Demonology
+5 Intelligence
- Pact
At the start of the game, the character will have the opportunity to enter into a pact with a certain demon — which one specifically will become clear after the summoning. Before the summoning, the player can review potential demons and choose one of them (the chance to summon the desired one depends on the character's Will). Each subsequent demon summoning will drain a specific characteristic from the character associated with that demon. The demon's power will depend on both its own potential and the player character's potential as a summoner. - Resilience
The character's Charisma is added to the chance of summoning the desired demon. - Affinity
The character's potential as a summoner is 50% higher. - Cancellation
The character can cancel the pact with the first demon they summon and enter into one with another. - Ultimate Ability — Demonic Manifestation
The character becomes one with the summoned demon for the duration of one day. The cost of summoning is ten times higher.
Imperial School of Magic
+1 to Will checks for every unit of Intelligence.
- Clarity
+0.5 Accuracy for every unit of Will and Intelligence. - Magical Theory
All spells are 20% cheaper. - Utilization
+(Magic Power/2)% to magical energy. - Entropy
Dispels magical and other supernatural effects (Will check).
Range: 10
Cost: 100 - Ultimate Ability — Seventh Element
Initiative drops to 0 during the next turn. On the following turn, it 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
Scholar
+5 Wisdom
- Archaeologist
Ability to determine the purpose and effects of artifacts. - Topographer
The character can sketch a map of the area (locations nearest to the group). Determines terrain and the presence of any structures, and also detects traces of other people and animals. - Linguist
The character can communicate with representatives of other cultures without the need for a translator. - Philosopher
Once per day, the character can make a philosophy roll.
9% to get +1 Wisdom
8% to get +1 to any other characteristic
7% to get +1 HP
6% to get +1 SP
5% to change one belief for another
4% to get 1 random perk
3% to write a book
2% to set their lowest characteristic equal to the Wisdom value
1% to commit suicide - Engineer
Ability to repair modern equipment and weapons. Additionally, the character can improve the base stats of ephemeral weapons, but in that case, any other improvements will be impossible.
Damage — +(percentage of Intelligence)
Range: +1 if Intelligence is 20 or higher, +2 if Intelligence is 40 or higher.
Medic
+5 Wisdom
- Therapy
Ability to restore health to other characters and cure them of diseases/poisoning (out of combat). - First Aid
Brings back a character who died from lack of HP. Only out of combat.
Success chance is equal to the inverse percentage value of the character's current health. - Psycho-emotional Support
Ability to cleanse characters of mental effects out of combat. - Bone Setting
Ability to heal injuries and other non-mental negative effects. - Rescue
Brings back a character who died from lack of HP. Only during combat. One use per day.
Success chance is equal to the inverse percentage value of the character's current health.
Swindler
+5 Agility.
- Lockpicker
The character can pick locks. - Pickpocket
+30 Agility when attempting to steal from other characters. - Scoundrel
The character's first attack (which must start the battle) has an Accuracy modifier of +25 and deals critical damage. Modifiers from other abilities are not taken into account. - Vulnerability
Out of combat, a swindler can stun another character (Agility check against Strength). - Stealth
+1 to stealth for every unit of Agility.
Merchant
+5 Wisdom
- Barter
Chance to exchange one item for another. Success depends on the comparison of the estimated value of both items + character's Charisma divided by two. - Resourcefulness
-(Charisma/2)% cost of items. Limit: 30% - Trader
Selling items for 40% of original value (usually 10%). - Caravanner
Additional goods for sale at the start of the game. - Investor
Investments bring in twice as much income.
Cook
Upon taking this recipe, the character can learn up to two basic recipes; they already know the faction recipe. Acquiring other recipes costs 1 SP.
- Onigiri
Rice, tuna, seaweed
Restores 100 units of health - Apple Risotto
Apple, rice, lemon, onion
Restores 60 units of magic energy - Soufflé Omelet
Egg, cream, tomato
Removes negative effects from the character - Curry
Rice, beef, carrot, onion
+50 to Initiative at the start of the next battle. - Pastries
Flour, egg, chocolate, succubus milk
Brings back a character who died from lack of HP. - Semifreddo
Sonata Reime Faction
Egg, milk, lemon, sugar
5% chance to get +1 SP - Terrine
Empire Legacy
Chicken liver, egg, carrot, cabbage
10% chance to get +3 to one of the characteristics - Venison Steak
Nobles Oblige
Venison, onion, garlic
In the next battle, final physical damage is 20% higher. - Miso Soup
Ikigai
Egg, seaweed, tuna, carrot
In the next battle, the first negative effect on the character will have no effect. - Ice Cream
Prosperity
Cream, milk, chocolate
Fire immunity in the next battle - Pizza
Free League
Flour, egg, tomato, cheese
Restores 50 units of health, 40 units of energy, gives a 30% Accuracy bonus for the next battle. - Ramen
Onryō
Noodles, egg, pork, seaweed
40% Evasion for the next battle - Snake Soup
Empire Liberation Front
Snake, chicken, ginger, carrot
+3 Speed and 20% Accuracy and Evasion for the next battle - Mysterious Coffee
Arcanum
Coffee, sugar, succubus milk
In the next battle, spell damage is increased by 30% - Roasted Chicken
Enclave
Chicken wings, black pepper
At the start of the next battle, the character starts with 150 additional health points.
Businesslike
+(Charisma)% to rewards for completing any quests.
- Endurance
+8 Strength - Quick-wittedness
+8 Intelligence - Stubbornness
+8 Will - Mobility
+8 Agility - Observational Skills
+8 Perception - Insight
+8 Wisdom - Imposing Presence
+8 Charisma
Musician
The character can use musical instruments.
- Flute
Active ability: the character's allies within 10 cells of them receive (Charisma/10) to movement speed and (Charisma/2) to Initiative. - Violin
Active ability: the character's allies within 10 cells of them restore (Charisma)*5 units of energy and spirit every turn. - Lute
Active ability: the character's allies within 10 cells of them restore (Charisma)*5 units of health every turn. - Drum
Active ability: 50% chance that enemies within 10 cells of the character will miss a turn if they fail a Will check against the character's Charisma. - Shamisen
Active ability: the character's allies within 10 cells of them can take an additional turn (Charisma/2).
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Independent Abilities
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Enhancers
The character can tune enhancers and use a closed slot. Minimum Intelligence: 20.
Antimagic
Magic resistance (and damage from it) -50%. Inability to use magic and magical items.