130 characteristics to distribute at the start, 5 minimum, 40 maximum.
Strength
+10 Health
+1% melee damage
+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 Observation
Wisdom
+10 Spiritual Power
+1 Insight
Charisma
Useless characteristic.
Skills
1 skill point and 3 ability points.
Cost of a basic skill is 1, ultimate is 3, special is 2, independent is 2.
Imperial Sword Art
Katana or one-handed sword.
+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
- Sword Dance
Successful attacks can prevent the opponent from using active abilities on the next turn and remove all positive effects (Intelligence -> Will). - Crescent Moon
Attacks deal damage to all enemies standing in front of the character. - Dash
The character deals damage to all enemies along a straight line of movement. +3 Movement Speed, critical damage chance for this attack is doubled. Cooldown: 2 turns. - Quick Sword
Two additional attacks (75% damage). - Ultimate Ability — Moon Dance
All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
Concentration: 4 - Special Technique — Full Moon
Barrier: the character's magical energy protects them from damage. If the barrier is destroyed, remaining damage is nullified.
Discharge: the character adds a certain amount of their magical energy (at least 100) to the weapon's base damage and deals damage to all enemies in a straight line (10). Combines with “Sword Dance” and “Crescent Moon”. Cooldown: 1
Regeneration: the character can skip a turn to restore (Intelligence*1)% magical energy. - Special Technique — Night Flowers
Active ability: the character attacks a chosen opponent and reduces their maximum health by (Charisma)%. Does not stack. Speed for this attack is twice as high; the character overcomes obstacles in their path.
Concentration: 2 - Special Technique — Elegance
+50% final damage from critical attacks
+10% critical attack chance
The character can parry opponent attacks (Accuracy). - Special Technique — Nobility
The character can use an ephemeral pistol or revolver in the second hand and always fires a counter-shot when an opponent misses them. - Special Technique — Dual Sword Mastery
The character uses two swords and performs an additional attack when using any ability. Standard: two attacks instead of one; Dash: two attacks instead of one; Quick Sword: four additional attacks instead of two; Moon Dance: six additional attacks with the second sword.
Not applicable to katanas. - Special Technique — Reality Slash
Single attack with a (Wisdom-10) chance to instantly kill the opponent.
Cooldown: 2
Way of the Warrior
Katana.
+50% armor penetration
+50% Accuracy
+4 Movement Speed
- Iai do
The warrior can deliver a surprise strike to an opponent they are next to. If successful, such a strike deals ten times more damage. Stealth from Agility (1.0) for this attack is 1.5 times higher. Only outside of combat. - Battojutsu
+50% Accuracy
The warrior can parry enemy attacks and shots. - Meijin
+50% armor penetration
+Additional attack - Suiren
Damage (444% base damage) in a 3x3 area. Movement speed for this attack is 1.5 times higher.
Concentration: 2 - Ultimate Ability — Hanafubuki
The character strikes every opponent in a 7x7 area.
Concentration: 2
Cooldown: 4
Iai do: 25% chance of a lethal strike
Battojutsu: ignores parrying
Meijin: additional attack
Suiren: effect area increases to 9x9 - Special Technique — Sasameyuki
Active ability: the character attacks a chosen opponent and reduces their evasion and accuracy by 33%. Stacks up to two times.
Cooldown: 0 - Special Technique — Akatsuki
The character's attacks deal additional percentage fire damage equal to their Wisdom.
Radiant Sword
Two-handed sword.
+1 Accuracy for each unit of Strength
+1% damage for each unit of Strength
Counterattack if the opponent misses.
+10 Health for each unit of Agility.
+2 Movement Speed.
- Seismic Wave
Deals damage in a 3x9 straight line, destroys obstacles. Characters who fail a strength check (against character's Strength) will be paralyzed for 1 turn. If the strength check is successful, their speed is reduced to three units for 3 turns. Cooldown: 3 turns. - Blade Radiance
Deals 100% damage to a chosen target and reduces its physical damage resistance by 25%. Effect is cumulative. Cooldown: 1 - Luminous Hurricane
Deals damage to all opponents around the character and blinds them (-95% Accuracy) for 1 turn. Cooldown: 1 - Warmth of Light
The character restores 25% health every turn for four turns (starting from the next). Physical and magical damage resistance +25% during this time. Cooldown: 4 - Ultimate Ability — Omen of Dawn
Destroys the armor and weapon of one opponent, nullifies effects on them. Paralyzes (until strike) if the opponent fails a will check (against character's Charisma). Deals 1000% damage.
Concentration: 4 turns. - Special Technique — Brilliance
+2% damage for each unit of Charisma
+1 Evasion for each unit of Perception and Wisdom
Seismic Wave paralyzes for 3 turns.
Blade Radiance has no cooldown.
Luminous Hurricane paralyzes.
Warmth of Light cooldown is reduced by 1, damage resistance effect stacks up to 50%.
Omen of Dawn is replaced by a cooldown (5 turns). - Special Technique — Source of Light and Heat
The character performs 6 strikes in a 5x3 area
First strike: 750% damage, paralysis.
Second and third strikes: 500% damage, damage is converted to health.
Fourth, fifth, and sixth strikes: 200% damage, armor penetration.
Concentration: 5 turns
Officer
Officer abilities do not combine with each other but work with other styles.
- Leadership
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 - Special Technique — Takemikazuchi
Charisma/2 = chance (%) of an additional turn for characters under the officer's command. Limit: 50% - Special Technique — Domination
Charisma/2 = bonus (%) to damage, accuracy, and evasion for characters under the officer's command. Charisma/2 = initiative bonus. - Special Technique — Terror
Charisma = minus (%) to evasion and will checks, plus to damage, accuracy, and (Charisma/2) critical damage chance. - Special Technique — Honor
Charisma/2 = minus (%) to received damage, limit: 50%. Charisma = bonus to will checks. - Special Technique — Righteousness
Characters under the officer's command receive a 25% bonus to evasion and accuracy for each opponent exceeding the number of allies, and deal (Charisma)*1% more damage if opponents outnumber them by at least one.
Revolver
Critical damage chance +20%
- Eagle Eye
+(Perception)% damage.
+50% Accuracy. - Roll
Immunity to targeted actions until the start of the next turn (active ability).
Cooldown: 1 - Sprint
+2 Movement Speed
Movement speed is twice as high (active ability)
Cooldown: 1 - Aimed Shot
Evasion and movement speed -50%, accuracy +50% (active stance). - Ultimate Ability — Execution
The character fires the remaining cartridges in the cylinder at a chosen opponent.
Cooldown: 5 - Special Technique — Wanderer
+2 Shooting Range.
Critical damage chance +10%
Eagle Eye effect is twice as high.
Using Roll or Execution automatically reloads the weapon.
Using Sprint removes negative effects. - Special Technique — Specialist
Critical attacks deal 100% more damage (i.e., 300% instead of 200%).
Pistol
+1 Evasion for each unit of Perception
+3 Movement Speed
- Hand Speed
Additional shot. - Persistence
Each consecutive attack in battle deals 25% more damage (limit: 250%). In case of a miss, this effect is nullified. - Disarm
Active ability: single shot with a chance (Perception vs Strength) to disarm the opponent. Deals no damage.
Cooldown: 1 - Reflexes
+1 Accuracy for each unit of Agility. - Ultimate Ability — Concentration
Active ability: starting from the next turn, the character receives doubled accuracy and evasion, as well as an additional shot.
Duration: three turns
Cooldown: 3 (after effect ends) - Special Technique — Mirage
The character covers a chosen distance and deals damage to all opponents (provided there are enough cartridges in the magazine). Lethal shot chance: 20%
Effect area: 1:3-8:3
Cooldown: 2 - Special Technique — Peacemaker
+2 Shooting Range.
Critical damage chance +10%
Hand Speed effect is twice as high.
Disarm has no cooldown and higher efficiency (+50%).
Reflexes give +1 Accuracy for each unit of Perception.
Concentration removes all negative effects from the character and grants immunity to them for the duration of the ability. - Special Technique — Expert
Reloading does not cost a turn, counterattack in case of successful evasion.
Rifle
+1 Accuracy for each unit of Perception.
- Headshot
Active ability: -50% final accuracy, +200% base damage
Cooldown: 1 - Aimed Shooting
+1% critical damage chance for each unit of Intelligence - Leg Shot
Damage -50%, target speed drops to one.
Cooldown: 1 - Prone Position
Evasion and movement speed -80%, accuracy +80% (active stance). - Ultimate Ability — Sniper
Shooting range is increased three times. - Special Technique — Reaper
Kills refresh the character's turn. - Special Technique — Warning Shot
Active ability: deals no damage, paralyzes for one turn. - Special Technique — Professional
Reload speed -1
Accuracy penalty from Headshot is 30% instead of 50%.
Critical damage chance bonus from Aimed Shooting is 2% instead of 1%.
Leg Shot deals normal damage.
Evasion and movement speed penalty in Prone Position is -50% instead of -80%.
Shotgun
Damage received by the character is 25% lower
- Piercing Shot
Attacks deal damage in a 3x1 area (3x3 if Spread Shot is present).
Spread Shot
Attacks deal damage in a 1x3 area (3x3 if Piercing Shot is present).
Armor-Piercing Shot
Attacks ignore 75% of opponent's armor.
Support Shot
The character loads a special cartridge into the weapon and fires it over a 3x3 area. Characters in the zone restore 25% health and magical energy. Only in combat.
Cooldown: 3 - Ultimate Ability — Devastating Shot
With a 25% probability, destroys equipment of characters hit by the shot (separate roll for each item).
Cooldown: 3 - Special Technique — Suppressive Shot
Reduces initiative of characters hit by the shot to 1.
Cooldown: 2 - Special Technique — Connoisseur
Shooting range +2
Movement speed +1
Piercing Shot effect area increased to 5x1 (5x5 if Spread Shot is present).
Spread Shot effect area increased to 1x5 (5x5 if Piercing Shot is present).
Armor-Piercing Shot ignores 100% armor.
Support Shot effect area increased to 5x5.
Equipment destruction probability of Devastating Shot increased to 40%.
Two-Handed Weapon
+2% damage for each 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. - Ram
Active ability: +10% damage for each cell traveled in a straight line (cannot move backward during attack). Movement speed for this ability is 1.5 times higher.
Cooldown: 1 - Ultimate Ability — Frenzy
Additional attack, +1% damage for each unit of Strength, +3 Movement Speed. - Special Technique — Mastery (Two-Handed Weapon)
Effects of other abilities are enhanced:
Cleave — Strength/1.5 = chance to deal double damage.
Concussion — Strength/1.5 = chance to paralyze the opponent for one turn.
Whirlwind — Cooldown 1
Ram — +15% damage per cell traveled
Frenzy — two additional attacks instead of one. - Special Technique — Defender
The character takes attacks directed at a chosen character, then immediately counterattacks (provided the character is on an adjacent cell; the second part applies only to melee). - Special Technique — Warrior
The character can parry melee attacks (Accuracy).
One-Handed Weapon
+1 Accuracy for each unit of Perception.
- Parrying
The character can parry opponent attacks (Accuracy). - Light Step
+1 Evasion for each unit of Agility. - Movement Speed
+1 additional attack. - Piercing Strikes
+1% critical hit chance for each unit of Intelligence. - Ultimate Ability — Stun
Character attacks can paralyze the opponent with a 25% probability. - Special Technique — Mastery (One-Handed Weapon)
Effects of other abilities are enhanced:
Parrying bonus is 0.5 higher
Light Step adds 2 Evasion per unit of Agility instead of 1.
Movement Speed adds 2 attacks instead of 1.
Piercing Strikes add +2% critical hit chance per unit of Intelligence instead of +1%.
Stun paralyzes the opponent with a 33% chance. - Special Technique — Grace
Counterattack and automatic crit on successful parry. - Special Technique — Onslaught
Reduces attack speed of the targeted target to 0 for 1 turn.
Polearm
+1 Accuracy for each unit of Perception, +1 Evasion for each unit of Agility, +1% damage for each unit of Strength.
- Piercing Strike
Pierces opponent's armor. Cooldown: 1 turn. - Slashing Strike
Final damage from this attack is 100% higher. Cooldown: 1 turn. - Ranged Attack
+1 to attack range; in some cases, it is not considered melee combat. - Precise Strikes
33% chance to paralyze the opponent. - Ultimate Ability — Hurricane
Deals 125% air damage to all opponents around the character +2, blinds them for one turn (-95% Accuracy).
Cooldown: 3 - Special Technique — Mastery (Polearm)
Effects of other abilities are enhanced:
Cooldown of Piercing and Slashing strikes is reduced to 0.
Ranged attacks deal critical damage with a 25% chance.
Precise Strikes paralyze the opponent with a 45% chance
Hurricane deals 150% air damage and blinds for 2 turns.
Traditional Archery
Bow
Shooting range +10 (standard: 10)
- Sleight of Hand
Additional shot - Bullseye
Critical damage chance +20% - Piercing Shots
+40% armor penetration - Fire Arrows
Character attacks set the opponent on fire (-10% of maximum health over three turns). - Ultimate Ability — Serenity
+2 Accuracy for each unit of Perception. - Special Technique — Mastery (Traditional Archery)
Effects of other abilities are enhanced:
Sleight of Hand — additional shot
Bullseye — critical damage chance +20%
Piercing Shots — +40% armor penetration
Fire Arrows — -15% of maximum health over four turns.
Serenity — +1 Accuracy for each unit of Perception. - Special Technique — Kyudo
+1 Accuracy for each unit of Wisdom
+1 Evasion for each unit of Wisdom
+1 Evasion for each unit of Perception
+4 Movement Speed
+10 Shooting Range - Special Technique — Zazen
The character restores their health and is healed from negative effects outside of combat. - Special Technique — Kyujutsu
+50% damage dealt
+20% critical damage chance
+Additional shot - Special Technique — Forbidding Shot
Removes all effects from a chosen character and forbids them from using active abilities.
Cooldown: 1 turn
Knight of Camellia
One-handed sword.
+10 Health for each unit of Charisma
+1 to Will checks for each unit of Charisma
+30 Accuracy
+30 Evasion
- Unwaveringness
Damage received -(Will)%, but not more than -50%.
+1 to Will checks for each unit of Will. - Piercing Strikes
+(Agility) to critical hit chance. Critical attacks deal 80% more damage. - Challenge
+500 Health.
Chosen opponent must attack the character if they fail a will check against their Charisma.
Range: 8
Cooldown: 3 - Duelist
In one-on-one combat +50 Accuracy, +50 Evasion, +100% final melee damage. - Ultimate Ability — Weapon Mastery
The character can use two-handed weapons, katanas, two one-handed swords, or a sword + shield. Additional chance to avoid any negative action directed at the character: 30%.
Daikyo
+1 Qi for each unit of Wisdom
+1 to Will checks for each unit of Wisdom
+2 Movement Speed
- Combat Mastery
+1 Evasion for each unit of Agility.
+1 Accuracy for each unit of Perception.
Melee damage (monk's staff) + Qi*5
Ignore (Qi)% armor.
Active ability: character attacks deal damage to all opponents standing in front and to the side of them (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's 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's staff for use.
Range: 3x10
Damage: Qi*5
Recovery: Qi*5
Cost: 140 units of Spiritual Power.
Cooldown: 1 - Ultimate Ability — Eight Trigrams
Spirit Power (passive)
Daikyo damage increases by (Qi)%.
Aura (activation costs a turn, then works passively)
Allied characters in a 9x9 area with Daikyo at the center deal (Qi)% more damage.
Cost: 100 units of Spiritual Power/turn.
Talisman (active ability)
The character launches 8 talismans in a chosen direction, dealing damage to all opponents (does not hit allies) in their path.
Each talisman deals Qi*2 water damage and Qi*2 air damage.
Range: 3x12
Cost: 400 units of Spiritual Power
Sister of Light
+1 Magic Power for each unit of Charisma
+1 Accuracy for each unit of Charisma
+20 Magical Energy for each unit of Will
+1 to Will checks for each unit of Intelligence
- Healing Prayer
Restores (Magic Power)% health to the character, removes negative effects.
If the chosen target is undead, deals equivalent damage.
Range: 20
Cost: 50 (100 in attack) magical energy - Aura of Valor
Allied characters in a 7x7 area with Sister of Light at the center restore (Magic Power/2)% health and receive +(Magic Power/2) to accuracy and evasion.
Cost: 100/turn
Sister of Light cannot perform other actions or move while this aura is active. - Heavenly Light
Characters in a 5x5 area take 7*MP light damage. Does not damage allies. Undead take twice as much damage.
Range: 14
Cost: 120 - Resurrection
Brings a dead character back to life. Only during combat.
Cost: 200 magical energy
Range: 10 - Ultimate Ability — Spear of Victory
Characters in a 7x7 area (further from the center of impact) take 20*MP light damage. Does not damage allies and restores them (Magic Power*2)% health.
Cost: 350
Scout
+2 Stealth for each unit of Agility
+2 Speed
- Kinship with Shadows
+1 Observation for each unit of Perception
Immunity to stealth attack modifiers. - Silent Kill
A stealth attack on opponents who fail a perception check kills them (only bladed weapons in melee). Ranged stealth attacks deal five times damage. - Fade into Shadow
The scout spends a turn to restore stealth status. - Agent
During the game, the character can obtain forged documents. - Ultimate Ability — Special Training
+1 Accuracy for each unit of Perception and +1 Evasion for each unit of Agility when using any type of weapon. - Special Technique — Liquidation
+30% critical damage chance
Final damage from critical attacks is 50% higher
Character's melee attacks deal 10% of opponent's maximum health bypassing armor.
+3 attacks for light bladed weapons (short sword). - Special Technique — Elusion
The character can evade non-targeted spells
+100% Evasion
Parrying melee attacks - Special Technique — Taijutsu
+10 Health for each unit of Agility and Strength.
Additional chance to avoid any negative action directed at the character: 30%. - Special Technique — Bujutsu
+0.5 Accuracy for each unit of Perception and +0.5 Evasion for each unit of Agility when using any type of weapon.
Critical damage chance +20% when using any type of weapon. - Special Technique — Killer
In case of a successful stealth roll, aggressive actions against other characters do not remove the scout's stealth effect. Ranged Silent Kill kills instantly. - Special Technique — Persuasion
In dialogue, the character has the opportunity to convince the interlocutor to join Ikigaya's side (Charisma vs total value of Intelligence and Will).
Enchanter
Melee weapon.
+2% melee damage for each unit of Magic Power. Additional damage has fire, water, or air affinity (choice).
+1 Accuracy and Evasion for each unit of Intelligence.
+10 Magical Energy for each unit of Strength.
+0.5 Magic Power for each 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
Fire attacks apply burn (Magic Power/2, % of current health at the end of opponent's turn).
Water attacks reduce opponent's accuracy and evasion by 10, increase damage they receive by (Magic Power/2)%. Stacks.
Air attacks pierce (Magic Power)% armor, additional attack.
10 magical energy/turn - Elemental Shroud
Active ability: immunity to fire, water, or air. Only one shroud can be active at a time. - Energy Burst
Ranged attack in a 3x3 area. Applies affinity.
Range: 12
Cost: 50 - Elemental Aura
Fire: returns (Magic Power/2)% damage to melee attackers.
Water: reduces received damage by (Magic Power/2)%
Air: +(Magic Power) Evasion.
Cost: 20/turn - Ultimate Ability — Cataclysm
Fire: deals double, fully fire damage to characters in the effect area (5x9), applies burn three times.
Water: deals normal, fully water damage to characters around the enchanter (+4), reduces accuracy and evasion by 50.
Air: deals double, fully air damage to characters on a line of action (1x15), with a probability of (Magic Power)% destroys weapons and armor.
Cost: 400, cooldown: 5
Wizard
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.
- Sleep
Puts a character into a state of sleep until the end of battle or until an aggressive action is applied to them. Does not affect combat characteristics or ability to defend (Will check).
Cost: 50
Range: 6 - Four-Leaf Clover
Sets 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 - Ultimate Ability — Jabberwocky
Summons one of several creatures randomly, or by choice if character's Charisma is 35 or higher. Summoned creatures cannot be repeated in a single 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 rolls of a chosen character to minimum for one turn (requires 500 rumies, Will check). Health: 100, Speed: 3, Evasion: 40. Duration: entire battle.
Unicorn
Moves a chosen allied character to any cell within 16 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 health to a random ally within 6 cells and removes negative effects. Health: 300, Evasion: 30, Speed: 5. Range: 12.
Cost: 250
Gang
Leader: allied characters of Areid origin under the character's command receive a +5 bonus to accuracy, agility, and initiative for each member of the group of Areid origin (maximum 25).
Abilities in this branch allow the character to create allies of Areid origin and can be learned multiple times. They do not belong to factions, have no beliefs or perks.
Payment for completing a task is made only to the leader.
Upon taking this skill, one ally is created for free.
- Shooter
Shooting skill (Traditional Archery/Revolver/Pistol/Rifle/Shotgun) and 1 SP towards it. - Swindler
Scouting skill or lockpicker/pickpocket ability. - Warrior
Combat skill (One-Handed/Polearm/Two-Handed) and 1 SP towards it. - Mage
Magical skill and 1 SP towards it. - Ultimate Ability — Seasoned Comrade
1 SN, 3 SP, 1 perk, 1 belief.
Traveler
+3 Movement Speed
+250 Health or -25% item cost in the absence of other price modifiers.
These abilities combine with non-unique combat skills
- Toughness
+(strength)% to health - Professionalism
+(charisma*2)% to rewards for completing any quests. - Bodyguard
Takes attacks directed at another (pre-selected) character (initiative roll is doubled). - Fortitude
+1% to melee damage for each unit of strength.
+1 to will checks for each unit of strength. - Ultimate Ability — Partner
An additional partner character created by the player using the same rules as their own character (factions must match).
Exceptions: Camelia, Dreyeria, Nihon, Legacy of the Empire, Noblesse Oblige, Onryo, Arcanum, Opportunism, Asceticism, Wealth, Dynasty, Possession, Artifact.
Dragoon
+(strength)% enemy armor penetration.
+15% critical attack chance.
+2 to attack range (does not provide an advantage when using flight).
+5 to health for each unit of agility and perception.
- Piercing Strike
The character's attacks deal damage to all enemies in the line of attack. - Superiority
Attacks every enemy passing through the dragoon's line of attack, but not attacking him. - Raid
+2 to movement speed.
Active ability. +10% to final damage for each cell traversed.
Cooldown: 1 turn. - Heartseeker
Active ability. Auto-crit. Doubled accuracy rating for this attack.
Cooldown: 1 turn. - Ultimate Ability — Cyclone
Attacks all enemies around the character three times.
Paralysis chance (strength/2), double damage chance (strength/2).
Cooldown: 6 turns.
Inquisitor
The character's weapon is covered in holy flame. +(will*2)% fire damage. 50% chance to inflict burn on the enemy for 1 turn (-20% of max.
health at the end of their turn).
- Crippling Strike
Character attacks reduce current accuracy, evasion, and will check values by -25%. - Cauterization
Restores 50% of lost health to self or an ally on an adjacent cell.
Cooldown: 1 - Retribution
Paralyzes a selected character for one turn if they fail a will check against the character's will check.
Cooldown: 1 - Spiritual Protection
+10 defense (extra hp) for each unit of will check. - Ultimate Ability — Holiness
+1 to evasion and accuracy for each unit of will check.
Priest
As long as the cleric prays continuously, allies within 10 cells are immune to negative effects.
- Blessing
The cleric removes all negative effects from a character and enhances their parameters (+(wisdom)% accuracy and evasion) for three turns. Cooldown: 0. - Restoration
Brings back to life a character who died from lack of hp. Out of combat. - Hand of God
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.
Cooldown: 0 - Amulet
Selected ally receives additional health equal to the cleric's wisdom (%).
Cooldown: 0. - Ultimate Ability — Grace
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.
Cooldown: 8
Dreyerian Martial Arts
Skills used by Dreyerian martial arts abilities: two-handed weapons, one-handed weapons, polearms, traditional archery.
+50 to accuracy and evasion
- Infusion
The warrior converts weapon damage into a light or dark element of their choice. While using the selected element, the character gains immunity to attacks of that element. - Vessel: Darkness
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
When using light infusion, final damage dealt to the character is halved, and initiative is doubled. - Touch of Chaos
Confusion, paralysis, sleep, poison, freeze, or burn on hit (100%). - Ultimate Ability — Last Breath
+333% damage to all enemies around the character twice. When using a bow, the attack occurs at range.
Cooldown: 5
Sohei
Katana or Naginata.
+1 to accuracy and evasion for each unit of wisdom
+3% to health for each unit of will
+2 to movement speed
- Conversion
The Sohei may, at will, convert the damage type or a part of it into water/air of their choice. +30% to final damage. - Empowerment
The Sohei can use up to 33% of their spiritual power to empower a strike (base damage). In the event of a successful attack on an enemy, 50% of the spent power is returned. - Dragon's Tail
Naginata: The Sohei deals damage to all characters standing on 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 2 cells in the opposite direction of the sohei.
Katana: The Sohei deals damage to characters standing on four cells in front of him.
Water: Damage to an enemy on the second cell is increased by 30%, on the third - by 60%, on the fourth - by 90%, but only if there is an enemy on the first cell from the sohei.
Air: (wisdom-10)% chance to destroy enemy weapon
Cooldown: 1 turn. - Dragon's Flight
The character can attack enemies in the air, jump over obstacles, etc..
Air: Jump distance is doubled
Water: After landing, the sohei deals 300% damage to the character on the cell beneath them and 150% damage to characters on adjacent cells.
Cooldown: 2 turns. - Ultimate Ability — Yamabushi
+50% to all parameters
Kensei
Katana and wakizashi.
+1 to evasion for each unit of agility
+1 to accuracy for each unit of perception
+4 to movement speed
- Ikazuchi
The character covers a distance of 1:3-10:3, paralyzes everyone in their line of movement (will check) for one turn, destroys enemy equipment and delivers two attacks — the katana attack deals physical damage, while the wakizashi damage is converted to the air element.
Cooldown: 3 - Tsubame Gaeshi
A single katana strike on a selected target; does not miss, deals critical damage.
Cooldown: 3 - Suigetsuto
Skip turn. While using this ability, the character gains full immunity to external influences, removes negative effects from themselves and fully restores health.
Cooldown: 3 - Murasame
The character deals damage to all enemies around them (+2) with katana and wakizashi, or skips a turn and reduces the cooldown of their other abilities by 1.
Cooldown: 3 - Hasso Happa
Alternating attack wakizashi-katana-wakizashi, forcing the enemy to skip the next turn if all three strikes are successful.
Cooldown: 3 - Special Technique — Seiryu
The character covers any distance on the map in a straight line and deals combined katana and wakizashi water damage to all enemies in their path.
Cooldown: 3 - Special Technique — Suzaku
Three katana strikes, each inflicting burn for one turn (-20% of maximum health at the end of the turn).
Cooldown: 3
Fire Magic
- Ignition
Inflicts a burn effect on the selected character. -10% maximum health for 1-3 turns. Stacks.
Cost: 20
Range: 9 - Fire Storm
Characters in a 5x5 area take 8*SM units of damage.
Cost: 70
Range: 9 - Fire Shield
Characters attacking the target lose 0.4*SM% of current health. Cost: 60
Range: 3 - Agartha's Flame
Selected character takes 20*SM units of damage.
Cost: 200
Range: 7 - Inferno
Characters in a 10x10 area take 9*SM units of damage over three turns.
Cost: 400
Range: 18 - Special Technique — Might
Spells deal 25% more damage
Water Magic
- Healing
Restores 1*SM % health to the selected character.
Cost: 50
Range: 10 - Purification
Removes all negative effects from the selected character.
Cost: 100
Range: 10 - Freeze
Freezes the selected character for 2-6 turns. Each turn they lose 5% of maximum health.
Cost: 100
Range: 10 - Wave
Characters in a 3x3 area take 4*SM units of damage, their speed and initiative are reduced to 1 for 2 turns.
Cost: 100
Range: 10 - Rain
Movement speed of characters across the entire map is reduced to three. Fire element damage is reduced by 50%. Duration: 5 turns. Cost: 220 - Special Technique — Serenity
+40% to magical energy
Air Magic
- Wings of Wind
Selected character gains immunity to slow, immobilize, and paralysis effects for three turns.
Cost: 50
Range: 5 - Air Blades
Characters in the spell's line of action take 5*SM units of damage and gain 20% vulnerability to any damage for 1-3 turns. Stacks.
Cost: 120
Range: 12 - Levitation
Selected character gains the ability to hover in the air or is forcibly lifted up. In this state, they are unavailable for melee attacks, but cannot perform melee attacks themselves.
Cost: 50/turn
Range: 5 - Breakthrough
Pushes characters along a line x3 by 0-4 cells in the opposite direction of the caster.
Cost: 100
Range: 6 - Hurricane
Slows all characters in an 8x8 area to 2 units of speed. Each turn it directs air blades at every character within the zone of effect. Duration: 3 turns.
Cost: 350
Range: 18 - Special Technique — Illusion
+1 to evasion for each unit of intelligence.
Earth Magic
- Stone Skin
The next damage to the selected character will be reduced to 0.
Cost: 100
Range: 5 - Gift of Nature
Increases health of the selected character by 1*SM % for 4 turns.
Cost: 100
Range: 5 - Projectile
Selected character takes 4*SM units of damage and will be paralyzed for 2 turns.
Cost: 50
Range: 14 - Shell
Reduces physical damage received by the character by 1*SM %. Duration: 3 turns.
Cost: 150
Range: 6 - Earthquake
Characters in a 10x10 area take SM*1-10 units of damage and may be paralyzed for 1-6 turns.
Cost: 400
Range: 20 - Special Technique — Barrier
The first negative spell/attack/other effect per day directed at the character is nullified.
Dark Magic
- Subjugation
In case of success, the caster can read the target's thoughts, plunge them into a state of sleep, or force them to obey their will.
Cost: 60
Range: 4 - Beam of Darkness
Drains SM*1% of current health from enemies in the spell's line of action.
Cost: 60
Range: 8 - Reflection
If the enemy fails the caster's will check, damage is reflected back at them. Duration: 5 turns
Cost: 150
Range: 3 - Invisibility
Stealth +SM*2 in a 5x5 area of effect.
Cost: 200
Range: 10 - Teleportation
Movement
The character moves to any cell on the map.
Cost: 3 units of magical energy per cell. - Special Technique — Black Hole
Characters in a 5x5 area of the spell lose SM*0.8% of maximum health (but no more than 99%) and cannot evade this spell.
Cost: 400
Range: 12
Light Magic
- Beam of Light
Restores SM*1% of lost health to self and allies in the spell's line of action.
Cost: 75
Range: 8 - Mental Shield
Selected character gains immunity to mind-affecting influences for three turns.
Cost: 50 - Energy Shield
The character's magical energy serves as additional health for the character. - Dematerialization
Invulnerability to everything for four turns and inability to perform actions other than movement. The character restores 25% health each turn. The spell effect can be interrupted at any time.
Cost: 200
Range: 5 - Illumination
Stealth of characters on the map is lower by magic power*2.
Cost: 200 - Special Technique — Archon Metabolism
Duration and effectiveness of negative effects on the character are halved. The mage ages three times slower than normal.
The use of alchemy consists of three stages — drawing a magic circle on the ground, distributing the necessary components, and reading an activation spell.
- Golem
Intelligence*50=health
Intelligence*1=evasion
Intelligence*1=accuracy
Intelligence*10=damage
Intelligence*1=percentage resistance to physical damage
Movement speed is three, the golem is immune to negative effects, attacks deal area damage 3x3.
Material: clay. When using a ruby, the golem gains immunity to fire; sapphire — water; emerald — air.
Number of simultaneously active golems: will/10. - Homunculus
Intelligence*2=number of characteristic points
Intelligence/10=number of ability points
Intelligence/25=number of skill points
Intelligence*1=chance for any magical properties
Material: human blood, seed, salt, mercury, jasper, quartz. - Gargoyle
Intelligence*20=health
Intelligence*2=evasion
Intelligence*2=accuracy
Intelligence*20=damage
Intelligence*1=percentage resistance to physical damage
Intelligence/3=movement speed
The gargoyle is immune to negative effects.
Material: clay. When using a topaz, the gargoyle deals damage to all enemies in its line of movement; amethyst — gains 10% chance of instant kill; amber — gains regeneration of 25% health per turn.
Number of simultaneously active gargoyles: will/10. - Transfusion
Restores health to one character at the expense of others.
Can be used on corpses to transfer their characteristics to oneself or another character. Works only if the deceased's characteristics are higher than the living person's, but the alchemist's will is higher. Maximum limit: 3 - Experiment
Used on self or another character
10% Lose up to -50 or gain up to +50 random characteristics
10% Forget 1-2 abilities or receive 1-2 AP
30% Die
10% Random change of gender and appearance
10% Change of race
10% Inability to use magic
10% Immunity to critical hits
10% Energy -500 <-> +500
10% Additional turn
10% Immunity to negative effects
10% Immunity to magic
10% Memory loss
10% Gain 1 perk
Serenity
+1 to will checks for each unit of will
+1 to accuracy for each unit of perception
+1 to evasion for each unit of agility
+1 to evasion, accuracy and will checks for each unit of wisdom.
+3 to movement speed.
Kicks: (strength+agility)*4
Rage: every hit on an enemy or oneself adds 1 unit of rage.
- Dragon's Touch
The character curls the fingers of an open palm, charges them with ki energy, and then with a lightning-fast hand movement touches the opponent's solar plexus. After the strike, it destroys armor if any was present.
Damage: (strength+agility)*20
Cost: 5 rage. - Snake's Tail
Character strikes can paralyze an enemy. Chance equals strength-10. - Running Leopard
Additional attack. - Immovable Turtle
Blocking enemy attacks (accuracy) - Ultimate Ability — Fluid Shadow
10 attacks on a single target.
Cost: 10 rage.
Necromancy
- Summon Skeleton
The character spends 10 units of magical energy to revive the skeleton of an undead character.
Number of simultaneously active skeletons: will/2.
Health: 100
Damage: depending on weapon
Accuracy: 30
Evasion: 30
Speed: 5 - Corpse Explosion
If the necromancer's intelligence is 40 or higher, they can explode corpses, dealing damage to characters around them +2. Damage equals the deceased's maximum health. Up to will/10 corpses can be exploded in one turn. - Soul Siphon
If the necromancer's will is 40 or higher, they can suck the life energy of other characters. After activation, all characters on the map lose 10% of current health in favor of the necromancer. - Authority
If the necromancer's charisma is 40 or higher, they can give orders to other characters (will check) - Finger of Death
If the necromancer's wisdom is 40 or higher, they can kill a selected character (will check)