Legal
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.
Force Majeure: Every enemy projectile and hazard lane on the floor is cancelled at once. Act of God (pending litigation).
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.
| Skill | Shape | Rank 5 dmg/s | Evolves with | What it does |
|---|---|---|---|---|
| Cease & Desist | Bolt | 172 | Strongly Worded → Legal Hold | A sealed letter flies to the nearest thing. Whatever it touches stops: no moving, no attacking, three seconds. |
| Class Action | Cone | 22.2 | None | A slow, wide wave rolls forward. +15% damage for every enemy caught in it. Everyone joins. |
| Injunction | Ring | 6.9 | Boundaries → Restraining Order | A ring on the floor around you. Nothing inside it can attack. You can. |
| NDA | Zone | 12.4 | None | A smoke zone. Nothing inside can see you, and nothing in it may discuss what happened. |
| Discovery | Rain | 622.6 | None | Boxes of documents fall from above. Forty of them. Due Monday. |
| Fine Print | Trail | 59.3 | None | Tiny text behind you. Nobody reads it. Everything that steps on it is bound for a second. |
| Subpoena | Chain | 83.9 | None | Compels the thing it hits to appear at your feet, immediately. |
| Precedent | Mine | 296.7 | None | Whatever 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
| Row | Talent | Max | Opens at | What it does |
|---|---|---|---|---|
| 1 | Opening Statement | 5 | 0 | Damage +4% per point. Ladies and gentlemen of the floor. |
| 1 | Objection | 5 | 0 | Crit chance +2% per point. Sustained. |
| 2 | Served (milestone) | 1 | 10 | The first hit on anything stuns it. You have been. |
| 2 | Punitive Damages | 5 | 5 | Crit damage +10% per point. To send a message. |
| 3 | Cross-Examination | 3 | 10 | Pierce +1 per point. Isn't it true? |
| 3 | Motion Practice | 5 | 10 | Cooldown -3% per point. Filed. Filed. Filed. |
| 4 | Lead Counsel (milestone) | 1 | 20 | Bosses take extra. Your name is on the door. |
| 4 | Closing Argument | 4 | 15 | Damage +4% per point. The facts, slowly, louder. |
| 5 | Appeal | 5 | 20 | Duration +6% per point. It is not over. |
| 6 | Precedent Set (milestone) | 1 | 30 | Elites take extra. See above. |
Contracts
| Row | Talent | Max | Opens at | What it does |
|---|---|---|---|---|
| 1 | Indemnity | 5 | 0 | Armour +1% per point. Not your problem. In writing. |
| 1 | Limitation of Liability | 5 | 0 | Max health +6% per point. Capped at the fees paid. |
| 2 | Hold Harmless (milestone) | 1 | 10 | Below 30% health, every skill hits harder. The clause activates. |
| 2 | Retainer | 5 | 5 | Health per second +0.4 per point. Paid monthly whether used or not. |
| 3 | Evergreen Clause | 5 | 10 | Duration +6% per point. Renews unless cancelled in writing, by post, in person. |
| 3 | Cure Period | 1 | 10 | Extra lives +1 per point. Once per run, thirty days to fix it. You get three seconds. |
| 4 | Non-Compete (milestone) | 1 | 20 | Zones slow everything in them. Twelve months, any industry. |
| 4 | Boilerplate | 4 | 15 | Armour +1% per point. Nobody reads it. It holds. |
| 5 | Billable Hours | 5 | 20 | PTO gained +6% per point. Six-minute increments. |
| 6 | Jurisdiction (milestone) | 1 | 30 | Auras reach further. The courts of wherever you are standing. |
Regulatory
| Row | Talent | Max | Opens at | What it does |
|---|---|---|---|---|
| 1 | Scope | 5 | 0 | Area +4% per point. Broader than anyone intended. |
| 1 | Comment Period | 5 | 0 | Duration +6% per point. Ninety days. Extended. |
| 2 | Compliance Window (milestone) | 1 | 10 | Zones slow everything in them. Effective immediately, enforced eventually. |
| 2 | Fast-Track Approval | 5 | 5 | Cooldown -3% per point. Expedited. Eight weeks. |
| 3 | Disclosure | 3 | 10 | Pierce +1 per point. All of it. Footnoted. |
| 3 | Loophole | 3 | 10 | Luck +6% per point. Technically. |
| 4 | Stop Order (milestone) | 1 | 20 | The first hit on anything stuns it. Pending review. |
| 4 | Extraterritorial | 4 | 15 | Area +4% per point. Applies here, there, and on the ship. |
| 5 | Enforcement Action | 5 | 20 | Damage +4% per point. With penalties. |
| 6 | Regulatory Capture (milestone) | 1 | 30 | Trails 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.
| Slot | Standard Issue | Approved | Expensed | Executive | Grandfathered | Legacy |
|---|---|---|---|---|---|---|
| Laptop | Imaging 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% |
| Headset | Wired 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% |
| Lanyard | Temporary 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% |
| Mug | Foam 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% |
| Chair | Folding 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 |
| Bag | Tote 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% |
| Shoes | Interview 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% |
| Monitor | The 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% |
| Suit | Business 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% |