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Reimian Empire

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Characteristics
130 characteristics to distribute at the start, 5 minimum, 40 maximum.

Strength
+10 Health
+1% melee damage
Required for using various types of weapons and equipment.
+1 Immunity (resistance to poisons and diseases).

Intelligence
+1 Magic Power
+10 Magical Energy

Will
+1 to Will checks.

Agility
+1 Evasion
+1 Initiative

Perception
+1 Accuracy
+1 Observance

Wisdom
+10 Spiritual Power
+1 Insight

Charisma
Useless characteristic.

Origin
Ackerwald
+4 skill points.
Kingdom of Alait
+1 Intelligence for every 3 units of Intelligence. Spell efficiency is 20% higher.
Aristocrat
Starting capital is 75 thousand rumies.
Duchy of Larian
+20 Strength or +20 Will.
Duchy of Brightwin
+20 Will or +20 Perception.
Duchy of Darkiria
+15 Wisdom or +15 Charisma or access to the "Radiant Sword" skill tree.
Duchy of Laitia
+40 to random characteristics.
Nihon
+1% melee damage for each unit of Agility. +20% to Will checks, Spiritual Power, and Accuracy. +10% Critical Hit chance. +1 skill point.
Eren
The character can reroll the result in gambling games.
Serpentfolk (snake)
Intelligence and Charisma points are twice as expensive; limit is half as much. Agility and Perception points are half as cheap; limit is twice as high. +50 Immunity.
Serpentfolk (crocodile)
Intelligence and Charisma points are twice as expensive; limit is half as much. Agility and Strength points are half as cheap; limit is twice as high. +50 Immunity.
Fairy
Creative actions are 50% more effective. The duration of positive effects on allies from spells and similar character abilities is twice as long. Does not increase the efficiency of wizard skills.
Lamia
+50% Health, Magic Power, Accuracy, and Evasion. +50 Immunity.
Arid
+30 to Will checks. +20 Evasion, +20 Accuracy. +40 Immunity. +4 Movement Speed. Claw attack (Strength*9), bleeding (Strength/2 % of victim's current health).
Beliad (agent)
Free Assassin skill.
Beliad (nobility)
Starting capital is 30 thousand rumies. +40% to a chosen characteristic.
Beliad (soldier/fugitive)
+20% Health, +30% melee damage, +1 Movement Speed, +10 Accuracy, +10 Evasion.
Holy See of Tanarsis
Free Inquisitor or Priest skill.
Alivar
Immunity to fire. Ability to fly. +5 Movement Speed.
+80% Strength. +40% Agility and Perception. Access to Dragoon abilities.
Dreyeria
Access to Dreyerian skills. +50 characteristic points, +6 skill points.
Asteya
Access to Priest skills. +7 Charisma, +7 Will, +7 Wisdom.
Serafol
+3 skill points, +10 Charisma. Access to Enchanter abilities.
Areid
+1-2 diseases at the start.
-35% to all parameters.
No money at the start.
Access to "Gang" skills.
Hem
+16 Strength, +16 Will, access to Traveler abilities.
Camelia
+10 Charisma, +10 Wisdom.
+2 Movement Speed, +10 Evasion (x1)
Immunity to negative effects, diseases, and aging (x4)
Aldra (Symphony of Pain)
Free Sinner skill.

Skills
At the start of the game, the character is given 6 skill points; unlocking a unique specialty requires 2 points, a magic school and basic skills require 1 point.
Imperial Art of the Sword
Imperial School of Magic
Imperial Military Academy
+1 Evasion for each unit of Perception
+1 Accuracy for each unit of Agility
+3 Movement Speed
+0.5% Critical Damage chance for each unit of Intelligence
+1 to Will checks for each unit of Intelligence
All spells are 20% cheaper
+1 Health for each unit of Strength, Agility, and Will.
+2 Movement Speed.
Free basic combat skill.
  • Sword Dance
    Successful attacks can prevent the opponent from using active skills on the next turn (Intelligence -> Will)
  • Crescent
    Attacks deal damage to all opponents standing in front of the character
  • Cleave
    +40% final damage from critical attacks.
    +10% Critical Attack chance
  • Dash
    The character deals damage to all opponents on their movement line and stops at the last cell. Cooldown: 2 turns.
  • Moon Dance (x3)
    All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
    Cooldown: 8 turns.
  • Quick Sword
    Two additional attacks (75% damage)
  • Mental Fortitude (x4)
    Magical energy is restored to maximum after the end of a battle (only in case of victory).
  • Illusion
    +1 Evasion for each unit of Intelligence.
  • Barrier
    The first spell of the day directed at the character is nullified.
  • Archon Metabolism (x2)
    Duration and efficiency of negative effects on the character are halved. The mage ages three times slower than normal.
  • Seventh Element (x2)
    Initiative -20 during the next turn. On the following turn, deals 400 units of true damage in a 6x6 area at any distance from the character (limit: battlefield). This spell cannot be dodged.
    Cost: 500
    Cooldown: 2 turns
  • Ephemeral Weapon
    The character can use the empire's ephemeral weapons.
  • Officer (x2)
    Allies under the character's command receive the following bonuses:
    +1 Accuracy for every 2 units of Charisma
    +1 Evasion for every 2 units of Charisma
    +1 Initiative for every 2 units of Charisma
  • Scout
    +2 Stealth for each unit of Agility.
  • Enhanced Training
    +20% to all parameters.
  • Linguist
    +10 Charisma, +10 Intelligence. Knowledge of two additional languages.
  • Topographer
    +10 Intelligence, +10 Perception. The character can sketch a map of the area (nearest locations to the group). Success depends on the character's intelligence.
  • Sailor
    +80% to all parameters on a ship's deck.
Gunslinger
Wizard (fairies)
The character can use the empire's ephemeral weapons.
+2 Shooting Range.
Critical Damage chance +10%
The character can restore health, magical energy, and spiritual power to allies outside of combat at the cost of their own magical energy. Conversion: 3 to 1.
+500 Magical Energy.
Eagle Eye
+(Perception)% damage.
+40% Accuracy.

Headshot
+30 Accuracy, automatic crit (active skill).
Cooldown: 3

Roll (x2)
Immunity to targeted actions until the start of the next turn (active skill).
Cooldown: 1

Sprint (x2)
+2 Movement Speed
Movement speed is twice as high (active skill)
Cooldown: 1

Aimed Shot
Evasion and movement speed -50%, accuracy +50% (active stance).
Sleep
Puts the character into a state of sleep until the end of the battle or until an aggressive action is applied to them. Does not affect the character's combat characteristics or their ability to defend themselves (Will check).
Cost: 50
Range: 6
Four-Leaf Clover
Sets the rolls of a chosen character to maximum for one turn.
Cost: 50
Range: 6
Through the Looking Glass
Redirects damage and effects from one character to another. Applied only to allies, duration: 1 turn.
Cost: 100
Range: 6.
Rabbit Hole
Creates a portal on an adjacent cell.
The second portal will be linked to the first.
The third overwrites the first.
Cost: 100
Jabberwocky (x3)
Summons one of the creatures randomly or by choice if the character's charisma is 35 or higher. Summoned creatures cannot be repeated in one battle.
Will-o'-the-Wisp
Characters within 5 cells of the wisp must move toward it. Will check, resets if the character is subjected to aggressive actions. Health: 50, Evasion: 20, Speed: 3, immunity to physical attacks. Duration: entire battle.
Leprechaun
Sets the rolls of a chosen character to minimum for one turn (requires 1 gold coin, Will check). Health: 100, Speed: 3, Evasion: 40. Duration: entire battle.
Unicorn
Moves a chosen allied character to any cell within 12 cells. Health: 400, Evasion: 40. Duration: 4 turns.
Nyarlathotep
Paralyzes opponents for 3 turns in a 5x5 area if they fail a Will check. Duration: 1 action.
Nymph
Restores 200 units of health to a random ally within 6 cells and removes negative effects from them. Health: 300, Evasion: 30, Speed: 5. Range: 12.
Cost: 250
Way of the Warrior
Way of the Ninja
+40% Armor Penetration
+50% Accuracy
+4 Movement Speed
+Additional Attack
Character cannot wear armor
+80% Agility
+80% Perception
+1.5 Stealth for each unit of Agility
Character cannot wear armor
  • Iai do (x2)
    The warrior can deliver a surprise strike to an opponent they are next to. Such a strike, if successful, deals ten times more damage. Stealth from Agility (1.0) for this attack is 1.5 times higher. Only outside of combat.
  • Battōjutsu
    +50% Accuracy
    The warrior can parry enemy attacks and shots.
  • Meijin
    +40% Armor Penetration
    +Additional Attack
  • Suiren (x2)
    Damage (444% base damage) in a 3x3 area. Movement speed for this attack is 1.5 times higher. Cooldown: 5 turns
  • Kagemusha (x2)
    The character's attacks cannot be reflected or blocked. +1% final damage for each unit of difference between the warrior's Perception and Agility and the opponent's Perception and Agility.
  • Taijutsu
    +60% Health
    +10 Agility
    +10 Perception
  • Bujutsu
    The character can use any weapon without penalties.
    Critical Damage chance +20%
  • Hitokiri
    Stealth attacks deal four times more damage and ignore armor.
  • Additional Techniques
    If a character misses a ninja in melee combat or runs past them, the ninja automatically strikes them in the back without revealing themselves (if they haven't been revealed yet).
    The ninja can attempt to disarm (their Agility vs opponent's Agility) or strangle (their Agility vs opponent's Strength).
    The ninja can pretend to be dead.
  • Kamikaze
    +60% Movement Speed when using this skill.
    The ninja uses ki energy to destroy their own body (leads to death). Characters in adjacent cells receive damage equal to the number of remaining health units of the ninja multiplied by four.
Yanagi Temple
In a dark era for ancient Nihon, the servants of the Yanagi temples actively opposed attacks by yokai and oni on human settlements. Sparing no effort or their own lives, miko stood in defense of people against the atrocities of demons terrorizing this land and subsequently made a huge contribution to the final victory over the common enemy in the war started by Yoshihiro Shoji. Since then, a legend was born according to which the imperial line of Nihon are descendants of Yanagi and hold divine status among the people of this country. For this reason, none of the influential daimyo or imperial conquerors dared to raise a hand against members of the imperial family — they knew that the Japanese would never forgive them for this.
Few know about it, but even today, the servants of the Yanagi temples fight with yokai and oni that survive to this day, and sometimes powerful tengu. With the power of miko, a barrier is maintained serving as the boundary between the world of the living and the world of the dead — the place of origin of yokai and oni.

Rules
  • Only unmarried and virgin girls can serve in the Yanagi temples.
  • Miko cannot use weapons or cause harm to other people except for purposes of self-defense or protecting others.
  • Miko cannot consciously participate in evil deeds.
Miko (Yanagi)

Weapon choice: Gohei, Ofuda.
Robe colors: red and white.
+2 to Will checks for each unit of Will
+10 Spiritual Power for each unit of Wisdom
+1 Evasion for each unit of Agility
____________________
  • Purification/Exorcism (x2)
    +10 Wisdom.
    Area of effect: 3x3 at a distance of 8 from the miko.
    Applied to yokai, oni, ghosts, demons, summoned creatures, walking dead, etc.
    Deals true damage to health or spiritual power of the chosen target equal to the current spiritual power value of the priestess. Can be used on inactive targets to prevent the use of necromancy and similar effects on them.
    Cost: 5% Spiritual Power.
  • Levitation (x3)
    The miko can hover in the air and is inaccessible for melee attacks (unless the opponent can somehow reach her).
  • Inner Barrier
    The miko uses spiritual energy to protect herself from enemy attacks (technically, spiritual power is used as a second health pool).
  • Outer Barrier
    The miko creates a barrier in an 8x8 area. Opponents whose Will is lower than the miko's cannot pass through it (calculated by Will checks against the base value of the miko's Will).
  • Shackles
    The miko uses an ofuda paper talisman on a chosen opponent. If the character wins the contest of will — their Will is reduced by 15%, if they lose — they become paralyzed until the end of the battle (calculated by Will checks against the base value of the miko's Will).
Muneshige Temple
According to legends, Muneshige is the creator of oceans and heavens, lord of seas and clouds, master of water and wind, patron of warriors and farmers.
Muneshige is depicted either as a serpent-like dragon with a long blue beard and mustache, or as a large man with the head of a dragon. In the first version for paintings and sculptures, clouds and waves are often added to his image, while in the second, a katana or naginata is placed in his hands.
The servants of Muneshige can be conditionally divided into two types — mountain hermit monks and well-organized warriors. The former, as a rule, rarely left their places of solitude, where they engaged in contemplation, strengthening their spirit and body, and perfecting martial arts. The latter, on the contrary, took an active part in the life of the country — they protected peasants from bandit attacks, punished greedy and unjust officials, and prevented internecine wars.
Also in Nihon, where until the year 746 it was not customary for women to learn weapon skills except for protecting their home, Muneshige temples were almost the only opportunity where they could step onto the path of the warrior.

Rules
  • Servants of Muneshige have the right to marry freely.
  • Servants of Muneshige must lead an ascetic lifestyle.
  • Servants of Muneshige should not turn away from conflicts, but they must remain on the side of justice.
  • Servants of Muneshige must not go against the will of the imperial house of Nihon.
Sohei (Muneshige)

Weapon choice: Katana, Naginata.
Robe colors: blue and white.
+1 Accuracy and Evasion for every two units of Wisdom
+1% Health for each unit of Will
+2 Movement Speed
____________________
  • Conversion (x2)
    The sohei can, if desired, convert the damage type or part of it into water/air by choice. +20% final damage. Damage from these elements to the warrior himself is reduced by 40%.
  • Empowerment
    The sohei can use up to 33% of their spiritual power to empower a strike. In case of a successful attack on an opponent, 50% of the spent power is returned.
  • Dragon Tail (x2)
    Naginata: The sohei deals damage to all characters standing in adjacent cells.
    Water: Characters who fail a Strength check (against Will) will be paralyzed for one turn.
    Air: Characters who fail a Strength check (against Will) will be pushed back 1-2 cells in the opposite direction from the sohei.
    Katana: The sohei deals damage to characters standing on four cells ahead of him.
    Water: Damage to the opponent on the second cell will be increased by 30%, on the third - by 60%, on the fourth - by 90%, but only if an opponent is in the first cell from the sohei.
    Cooldown: 2 turns
  • Dragon Flight (x2)
    The character can attack opponents who are in the air, jump over obstacles, etc..
    Air: Jump range is doubled
    Water: After landing, the sohei deals 300% damage to the character on the cell beneath him and 150% damage to characters in adjacent cells.
    Cooldown: 3
    Yamabushi
    +30% to all parameters
Kirishima Temple
Deities deeply revered by the people of Nihon are usually depicted as positive characters in folklore and associated with natural phenomena important in human life. For example, some give people light and warmth, others rain and harvest. The servants of the temples of these deities themselves adhere to a strict way of life, engage in self-improvement, and help others. In the case of Kirishima and her servants, everything is different. Among the people, they are perceived as the lowest of humans, and the name of the goddess is avoided without reason.
For ordinary people, Kirishima is the goddess of misfortune and vice, while for her followers, she is the embodiment of true freedom.
The servants of Kirishima, fearing retribution, build their temples where they will be hard to find and bring to trial. Such a place can be either inaccessible mountains or abandoned buildings and dungeons hidden in cities. In such places, they indulge in vice, perform ritual murders, engage in slave trade, etc..
According to the beliefs of the servants of such temples, the priestesses of Kirishima are her avatars, and therefore have a special status — they are obeyed, sacrifices are brought to them, etc..
The priestesses of Kirishima are chosen from among her followers or, sometimes, become victims subjected to violence by the servants. In both cases, the sign of election is a stigma in the form of a star appearing on the woman's pubic area.
The servants of Kirishima, led by her priestesses, bring misfortune and suffering into the world. They intentionally destroy families, break others' will, incite suicide, etc., trying to get as much pleasure from life as possible.

Their activity, both individual and organized, is dangerous not only for individuals but also for entire peoples — the servants of Kirishima have repeatedly tried to seize power in Nihon, and in the fourth and fifth centuries, the activities of a wandering priestess of this sect caused a civil war in the Reimei Empire.
Priestess (Kirishima)

Weapon choice: Kaiken.
Robe colors: Black or purple.
+30% Intelligence
+30% Agility
+30% Charisma
Immunity to the darkness element
Healing and rejuvenation as a result of religious rites.
____________________
  • Body of the Defiled
    The priestess is insensitive to negative effects, possesses immunity to diseases and poisons. Anyone who attacks the priestess in melee combat becomes cursed — they lose 4% of all characteristics every turn until the curse is removed. After healing, the character permanently loses 20% of characteristics.
    He who deals a fatal wound to the priestess (regardless of whether it's in melee combat or not) will die if he fails a Will check (against Charisma).
  • Lust
    Men who fail a Will check (against Charisma) will desire the body of the priestess and do everything to obtain it.
    Once their animal instincts are satisfied, at the priestess's wish, they may die immediately or at any other time. Regardless of her wish, the personality of her lovers will undergo irreversible changes for the worse. For example, strong personalities may become weak-willed, calm people angry, valiant ones renounce their moral code, etc.
    During combat, the priestess's charisma is halved.
  • Abyss (x2)
    The priestess opens a fragment of the world of the dead under the feet of characters in a 5x5 area at a distance of 10 from her. If characters fail a Strength check (against Intelligence) for the first two turns, they will be paralyzed. If they fail on the third, the hands of the dead will pull them down into the abyss.
    Cooldown: 4
  • Darkness (x2)
    The priestess deals darkness element damage to all characters in a straight line (8). Damage is determined by the amount of spent magical energy or spiritual power. If characters pass a Will check (against Intelligence), they will receive only 33% damage.
    Cooldown: 3
  • Madness
    Women who fail a Will check (against Charisma) in dialogue with the priestess will begin to suffer from obsessive thoughts and sudden mood swings. Faithful wives may start committing adultery, loners may want to commit suicide, etc..
Kyudo
The meditative art of archery became widespread in Nihon after the end of the war with yokai and oni. The founder of the so-called "way of the bow" was Yoshihiro Shoji, the first emperor of Nihon. He saw Kyudo as a way to put his thoughts in order and an opportunity to achieve balance and harmony.
Imitating their liberator and descendant of Yanagi, people in different corners of the country began to open dojos for practicing kyudo, whose students were people of different ages and social statuses. Youths, old men, peasants, and nobility — here they forgot about this and remained equals, indulging in meditative exercises with the bow.
Years later, archers practicing shooting in such dojos more often began to use their skills in wars and gradually moved away from the original idea of this art. People began to come to the dojo not to find peace, but to hone military skill.
After the defeat in 746, however, interest in kyudo as a means of meditation again gained great popularity in the central regions of the country.
Archer (Kyudo)

Weapon choice: Yumi
Robe colors: green and white
+1 Perception for each unit of Wisdom
+1 Evasion for each unit of Perception
+2 Movement Speed
____________________
  • Zazen
    The character restores their health and is healed from negative effects outside of combat.
  • Zanshin (x2)
    The archer brings their mind to a state of peace and balance (skips turn). The next shot they make from their bow will not deal damage, but will have twice the accuracy and 50% more range. A successful shot nullifies all temporary effects placed on the character and prevents them from using active skills.
    Cooldown: 1 turn
  • Peace (x2)
    The archer charges a chosen arrow with their spiritual power (skips turn). The next shot will deal damage to all yokai, oni, ghosts, demons, summoned creatures, walking dead, etc. along a 3x16 line from the archer equal to the strength of their spirit. Cooldown: 8
  • Kyujutsu (x2)
    +40% damage dealt
    +30% Critical Damage chance
    +Additional shot
Assassin
+2 Stealth for each unit of Agility.
+0.5 Accuracy for each unit of Agility and Perception.
+2 Observance for each unit of Perception.
+5 Movement Speed in stealth state.
  • Silent Kill
    A stealth attack on opponents who fail a Perception check kills them (only bladed weapons in melee combat). Stealth attacks at range deal fivefold damage.
  • Fade into Shadow
    The assassin spends a turn to restore stealth status.
  • Killer's Toolkit
    The character can use throwing knives (range - 6, damage equals Perception/2 in percent of current health), brew poisons (1 recipe known for every ten units of Intelligence), disguise themselves for infiltration, etc.
  • Combat Skills — Liquidation (x2)
    +30% Critical Damage chance
    Final damage from critical attacks is 50% higher
    The character's melee attacks deal 10% of the opponent's maximum health bypassing armor.
    +3 attacks for light bladed weapons (short sword).
  • Combat Skills — Evasion (x2)
    The character can dodge non-targeted spells
    +60% Evasion
    Parrying melee attacks
Radiant Sword
+1 Accuracy for each unit of Strength
Counterattack if the opponent misses.
+10 Health for each unit of Agility.
+2 Movement Speed.
  • Seismic Wave (x2)
    Deals 80% damage in a straight line 3x9, destroys obstacles. Characters who fail a Strength check (against character's Strength) will be paralyzed for 1-3 turns. In case of a successful Strength check, their speed is reduced to three units for 1-3 turns. Cooldown: 3 turns.
  • Blade Radiance (x2)
    Deals 100% damage to the chosen target and reduces its physical damage resistance by (Wisdom)%. Cooldown: 0
  • Radiant Hurricane (x2)
    Deals 100% damage to all opponents around the character and blinds them (-95% Accuracy) for 1-3 turns. Cooldown: 1
  • Warmth of Light (x2)
    The character restores 30% health every turn for four turns (starting from the next). Physical and magical damage resistance +25% during this time. Cooldown: 4
  • Dawn Omen (x3)
    Destroys armor and weapon of one opponent, nullifies effects on them. Paralyzes (until hit) if the opponent fails a Will check (against character's Charisma). Deals 1000% damage.
    Cooldown: 8 turns.
Dreyerian Martial Art
  • Infusion (x3)
    The warrior converts weapon damage into a light or dark element by choice. While using the chosen element, the character gains immunity to attacks of that element.
  • Vessel: Darkness (x2)
    When using darkness infusion, the character can move twice as fast; at the end of the turn, all negative effects are removed from them.
  • Vessel: Light (x2)
    When using light infusion, final damage to the character is halved, initiative is doubled.
  • Touch of Chaos (x2)
    Confusion, paralysis, sleep, poisoning, freezing, burn on hit (10%) for 1-2 turns.
  • Last Breath (x5)
    333% damage to all opponents around the character twice. Cooldown: 8
Inquisitor
+20 to will checks.
The character's weapon is covered in holy flame. +(will)% fire damage. 20% chance to inflict burn on the opponent for 1 turn (-20% of max.
health at the end of their turn).
  • Crippling Strike
    On hit -30% to current accuracy, evasion, or will checks.
  • Cauterization
    Restores 50% of lost health to self or an ally in an adjacent cell. Cooldown: 1.
  • Punishment
    Paralyzes the selected character for one turn if they fail a will check against the character's will check.
  • Self-Sacrifice
    The character spends their own health to increase damage dealt (+2% damage for every 1% of health).
  • Spiritual Protection
    +10 defense (extra hp) per unit of will.
Priest
+20 to will checks.
As long as the cleric prays continuously, allies within 10 cells of them receive a bonus to initiative and will checks (+20) and restore 10% health every turn.
  • Blessing
    The cleric removes all negative effects from a character and enhances their stats (+(wisdom)% accuracy and evasion) for three turns. Cooldown: 0.
  • Restoration (x2)
    Brings back to life a character who died from lack of hp.
  • Hand of God (x2)
    Deals percentage damage equal to the cleric's wisdom to demons, undead, etc. If the target fails a will check, it inflicts paralysis for 3 turns.
  • Amulet
    The selected ally receives additional health equal to the cleric's wisdom (%).
    Cooldown: 0.
  • Grace (x4)
    Brings back to life all of the character's allies who died from lack of hp and restores 100% of their health within 10 cells of the cleric. Once per battle.
Enchanter
+2% melee damage per unit of magic power. Additional damage has fire, water, or air affinity (choice).
+0.5 to accuracy and evasion per unit of intelligence.
+5 to magical energy per unit of strength.
+0.4 to magic power per unit of agility and perception.
Upon taking this specialty, the character receives free mastery of one of the three elements; the other two can be learned for 1 SP each.
Affinity (x2)
Fire attacks inflict burn (magic power/2, % of current health at the end of the opponent's turn).
Water attacks reduce opponent's accuracy and evasion by 10, increase damage received by (magic power/2)%. Stacks.
Air attacks pierce (magic power)% armor, additional attack.
10 mag. energy/turn

Elemental Veil
Active skill: immunity to fire, water, or air. Only one veil can be active at a time.

Energy Burst
Ranged area attack 3x3. Applies affinity.
Range: 10
Cost: 50

Elemental Aura
Fire: returns (magic power/2)% damage to the melee attacker.
Water: reduces damage received by (magic power/2)%
Air: +(magic power) to evasion.
Cost: 20/turn

Cataclysm (x3)
Fire: deals double, fully fire damage to characters in the area of effect (5x9), inflicts burn three times.
Water: deals (+4) normal, fully water damage to characters around the enchanter, reduces accuracy and evasion by 50.
Air: deals double, fully air damage to characters on the line of action (1x15), with a probability of (magic power)% destroys weapons and armor.
Cost: 400, cooldown: 5
Knight of Camelia
Daikyo
Sister of Light
+10 to health per unit of charisma
+1 to will checks per unit of charisma
+30 to accuracy
+30 to evasion
+1 to qi per unit of wisdom
+1 to will checks per unit of wisdom
+2 to movement speed
+1 to magic power per unit of charisma
+1 to accuracy per unit of charisma
+20 to magical energy per unit of will
+1 to will checks per unit of intelligence
Unyieldingness (x2)
Damage received -(will)%, but not more than -50%.
+1 to will checks per unit of will.

Piercing Strikes (x2)
+(agility) to critical hit chance. Critical attacks deal 80% more damage.

Challenge (x2)
+300 to health.
The selected opponent must attack the character if they fail a will check against their charisma.
Range: 8
Cooldown: 3

Duelist (x2)
In one-on-one combat +40 to accuracy, +40 to evasion, +100% to final melee damage.

Weapon Mastery (x2)
The character can use two-handed weapons, katanas, dual one-handed swords, or sword + shield.
Combat Mastery (x3)
+1 to evasion per unit of agility.
+1 to accuracy per unit of perception.
Melee damage (monk staff) + qi*5
Ignore (Qi)% armor.
Active skill: character's attacks deal damage to all opponents standing in front of them and to their side (cooldown: 1 turn).

Binding Flame
A talisman thrown by the character explodes, deals damage and paralyzes opponents for one turn in a 3x3 area.
Damage: qi*7
Cost: 100 units of spiritual power.
Range: 12
Cooldown: 1

Movement
The character moves to any cell within 20 cells of them.
Requires a monk staff for use.
Cost: 3 units of spiritual power per cell.

Yin and Yang Sphere
The character launches a yin and yang sphere forward, deals damage to opponents and heals allies; on the next turn it returns and repeats its effect. For each hit character, the daikyo recovers 20 units of spiritual power.
Requires a monk staff for use.
Range: 3x10
Damage: qi*5
Restoration: qi*5
Cost: 140 units of spiritual power.
Cooldown: 1

Eight Trigrams (x4)
Spirit Power (passive)
Daikyo's damage increases by (qi)%.
Aura (activation takes a turn, then works passively)
Allied characters in a 9x9 area with the daikyo at the center deal (qi)% more damage.
Cost: 100 units of spiritual power/turn.
Talisman (active skill)
The character launches 8 talismans in the selected direction, dealing damage to all opponents (allies are not hit) in their path.
Each talisman deals qi*2 water damage and qi*2 air damage.
Range: 3x12
Cost: 400 units of spiritual power
Healing Prayer (x2)
Restores (magic power)% health to the character, removes negative effects.
If the selected target is undead, it deals equivalent damage.
Range: 20
Cost: 50 (100 in attack) mag. energy

Aura of Valor (x2)
Allied characters in a 7x7 area with the sister of light at the center restore (magic power/2)% health and receive +(magic power/2) to accuracy and evasion.
Cost: 100/turn
The sister of light cannot perform other actions or move while this aura is active.

Heavenly Light
Characters in a 5x5 area take 7*MP holy damage. Does not deal damage to allies. Undead take twice as much damage.
Range: 14
Cost: 140

Resurrection (x2)
Brings a dead character back to life. Only during battle.
Cost: 200 mag. energy
Range: 10

Spear of Victory (x3)
Characters in a 7x7 area (further from the center of impact) take 20*MP holy damage. Does not deal damage to allies and restores (magic power)% health to them.
Cost: 400
Traveler
Gang
-(charisma/2)% item cost. Limit: 30%
+2 to movement speed
Leader: allied characters of Areid origin subordinate to the character receive a +4 bonus to accuracy, agility, and initiative for each member of the group of Areid origin (maximum 20). No penalty applies to this bonus.
Skills in this branch allow the character to create allies of Areid origin and can be learned several times.
For quest completion, money is paid only to the leader.
Upon taking this skill, one ally is created for free.
Toughness
+(strength)% to health
Partner (x2)
+10 to charisma.
An additional partner character created by the player according to the same rules as their own character.
Exceptions: Reimean Empire, Nihon, Camelia, Alivar, Dreyeria, Nobility (Beliad).
Professional
+(charisma*2)% to rewards for completing any quests.
Bodyguard
Takes attacks directed at another (pre-selected) character (initiative roll is doubled).
Fortitude
+1% melee damage per unit of strength.
+1 to will checks per unit of strength.
Shooter
2 SP for the "bow" or crossbow branch.

Swindler
2 SP for the "swindler" branch.

Warrior
2 SP for two-handed weapons, one-handed weapons, polearms and shield.

Mage (x2)
4 SP for magic schools.

Seasoned Comrade (x2)
5 SP for any available skills except magic.
Dragoon
Sinner
+(strength)% opponent armor ignore.
+15% critical attack chance.
+2 to attack range (does not provide advantage when using flight).
+5 to health per unit of agility and perception.
Upon taking this skill, the character can learn one of the skills presented below; others are purchased with SP. Only one of them can be active at a time.
Piercing Strike
Character's attacks deal damage to all opponents on the line of attack.

Superiority (x2)
Attacks every opponent passing through the lancer's line of attack, but not attacking them.

Raid (x2)
+2 to movement speed.
Active skill. +10% final damage for each cell traveled.
Cooldown: 2 turns.

Cyclone (x3)
Attack all opponents around the character three times.
Paralysis chance (strength/2), double damage chance (strength/2).
Cooldown: 7 turns.

Heartseeker (x2)
Active skill. Auto-crit. Doubled accuracy value for this attack.
Cooldown: 2 turns
Insatiability (x2)
10% health of killed opponents increases the character's maximum health pool, but not more than 50 at a time.
Lust (x2)
Characters of the opposite sex within 7 cells of the sinner must pass a will check; otherwise, they are forced to attack the sinner.
Pride (x2)
+50% accuracy, +50% evasion.
Wrath (x2)
+50% damage
Greed (x2)
Opponents killed by the character drop 1 gold coin.
Envy (x2)
The character copies accuracy, evasion and initiative (acts later) of a selected character, provided they are within 5 cells of them.
Despair (x2)
Paralysis on attack (will). Slowing aura (limit: 3, 9x9 with the character at the center).
Basic Skills
Two-handed Weapons
+2% damage per unit of strength.
Cleave
Strength/2=chance to deal double damage.
Concussion
Strength/2=chance to paralyze the opponent for one turn.
Whirlwind
Attack all opponents around the character. Cooldown: 2 turns.
One-handed Weapons
+1 accuracy per unit of perception.
Parrying
The character can parry opponent attacks (accuracy).
Light Step
+1 evasion per unit of agility.
Movement Speed
+1 additional attack.
Polearms
+0.5 accuracy per unit of perception, +0.5 evasion per unit of agility, +1% damage per unit of strength.
Piercing Strike
Pierces opponent's armor. Cooldown: 2 turns.
Sashing Strike
Final damage from this attack is 60% higher. Cooldown: 2 turns.
Ranged Attack
+1 to attack range; in some cases, not considered melee combat.
Archery
+20% critical attack chance.
Shooting range: 10
Sleight of Hand
Additional shot
Eagle Eye
Shooting range +10
Bullseye
+20% critical attack chance.
Crossbow Shooting
+30% armor penetration
Shooting range: 7
Eagle Eye
Shooting range +7
Piercing Shots
+30% armor penetration
Aimed Shot
On shots +10% vulnerability to any damage until the end of battle. Stacks.
Swindler
+8 agility, +8 perception. +1 stealth per unit of agility.
Assassin
Stealthy melee attacks deal 5 times more damage; ranged - three times.
Lockpicker
The character can pick locks.
Pickpocket
+30 agility when attempting to steal from other characters.
Anti-magic (x2)
Magic damage -50%. Inability to use magic.
Shield
+10 accuracy, +100 health. The character can block opponent strikes with a shield.
Lunge
A successful attack with the shield paralyzes the opponent (strength check).
Protection
The character takes hits intended for a selected target.
Practice
+0.5 accuracy when using shields.
Mercenary
+(charisma)% to rewards for completing any quests.
Merchant (x2)
-(charisma/2)% item cost. Limit: 30%
Medic (x2)
Use of medical supplies is more effective and consumes fewer resources.
Ephemeral Weapon (x2)
The character can use ephemeral weapons.
Knowledge of Enhancers
The character can configure enhancers. Minimum intelligence: 20.
Blacksmith (x3)
Weapon Upgrade
+(strength)% weapon damage; intelligence must equal strength; excludes the possibility of upgrading by Reimeford specialists and vice versa.
Equipment Forging
Iron: strength 15
Steel: strength 20, intelligence 10.
Larian Steel: strength 20, intelligence 20.
Alivar Steel: strength 30, intelligence 10.
Camelian Steel: strength 20, intelligence 30.
Required
1 ingot for knives, daggers and short blades.
2 ingots for one-handed weapons.
3 ingots for two-handed weapons.
12 ingots for armor.
Musician (x2)
The character can use musical instruments.

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