8 skill points; basic skills and schools of magic cost 1 skill point, special abilities cost 2; skill points can be converted into attribute points, 1 skill point = 5 attribute points

One-Handed Weapons
Proficiency: +0.5 damage per unit of strength
Additional Attack
Parry (agility vs accuracy)
Counterattack (accuracy vs evasion)
Accuracy: +0.7 to accuracy per unit of agility

Two-Handed Weapons
Proficiency: +2 damage per unit of strength
Accuracy: +0.4 to accuracy per unit of strength
Wide Sweep: deals damage to all enemies standing in front of the character within a distance of 1-2 cells (cooldown: 3 turns)
Additional Attack (x2)
Dismemberment: chance (strength/2; cannot exceed 25%) to sever one of the enemy's body parts (removes the enemy from combat or kills them; cooldown: 4 turns) (x2)

Polearms
Proficiency: +2 damage per unit of strength
Accuracy: +1 to accuracy per unit of agility
Parry (agility vs accuracy)
Long Strike: the character attacks an enemy at a distance of 3 cells
Smiting Strike: double damage; chance (accuracy vs evasion) to hit the enemy in a vulnerable spot and cause bleeding (-25% of maximum health; cooldown: 3 turns)

Shield
Proficiency: agility during blocking is increased 1.5 times (agility vs accuracy)
Fortitude: +5 health per unit of strength
Counterattack after block
Wall: as long as the character does not move, they block all ranged weapon attacks; one ally can take cover behind the character
Shield Bash: deals damage equal to strength*2; chance (strength vs endurance) to paralyze the enemy for 2 turns (cooldown: 4 turns)

Bow
Proficiency: +1 damage per unit of strength
Additional Shot
Experience: +25% damage; +1 to firing range per unit of strength
Quick Hands: 4 shots per turn, -35 to accuracy (cooldown: 4 turns)
Sniper: chance (perception/2; cannot exceed 25%) to kill the enemy (cooldown: 4 turns) (x2)

Crossbow
Proficiency: +1 damage per unit of perception
Additional Shot
Reinforced Bolts: +25% damage
Quick Hands: 2 shots per turn, -15 to accuracy (cooldown: 3 turns)
Sniper: chance (perception/2; cannot exceed 25%) to kill the enemy (cooldown: 4 turns)(x2)
Thief: +5 to agility; the character gains the ability to steal (agility vs alertness).
Lockpicker: +5 to intelligence and agility; the character gains the ability to pick locks (agility + intelligence).
Assassin: attacking an unsuspecting character who failed the check, (agility vs perception and agility) kills them.
Scout: the character gains the ability to quickly gather information about the nearby area.
Armor Proficiency: removes the movement speed penalty when using heavy armor and shields.
Warlock: +15 mana per unit of endurance.

Air Magic
Shockwave: knocks back all characters within a radius of 5 cells in front of the mage by 20 cells and stuns for 1 turn (25)
Levitation: the mage lifts themselves into the air and becomes invulnerable to melee attacks for 5 turns, while remaining able to move (50)
Haste: initiative*2, speed*2 for 3 turns (50)
Dust: -80% to accuracy of all shooters in a 20x20 area for 3 turns (70)
Lightning: magic power - 666 damage units (200)
Vortex: lifts the enemy into the air; upon falling, they take damage equal to their endurance*6 and are stunned for 1 turn (70)
Hurricane: lifts all characters in a 10x10 area into the air; upon falling, they take damage equal to endurance*3 and are stunned for 1 turn(200)
Air Elemental: fully protects the master from melee attacks and attacks using air magic if located on an adjacent cell (x3)
Health: amount of the caster's mana.
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 100
Initiative: caster's initiative*2
Evasion: 60
Special: immunity to air and water element spells; +50% damage from earth magic
Spells: dust; lightning

Fire Magic
Searing Armor: -10% of maximum health every turn for 5 turns, or until the enemy removes their armor (100)
Shroud of Fire: allies' weapons (requires a weapon skill and two abilities from it) deal additional fire damage equal to their amount of mana for 3 turns (250)
Inner Flame: when attacking the mage, the enemy takes fire damage equal to the caster's magic power for 5 turns (50)
Fireball: the enemy takes damage: magic power*6 (200)
Fire Rain: all characters in a 10x10 area take damage: magic power*2 (200)
Explosive Sphere: the enemy takes damage: magic power*4; all characters within a radius of 5 cells from the target take damage: magic power (200)
Burn: sets the enemy's hands on fire; for 3 turns they cannot use weapons (x2) (70)
Fire Elemental: fully protects the master from magical attacks using fire magic if located on an adjacent cell; every turn deals fire damage to the enemy attacking the master (x3)
Health: amount of the caster's mana
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 50
Evasion: 30
Initiative: caster's initiative
Special: immunity to fire and air element spells; +50% damage from water magic
Spells: fireball; searing armor

Water Magic
Jet: all characters in a 2x2 straight line take damage: magic power*2 (100)
Protective Shroud: until the end of combat, protects an ally from all types of poisoning and bleeding (100)
Healing: the mage restores the target's health using their own mana
Freeze: the mage freezes the enemy for 5 turns or until damage is dealt to them, -5% of maximum health every turn (100)
Ice Spear: magic power*6 (200)
Ice Shards: all characters in a 10x10 area take damage: magic power*2 (200)
Cold Wave: the mage deals damage equal to magic power*2 to all characters in a radius of 5 cells in front of them and has a chance (willpower vs endurance) to freeze enemies for 1 turn (200)
Water Elemental: fully protects the master from magical attacks using water magic if located on an adjacent cell; every turn deals water damage to the enemy attacking the master (x3)
Health: amount of the caster's mana
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 25
Evasion: 30
Initiative: caster's initiative
Special: immunity to water and earth element spells; +50% damage from fire magic
Spells: jet; protective shroud; freeze

Earth Magic
Boulder: magic power*5; chance (magic power vs endurance and strength) to maim the enemy until the end of combat (150)
Stone Hail: all characters in a 10x10 area take damage: magic power*3 (200)
Stone Wall: the mage surrounds themselves or an ally with a stone wall that absorbs any damage for 5 turns; the character behind the Stone Wall is unable to attack the enemy (100)
Stone Skin: +100% to an ally's health until the end of combat (100)
Swamp: in a 10x10 area, the mage creates a surface that reduces the initiative and speed of characters by 2 times; characters who fail the check (strength vs magic power) lose the ability to move for 5 turns (200)
Quicksand: in a 5x5 area, the mage creates a surface that immobilizes the enemy for 4 turns; characters who fail the check (magic power vs willpower and strength) sink in the sand and die (x2) (200)
Earthquake: the mage spends all mana (no less than 50% of maximum) and partially or completely destroys structures of all types in the specified area (x2)
Earth Elemental: fully protects the master from ranged attacks and attacks using earth magic if located on an adjacent cell (x3)
Health: amount of the caster's mana*3
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 5
Evasion: 6
Initiative: caster's initiative
Special: immunity to earth and fire element spells; +50% damage from air magic
Spells: boulder; stone wall