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6 call records

Call records

Sorted by priority. Each record lists the skills the call demands and how it can end.

Reading a record

Every call names the stats it needs and a minimum for each. You are scored on the requirement you clear by the least, so a hero with Combat 9 and Mobility 3 fails a call wanting Combat 7 and Mobility 6 — the surplus is wasted and the shortfall is what lands. Difficulty is the threat level, not the stat bar; a difficulty 8 call can want a single stat, and a 5 can want two.

“Never send” is not a style note. Those picks produce a documented bad outcome — an injury, a blocked achievement, or a hero fatigued into the next episode. Each record lists all three ways it can close out, so you can see what you're trading before you commit.

Want to test a pairing before you send it? The simulator scores any hero against any of these, fatigue included.

What the set adds up to

Categories
Combat, Intellect, Mobility, Charisma
Multi-responder
1 call takes two
Most often correct
Sonar — 2 calls
Most often wrong
Golem — 4 calls

Golem being both the right answer somewhere and the wrong answer 4 times over is the whole game in one line: you aren't ranking heroes, you're matching them to a bar.