1Indemnity50Armour +1% per point. Not your problem. In writing.
1Limitation of Liability50Max health +6% per point. Capped at the fees paid.
2Hold Harmless (milestone)110Below 30% health, every skill hits harder. The clause activates.
2Retainer55Health per second +0.4 per point. Paid monthly whether used or not.
3Evergreen Clause510Duration +6% per point. Renews unless cancelled in writing, by post, in person.
3Cure Period110Extra lives +1 per point. Once per run, thirty days to fix it. You get three seconds.
4Non-Compete (milestone)120Zones slow everything in them. Twelve months, any industry.
4Boilerplate415Armour +1% per point. Nobody reads it. It holds.
5Billable Hours520PTO gained +6% per point. Six-minute increments.
6Jurisdiction (milestone)130Auras reach further. The courts of wherever you are standing.

Regulatory

RowTalentMaxOpens atWhat it does
1Scope50Area +4% per point. Broader than anyone intended.
1Comment Period50Duration +6% per point. Ninety days. Extended.
2Compliance Window (milestone)110Zones slow everything in them. Effective immediately, enforced eventually.
2Fast-Track Approval55Cooldown -3% per point. Expedited. Eight weeks.
3Disclosure310Pierce +1 per point. All of it. Footnoted.
3Loophole310Luck +6% per point. Technically.
4Stop Order (milestone)120The first hit on anything stuns it. Pending review.
4Extraterritorial415Area +4% per point. Applies here, there, and on the ship.
5Enforcement Action520Damage +4% per point. With penalties.
6Regulatory Capture (milestone)130Trails burn. The regulator used to work here.

What gear does it have?

Legal has 54 gear pieces: one for each of 9 slots at each of 6 rarities. Everything above Standard Issue belongs to a set, so wearing pieces of the same rarity builds a set bonus. Its five sets are Billable Hour, Compliance Champion, Return-to-Office Loyalist, Outside Counsel, Middle Manager.

SlotStandard IssueApprovedExpensedExecutiveGrandfatheredLegacy
LaptopImaging Laptop (Still Imaging)
Damage +3%
The Loaner
Damage +4.8%
The One With the Good Keyboard
Damage +7.2%, Cooldown -2.9%
The Thin One
Damage +10.2%, Cooldown -4.1%
Running the Old Build
Damage +13.8%, Cooldown -5.5%, Crit chance +2.8%
The Only Machine That Runs It
Damage +18%, Cooldown -7.2%, Crit chance +3.6%
HeadsetWired Headset (One Ear)
Cooldown -2%
The Approved Headset
Cooldown -3.2%
Noise-Cancelling (Expensed)
Cooldown -4.8%, Area +4.3%
Executive Earpiece
Cooldown -6.8%, Area +6.1%
The Headset From 2014
Cooldown -9.2%, Area +8.3%, Duration +7.4%
The Switchboard
Cooldown -12%, Area +10.8%, Duration +9.6%
LanyardTemporary Badge Holder
Luck +4%
Approved Lanyard
Luck +6.4%
Conference Lanyard (Expensed)
Luck +9.6%, Pickup range +8.6%
Executive Floor Access
Luck +13.6%, Pickup range +12.2%
Lanyard With the Old Logo
Luck +18.4%, Pickup range +16.6%, XP gained +5.5%
The Pen Pocket
Luck +24%, Pickup range +21.6%, XP gained +7.2%
MugFoam Cup
Health per second +0.25
The Approved Mug
Health per second +0.4
Branded Mug (Expensed)
Health per second +0.6, Max health +5.8%
Executive Espresso Cup
Health per second +0.85, Max health +8.2%
The Mug Nobody Washes
Health per second +1.15, Max health +11%, Duration +7.4%
The Mug That Was Here Before You
Health per second +1.5, Max health +14.4%, Duration +9.6%
ChairFolding Chair
Max health +4%
The Approved Chair
Max health +6.4%
The Good Chair (Expensed)
Max health +9.6%, Armour +1.4%
Executive Leather
Max health +13.6%, Armour +2%
The Grandfathered Chair
Max health +18.4%, Armour +2.8%, Health per second +0.46
The Chair of the Person Who Left
Max health +24%, Armour +3.6%, Health per second +0.6
BagTote From the Conference
Pickup range +6%
Approved Laptop Bag
Pickup range +9.6%
The Expensed Backpack
Pickup range +14.4%, PTO gained +5.8%
The Litigation Trolley
Pickup range +20.4%, PTO gained +8.2%
Briefcase With the Old Logo
Pickup range +27.6%, PTO gained +11%, Luck +7.4%
The Cardboard Box
Pickup range +36%, PTO gained +14.4%, Luck +9.6%
ShoesInterview Shoes
Move speed +2%
Approved Flats
Move speed +3.2%
Expensed Trainers
Move speed +4.8%, Skill speed +4.3%
Executive Loafers
Move speed +6.8%, Skill speed +6.1%
The Shoes Under the Desk
Move speed +9.2%, Skill speed +8.3%, Cooldown -3.7%
Slippers (Remote, Grandfathered)
Move speed +12%, Skill speed +10.8%, Cooldown -4.8%
MonitorThe One Monitor
Area +3%
Second Monitor (Approved)
Area +4.8%
The Ultrawide (Expensed)
Area +7.2%, Crit chance +2.2%
Executive 4K
Area +10.2%, Crit chance +3.1%
The CRT in the Corner
Area +13.8%, Crit chance +4.1%, Damage +5.5%
The Monitor That Shows the Deck
Area +18%, Crit chance +5.4%, Damage +7.2%
SuitBusiness Casual
Armour +1%
The Approved Blazer
Armour +1.6%
The Expensed Suit
Armour +2.4%, Crit damage +8.6%
Executive Tailoring
Armour +3.4%, Crit damage +12.2%
The Trial Suit
Armour +4.6%, Crit damage +16.6%, Max health +7.4%
The Lanyard Is the Suit
Armour +6%, Crit damage +21.6%, Max health +9.6%