| Akkervald | +5000 rumies, +2 SP | |
| Kingdom of Alait | Spellbook (three spells of choice), +1 to Intelligence for every 3 units of Intelligence. Spell effectiveness is 20% higher | |
| Duchy of Larian | Weapon improved up to +3; +20 Strength or +20 Will | |
| Duchy of Brightwin | Additional resources; +20 Will or +20 Perception | |
| Duchy of Darkiria | Access to the "Radiant Sword" skill tree; +20 Wisdom or +20 Charisma | |
| Duchy of Laitia | Unique item; +40 to random characteristics | |
| Eren | "Gambling" perk if desired; +10 to Agility and Perception. | |
| Nihon | Access to Nihon skills, +1% melee damage for each unit of Agility, +1 SP. | |
| Peoples of the Empire | Serpentfolk (snake) Intelligence and Charisma points cost twice as much; limit is halved. +40 to Agility and Perception; +50 to Immunity. Serpentfolk (crocodile) Intelligence and Charisma points cost twice as much; limit is halved. +40 to Agility and Strength; +50 to Immunity. Fairy Access to wizard abilities. Creative actions are 50% more effective. Duration of positive effects on allies from spells and similar character abilities is doubled. Does not increase the effectiveness of wizard abilities. Lamia +50% to Health, Magic Power, Accuracy, and Evasion. +50 to Immunity. Arid +20 to Will. +20 to Agility, +20 to Perception. +40 to Immunity. +4 Movement Speed. Claw attack (Strength*9), bleeding (Strength/2 % of victim's current health). Half-Dragon Immunity to fire. Ability to fly. +5 Movement Speed. +40 to Strength. +20 to Agility and Perception. Access to Dragoon abilities. | |
| Other Countries | Holy See of Tanarsis Free Inquisitor or Priest skill and two ability points for it. Asteya If the character has the Priest skill, they can use Holy Scripture. +7 Charisma, +7 Will, +7 Wisdom. Serafol +1 SP, +10 Charisma. Access to Enchanter abilities. Areid -50 HP. No starting money. Access to "Gang" skills. Hem +16 Strength, +16 Will, access to Traveler abilities. Camelia Access to Camelian skills, +10 Charisma, +10 Wisdom. +2 Movement Speed, +10 Evasion (x1) Immunity to negative effects, diseases, and aging (x3) Beliad 30000 rumies or access to "Liquidation" and "Evasion" abilities. Dreyeria Access to Dreyerian skills. +50 characteristic points, +3 SP, +1 HP. |
Faction
Faction | Effect | Additional | |
Sonata Reime Faction | +1 skill point, +2 ability points, +20 characteristic points | Access to abilities: Full Moon, Night Flowers, Domination, Mirage, Reaper, Serenity | |
Legacy of the Empire | +75000 rumies or artifact | Access to abilities: Elegance, Terror, Alchemy, Demonology, Necromancy | |
Noblesse Oblige | +10000 rumies, companion or 40 characteristic points | Access to abilities: Nobility, Brilliance, Source of Light and Heat, Honor, Defender, Grace | |
Ikigai | Immunity to mind influence, spiritual barrier regeneration 30% per turn, +7 to all characteristics. | Access to abilities: Reality Slash, Akatsuki, Forbidden Shot, Persuasion, Seiryu | |
Prosperity | +100% to quest reward amount, halved cost of studying imperial school of magic, scholar, medic, swindler, merchant, cook, business acumen, musician, and enhancers. | Access to abilities: Specialist, Expert, Professional, Connoisseur, Killer | |
Free League | +20 Charisma, -25% cost of legal goods and services, enhancer, ability to call for help in any major city of the empire | Access to abilities: Wanderer, Peacemaker, Warning Shot, Suppressive Shot, Warrior, Onslaught | |
Onryo | +1% melee damage for each unit of Agility and Wisdom, +1 to Accuracy and Evasion for each unit of Will | Access to abilities: Sasameyuki, Takemikazuchi, Kyudo, Zazen, Kyujutsu, Taijutsu, Bujutsu, Suzaku | |
Imperial Liberation Front | Additional perk | Access to abilities: Art of Dual Sword Wielding, Righteousness, Mastery (two-handed weapon), Mastery (one-handed weapon), Mastery (polearm), Mastery (traditional archery) | |
Arcanum | +1 HP for magic schools, +3 SP for abilities within them | Access to abilities: Might, Serenity, Illusion, Barrier, Black Hole, Archon Metabolism | |
Enclave | Non-humans can study skills not permitted for them (except special and ultimate abilities) | Access to abilities: ... |
| Enclessian Faith | +50 to Will | |
| Church of Furijia | Ability to remove negative effects and restore health to other characters outside of combat, +10 Charisma. | |
| Yanagi | +1 to Will checks for each unit of Will, +1 to Evasion for each unit of Agility, ability to deal full physical damage to yokai and other supernatural enemies | |
| Muneshige | Immunity to air and water elements, +8 Wisdom, +8 Will. | |
| Kirishima | Immunity to darkness element, +20 Intelligence, Agility or Charisma; +1 SP or +1 HP. | |
| Harmony | +7 to all characteristics | |
| Traditions | +30 to chosen characteristic | |
| Innovations | +1 SP, +10 HP. | |
| Nihilism | +1 HP, 25% chance to avoid death after combat ends. | |
| Opportunism | Ability to use effects of one faction while being a member of another | |
| Animism | Two effects of choice: immunity to chosen element except light and darkness; +10 to chosen characteristic; +40% Health; +50% Magic Energy; conversion of physical damage into chosen elemental; +3 Speed; +30% melee damage; +30% ranged damage; +20% spell damage; self-spell damage -40%; animal companion; immunity to diseases; immunity to poisons; Evasion +30; Accuracy +30; +10 HP; escape from combat; animal taming; +2 SP for magic schools. | |
| Superiority | Character receives twice as many SP and HP, +2 to a random characteristic for each victory. | |
| Asceticism | +3 SP, +1 HP, +20 HP, +3 Movement Speed, refusal of rewards and inability to use money except for satisfying the character's basic needs. | |
| Philanthropy | For every 1000 rumies donated to good causes, the character receives 1 HP; for every 25000, 1 SP; and for every 50000, 1 HP. | |
| Misanthropy | Damage to humans and non-humans +20%, +3 to a random characteristic for each killed enemy; 5% chance to receive +1 SP. |
| Physical Strength | +10 Health for each unit of Strength +1% melee damage for each unit of Strength +1 Evasion for each unit of Agility | |
| Mental Strength | +40% Magic Energy +15 Magic Power +30% Magic Power | |
| Spiritual Strength | +20 Barrier (Health) for each unit of Wisdom +1 to Will checks for each unit of Wisdom Additional chance to avoid any negative action directed at the character: 20% | |
| Mental Disorder | Ability to choose an additional belief | |
| Wealth | +30000 rumies | |
| Attractiveness | +50 Charisma checks in specific situations | |
| Creativity | +1 SP or +1 HP | |
| Craftsman | Ability to repair damaged equipment outside of combat | |
| Dynasty | After the character's death, all their property is transferred to the player's new character | |
| Obsession | From time to time, the character performs actions randomly or according to the GM's wish | |
| Aggressiveness | +50% to Accuracy, Evasion and Will checks if the character initiates combat -50% to Accuracy, Evasion and Will checks if the character is attacked | |
| Pacifism | -50% to Accuracy, Evasion and Will checks if the character initiates combat +50% to Accuracy, Evasion and Will checks if the character is attacked | |
| Nimbleness | +5 Movement Speed | |
| Eagle Eye | +4 to shooting and spell range | |
| Retribution | In case of a successful evasion, the character performs a counter-attack; this attack never misses and always deals critical damage. | |
| Ambition | Cost of new abilities is halved. | |
| Greed | +100% to quest reward amount | |
| Dexterity | Character can shoot or cast spells and move simultaneously. | |
| Gambling | Character can replay the result in gambling games, -25000-50000 rumies, -25-50 characteristic points, -1-2 SP. | |
| Artifact | Rare item received as a gift from the faction leader (will not be received immediately). |