Will -- earth magic efficiency, number of AP, strength (increases weapon damage depending on its type), strength=will
AP amount = 10 + 10* (will-50)%
Bow: strength requirement 25, +0.5% damage per unit of strength above 0
One-handed weapons, polearms, slings: strength requirement 50, +1% damage per unit of strength above 50
Two-handed weapons: strength requirement 100, +2% damage per unit of strength above 100
Life -- fire magic efficiency, initiative (turn order, =life), resistance to any damage according to the formula
damage = 2^(-life/150)
Speed -- air magic efficiency, number of MP (movement points per turn), evasion from attacks (increases the variance of enemy attack damage, chance for a full dodge when there is a large difference between evasion and accuracy)
MP amount = 2 + 2*(speed-50) %
minimum damage = minimum damage - (maximum-minimum damage)*(speed-accuracy)%
full dodge chance: damage = <0 from the formula above becomes 0
Concentration -- water magic efficiency, resistance to negative effects (except damage), detection of hidden enemies, accuracy (reduces the variance of own attack damage, chance for a successful hit)
strength of negative effects = 1 - 2^(-(concentration-50)/100)
detection = concentration
minimum damage = minimum damage + (maximum-minimum damage)*(accuracy-speed)%
critical damage chance: in the formula above, minimum damage becomes maximum if (accuracy-speed)>100
Health -- increase in maximum health points
Stealth -- a rare characteristic obtained by leveling up certain skills (for example, in the "assassin" specialization)
Characteristics can be obtained from skills, as well as in exchange for SP. Obtained characteristics are written in square brackets; for the four main characteristics, I limited it to letters (w l s c).
Examples:
[w s]= 10 will + 10 speed per unit of SP cost of the skill
[w]=25 will per unit of SP cost of the skill
1 free unit of SP = +40 to the chosen characteristic
Reverse: for 60 characteristic points, you can get +1 SP, but only once.
Weapons
Armor
Starting stats of various peoples:
| People | Health | Will | Life | Speed | Concentration |
| Erufu | 150 | 50 | 100 | 100 | 100 |
| Mountain Mages | 100 | 50 | 150 | 150 | 50 |
| Wood Elves | 100 | 100 | 50 | 150 | 100 |
| Dwarves | 200 | 100 | 100 | 50 | 50 |
| Humans | 150 | 150 | 50 | 50 | 100 |
| Elteikhi | 100 | 150 | 50 | 50 | 150 |
| Orcs | 150 | 200 | 50 | 50 | 50 |
| Goblins | 100 | 100 | 100 | 100 | 100 |
| Trolls | 100 | 50 | 0 | 150 | 150 |
| Werewolves (elven form) | 200 | 150 | 150 | 150 | 50 |
Game Mechanics Information
A total of 10 SP is given for all skills. The remainder (if any) can be put into stats.
Whenever possible, I will try to check the success of your actions based on your stats. For example, looting depends on detection (the higher it is, the greater the chance to successfully pick pockets or find something hidden). Strength is needed for power actions and as a criterion for whether you can carry a particular weapon, etc.
Battles take place turn-by-turn on an isometric grid. Each turn, your AP (action points) and MP (movement points) are restored to maximum and can be spent on various actions: walking, attacking, etc.
Damage (not from effects) has a bleeding parameter: 10% of lost health cannot be healed during battle.
If damage is partially absorbed by armor or completely blocked, this damage is transferred accordingly to the armor/weapon, reducing their durability points. The attacker's weapon also takes damage.
The effectiveness of armor and weapons is proportional to the percentage of their durability.
Blades [s c] | |
1 SP | |
| Removes accuracy penalty from blades Block | |
One-Handed Blades [w s c] | Two-Handed Blades [w c] |
3 SP | 3 SP |
| Style: Parry (when blocking with one-handed blades, accuracy is used instead of evasion)+Counterstrike (guaranteed upon successful parry) Lunge: piercing damage Feint: weakened version of a lunge, disrupts a block/parry point Mincing: every second strike costs 3 AP | Execution Unstoppable: x2 resistance to negative effects, x2 damage to shields and weapons Sweep: a normal attack with two-handed blades deals damage to three cells in front Onslaught: closes the distance to the opponent in a straight line until MP runs out, and deals +10% damage for each cell traversed, once every 2 turns |
Daggers [s c] | |
| Allows using daggers in the off-hand with other one-handed weapons | |
Short Polearm [w l] | |
1 SP | |
| Removes accuracy penalty from short polearms Backhand: attacks both the target cell and the one to its right | |
Short Polearm One-Handed [l c] | Short Polearm Two-Handed [w c] |
3 SP | 4 SP |
| Block Gutting: bleeding, additional gradual blood loss Threat: the selected opponent will attack the character on the next turn, if possible Trip: reduces opponent's MP | Block Slasher: increased damage from slashing attacks Destroyer: increased damage to obstacles with striking attacks Off with Their Head: attack with a huge bonus to slashing damage from a short polearm, significantly decreasing depending on the quality of armor and opponent's resistance Piercer: partial ignore of opponent's armor during a striking attack with a short polearm x2 |
Long Polearm [w c] | |
1 SP | |
| Removes accuracy penalty from long polearms +1 to attack range | |
Long Polearm+ [c] | |
| Block Preemptive Attack: once per turn, attacks the opponent before they attack the character Guardian: once per turn, attacks the opponent if they enter the attack zone (removes preemptive attack) Against the Charge (spears): damage bonus for each cell the opponent moved before their attack with spear abilities Slasher (halberds): increased damage of slashing attacks | |
Unarmed Combat [s c] |
| Style +100 to evasion. Fist: 4-8 striking damage, 4 AP With this skill, fist damage is x2 Stun -5 AP 5 AP Demobilizes for 2 turns when opponent's AP = 0 |
Shield [w s] |
| Style: shield block (evasion) |
Shield+ [l s] |
| +50% to evasion for block Defensive Stance: 4 AP, additional +50% evasion for block, -50% damage from shielder's attacks. Shield Bash: counterattack with shield in case of a successful block -2 AP Use of bucklers with two-handed weapons Use of round shields with one-handed polearms |
Bow [c] |
| Removes accuracy penalty when using + to range |
Bow+ [s c] |
| Removes accuracy penalty when firing unusual projectiles Lob Shot: attack ignoring obstacles, minus 50% accuracy Ranging: each subsequent (normal, bow) attack on a selected target has a 30% accuracy bonus (up to 3 times) Crippling: a normal bow attack against an opponent removes 1 MP |
Weapon Mastery [?] |
| Choice of a narrow weapon class (including those not listed in skills) Learning a unique style for it, determined by the player, or improving the default style. |
Combat Training [health] |
| Increase of all non-magical characteristics (derived from will, life, speed, and concentration) by +20 |
Assassin [l c] |
| +100 stealth x2.5 damage when attacking directly from behind (three cells behind the opponent) x2 stealth damage x2 damage if the assassin performs the first attack in battle |
Scout [s c] |
| +1 detection per unit of concentration +2 MP Land orientation, knowledge of any terrain (average), exhaustive knowledge of a chosen terrain |
Antiquarian [w l] |
| Ability to use ancient artifacts at a higher level than a "digging stick". However, it's unlikely that full potential is unlocked. |
Herbalist [l c] |
| Ability to brew various potions: healing, parameter-boosting, poisons, etc., as chosen Each area has a fixed number of ingredients collected within a limited time +50% efficiency when applying potions to oneself |
Blacksmith [w c] |
| Creation and repair of weapons, armor, and other metal items |
Leader [s l] |
| + 25 to will, life, speed, and concentration of allies |
Earth Magic [w] |
| Choose four spells. Mud Ball 5-15 -40 evasion (does not stack) Range: 1-7 3 AP Stone Spike 30-40 Range: 1-5 6 AP Fortification Caster's MP = 0 +70% will 6 AP 3 turns Create Obstacle Creates a 1x1 stone 300 health 50 resistance Range: 1-3 4 AP Destruction 10-15 AoE: 3 cells from mage Ignores 10 units of armor (+will%) Range: 1-3 4 AP Obstacle damage x10 Sinkhole 20-60 Ignores 20 units of armor (+will%) -2 AP to target -2 MP to target Range: 2-2 10 AP Echidna 50-70 AoE: all cells around mage 15 AP |
Fire Magic [l] |
| Choose four spells Rusting -50 durability points of target's weapon and armor Range: 1-7 3 AP Ignite sets on fire: 5-15 damage, 4 turns Range: 1-3 2 AP Last Effort 2-10 damage/AP Range: 1-4 Caster's AP => 0 Inner Flame +50 health (current and maximum) Duration: 3 turns 8 AP Explosion 32-52 AoE: 3x3 square Range: 1-3 10 AP Firestorm fire gradually spreads in all directions from the selected point, dealing damage and applying ignite 7 AP Fire Shield 42-92 damage When caster is attacked 9 AP/turn |
Air Magic [s] |
| Choose four spells Kinetics 10-15 pushes away from target by 1 cell Range: 1 3 AP Air Strike 20-30 pushes target by 1 cell Range: 2-5 4 AP Storm 5-30 -2 MP AoE: 5x5 -200 opponents' stealth Range: 5-6 10 AP Jump instantly moves to the selected cell Range: 1-5 5 AP 1 MP Once per turn Flow characters within a radius of 2 are pushed away from the center of this area by 2 cells Range: 4-7 5 AP Pressure 30-60 bleeding damage Range: 3-5 10 AP Wings of Wind character hovers above ground this turn. They can climb over obstacles, attacks on the character have range -1 (meaning in some cases they will be impossible) +2 MP (1500/speed) AP/turn (enhanced by education) |
Water Magic [c] |
| Choose four spells Water Whip 20-45 Range: 1-3 5 AP 1 MP Soft Step +60 to caster's stealth (does not stack) 3 AP 2 turns Purification removes all effects from character Range: 0-2 7 AP Cold Touch 10-30 Freeze: -4 AP for 4 turns Range: 1 7 AP Ice Dagger creates a weapon providing a stealth bonus Ice Dagger: 5-12 (+concentration effect), 4 AP, ignores parry, stealth x2 8 AP Healing restores 20-30 health to target Range: 0-3 7 AP Medusa Creates a water medusa at the selected point, obeying the caster's orders. The medusa can move short distances, attack opponents, and poison them. While the medusa is "alive", the caster's max AP is reduced by the spell cost. Health: 200 (+concentration effect) AP: 10 (+concentration effect) MP: 3 Attack: 20-45 (+concentration effect), range=1, 5 AP, poisoning=-10 health per turn, 5 turns Spell cost: 10 AP/turn |
Magic is available not to all peoples: elves, erufu, mages, elteikhi, dwarves.