150 characteristics to distribute at the start, 5 minimum, 50 maximum.
Strength
+10 Health
+1 Immunity (resistance to poisons and diseases).
+2% Melee damage
Intelligence
+1 Spell Power
+10 Magic Energy
Will
+1 to Will checks.
Agility
+1 Evasion
+1 Initiative
Perception
+1 Accuracy
+1 Observance
Wisdom
+1% Experience.
Charisma
+1% Rewards.
Skills
1 skill point and 4 ability points.
Cost of a basic skill is 1, special is 2.
One-Handed Weapons (Tiaral)
— Fearless Strike
Character's attacks this turn deal true damage (activation does not consume a turn). Cooldown: 2
— Movement Speed
+1 additional attack.
— Stun
Character's attacks this turn cause paralysis for one turn (activation does not consume a turn)
— Throw
The character throws their weapon at an enemy, deals normal damage and reduces movement speed to zero for three turns.
— Special Technique — Dual Wielding
The character can use a weapon in each hand.
— Special Technique — Berserker (Halla)
Immunity to all negative effects except damage.
— Special Technique — Shield (Celia, Jagensdorf)
The character can use a shield in the second hand (block equals accuracy).
Fencing
— Retribution
Counterattack in case of successful evasion.
— Light Step
+(movement speed*5) to accuracy
— Alacrity
+4 Movement Speed.
— Piercing Strike
Character's attacks this turn ignore enemy armor (activation does not consume a turn). Cooldown: 1
— Special Technique — Parrying
The character can parry enemy attacks (accuracy).
— Special Technique — Playfulness (Freshia)
Additional evasion roll.
— Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
— Special Technique — Silver Blade (Lorea)
Character's attacks paralyze undead for one turn.
— Special Technique — Vulnerability (Tanigon)
Increases damage received by the enemy from all sources by 10% (stacks).
Two-Handed Weapons (Tiaral)
— Might
+2 weapon damage for each unit of strength.
— Swing
Deals 150% damage to the target and enemies adjacent to it. Cooldown: 2.
— Cleave
Deals double damage to the enemy (chance equals strength) and paralyzes for one turn (chance equals strength). Cooldown: 2
— Adrenaline
Evasion and accuracy +50% when health is below 50%.
— Special Technique — Kick
In case of successful evasion, forces the enemy to skip their next turn (strength vs strength check).
— Special Technique — Berserker (Halla)
Immunity to all negative effects except damage.
— Special Technique — Carapace (Celia, Jagensdorf)
Damage dealt to the character is reduced by (strength/2)% (limit: 50%).
Spear
— Ranged Attack
+2 attack range; in some cases, it is not considered melee combat.
— Piercing Strike
Character's attacks deal damage to all enemies on the line of attack.
— Knockback
Character's attacks push enemies back 1-2 cells (strength vs strength check). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell.
— Cyclone
The character deals damage to all enemies around them. Cooldown: 2
— Special Technique — Battlefield control
The character attacks all enemies that appear on their line of attack.
— Special Technique — Berserker (Halla)
Immunity to all negative effects except damage.
— Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
— Special Technique — Tournament Spear (Jagensdorf)
Character's attacks can paralyze the enemy (chance equals strength, but cannot exceed 70%).
— Special Technique — Nature's Retribution (Lileists)
+1 accuracy for each unit of agility.
— Special Technique — "For the King!" (Naliar)
The spearman blocks access to a selected character for single attacks from melee enemies.
Firearms
— Special Technique — Arquebus
The character can use this type of weapon.
— Special Technique — Sniper Arquebus
The character can use this type of weapon.
— Special Technique — Heavy Arquebus
The character can use this type of weapon.
— Special Technique — Hand Cannon
The character can use this type of weapon.
— Special Technique — Portable Cannon
The character can use this type of weapon.
— Special Technique — Silver Bullets (Lorea)
Character's attacks paralyze undead for one turn.
— Special Technique — Tanegashima (Shinsekai)
The character can use this type of weapon.
— Special Technique — Eagle Eye (Yarlian Republic)
+(perception)% to firearm damage.
Crossbow
Firing range: 8
— Piercing Shots
Armor penetration 50%.
— Aimed Shot
25% chance to deal critical damage.
— Slowing Shots
Movement speed -1 for two turns (stacks).
— Piercing Shots
Character's attack deals damage to all enemies on the line of attack.
— Special Technique — Agility
The character can shoot and move simultaneously.
— Special Technique — Personal Modifications (Boria)
Enhances effects of other abilities:
Piercing Shots — 100% armor penetration.
Aimed Shot — 50% chance to deal critical damage.
Slowing Shots — movement speed -2 for two turns (stacks).
Piercing Shots — damage is dealt in a straight line of 3x6 instead of 1x8.
Agility — the character can freely use movement points (before/after attack — it doesn't matter).
— Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
— Special Technique — Heartseeker (Lorea)
10% chance to instantly kill the enemy.
Firing range: 8
Bow
— Sleight of Hand
Additional shot
— Sleight of Hand II
Additional shot
— Fire Arrows
Character's attacks set the enemy on fire (-10% of maximum health over three turns).
— Mastery
Firing range +8
— Special Technique — Agility
The character can shoot and move simultaneously.
— Special Technique — Poison (Heckelia)
Character's attacks reduce the current evasion and accuracy values of the enemy by 20%.
— Special Technique — Professionalism (Jagensdorf)
+1 accuracy for each unit of will.
Armor
— Basic Armor Proficiency
The character can wear armor.
— Advanced Armor Proficiency
20% chance to take no damage.
— Special Technique — Expert Armor Proficiency
Armor cannot be penetrated.
— Special Technique — Knightly Armor Proficiency (Jagensdorf)
Armor efficiency is 50% higher.
Commander
— Special Technique — Oratory
In large-scale battles, the stats of units under the character's command increase by their charisma value.
— Special Technique — Tactics
The character can choose one of the following perks for large-scale battles:
First Strike (melee) — units under the character's command strike before taking damage.
Double Strike (melee) — units under the character's command deal two strikes.
Mastery (ranged) — units under the character's command shoot 1.5 times further.
Double Shot (ranged) — units under the character's command deal two strikes.
Tactical Retreat — units under the character's command can leave battle at any time.
Bravery — units under the character's command fight to the last.
Preparation — damage received by units under the character's command is reduced by 30%.
— Special Technique — Strategy
The character can choose one of the following perks for large-scale battles:
Defensive Strategy — stats of units under the character's command in defense are 50% higher.
Offensive Strategy — stats of units under the character's command in attack are 50% higher.
Strategic Maneuvers — movement speed of units under the character's command is twice as high.
— Special Technique — Leadership
Characters under a commander's lead receive +2 Movement Speed and +0.5 to accuracy, initiative, and evasion for each unit of the commander's charisma.
Elemental Magic
— Fireball
Characters in a 3x3 area take 8*SP damage.
Cost: 50
Range: 12
— Ice Shard
Characters on a 1x10 line take 8*SP damage
Cost: 50
— Knockback
Damage: 8*SP
Cost: 50
Pushes the enemy back 0-4 cells (strength vs caster's will check). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell.
— Cooling
Removes negative effects from the character.
Cost: 100
Range: 5
— Cleansing
Restores 5*SP health to the character.
Cost: 50
Range: 5
— Wings of Flame
The character gains the ability to fly, and their movement speed increases by 5.
Cost: 200
Range: 5
— Earth Wall
The first physical damage dealt to the character is reduced to 0.
Cost: 100
Range: 5
— Air Barrier
The first magical damage dealt to the character is reduced to 0.
Cost: 100
Range: 5
— Restoration
Brings back a character who died from lack of HP. Out of combat.
Cost: 100
Range: 1
— Wind's Guidance
The selected character receives + (spell power) to accuracy until the end of battle.
Cost: 200
Range: 5
— Water's Guidance
The selected character receives + (spell power) to evasion until the end of battle.
Cost: 200
Range: 5
— Fire's Guidance
Character's melee damage increases by (sp*1)% until the end of battle.
Cost: 200
Range: 5
— Earth's Guidance
Character's health increases by (sp*1)% until the end of battle.
Cost: 200
Range: 5
Forbidden Magic
— Subjugation
Forces a selected character to follow the sorcerer's orders (will vs will check).
Cost: 100
Range: 5
— Mind Reading
Allows the character to learn the target's intentions or extract specific information from their head (will vs will check).
Cost: 40
Range: 5
— Touch of Darkness
The selected character gains a 10% chance to instantly kill an enemy.
Cost: 200
Range: 5
— Mirror
Damage dealt to the selected character is reflected back at the attacker if they fail a will vs caster's will check.
Cost: 200
Range: 5
— Portal
The caster creates a portal on an adjacent cell. When two such portals are created, they can be used for movement. Creating a third portal destroys the first.
Cost: 100
Range: 1
— Dark Arrow
Deals 18*SP damage to the selected character.
Cost: 150
Range: 16
— Light Arrow
Restores 18*SP health to the selected character.
Cost: 150
Range: 16
— Summoning
Summons a creature to help.
Cost: SP*4
Range: 5
Alchemy (Tiaral)
— Special Technique — Elixir of Life
With a 50% probability, the character receives +1 Skill Point. The second time, the chance to receive a Skill Point decreases to 25%, then to 12%, and so on. Up to three portions can be prepared per month. Not using the elixir for a full month increases effectiveness by 1 point.
— Special Technique — Extract of Naliarian Flowers
With a 100% probability, the character receives +10 to a random characteristic. The second time, the chance to receive +10 to a random characteristic decreases to 50%, then to 25%, and so on. Up to five portions can be prepared per month. Not using the extract for a full month increases effectiveness by 1 point.
— Truth Serum
Forces a selected character to reveal all their (or others') secrets, if all other conditions are met.
— Love Elixir
Forces a selected character to fall in love with the first person they speak to, if all other conditions are met. One portion can be prepared per month.
— Bomb
Damage: 500
Range: 12
Area of Effect: 5x5
Paralysis for one turn (strength vs perception check).
Up to 5 pieces can be prepared per month.
Medicine (Tiaral)
— Special Technique — First Aid
Brings back a character who died from lack of HP. Only out of combat.
Success chance equals the inverse percentage value of the character's current health.
— Massage
Increases character's evasion and accuracy by 20 for the next battle. Before one battle, massage can be given to only three characters.
— Universal Cure
Removes all negative effects from the character. Up to three doses of universal cure can be prepared in one month.
— Health Potion
Restores 50% of a character's maximum health. Up to 8 health potions can be prepared per month.
— Special Technique — Trainer
The character conducts physical training for another character. During this time, the character receives twice as many Skill Points and Experience Points.
Art of the Sword (Deicia)
— Unwaveringness
+1 to will checks for each unit of strength and agility.
— Fortitude
Damage dealt to the character is reduced by (strength) (limit: 50%).
— Brilliance
+3 Movement Speed. The character can deal damage to all enemies on their line of movement (not only straight).
— Absolute Defense
The character can parry enemy attacks in melee and ranged combat (accuracy).
— Special Technique — Perfection
+1 accuracy for each unit of perception
+1 evasion for each unit of agility
Martial Arts (Visteria, Sarseid)
— Calmness
+3 Stealth for each unit of agility as long as the character does not perform aggressive actions and does not move from their spot. The first attack on an enemy from this position will have doubled accuracy and evasion against them, and will deal double damage. Can be used only out of combat. Kills do not reset stealth status (if characters are 5 cells apart or more and fail the observance check).
— Demonic Cleave
The character deals 6 strikes to a selected target, each taking 10% of the target's maximum health. Cooldown: 4
— Flash
Ranged attack on all enemies on the line of attack.
Area of Effect: 3x10. Cooldown: 3
— Moon Strike
The character deals damage to all enemies around them while moving in a desired direction. Cooldown: 4
— Special Technique — Thousand Winds
+1 accuracy and evasion for each unit of wisdom when using any type of weapon.
+1 accuracy and evasion for each unit of agility when using a sword.
+1% critical damage chance for each unit of agility
+4 Movement Speed.
Way of the Warrior (Shinsekai)
— Iaijutsu (katana)
+1 Stealth for each unit of agility when using this ability.
A stealth attack out of combat deals ten-fold damage to the enemy.
— Battōjutsu (katana)
The character can parry enemy attacks, shots, and targeted spells.
— Meijin (katana)
Additional attack
— Might (Odachi)
+2 weapon damage for each unit of strength.
— Onslaught (Odachi)
Parries and blocks protect only from half the damage.
— Mastery (Odachi)
+1 weapon damage for each unit of agility.
+1% critical damage chance for each unit of intelligence.
— Suigetsu (Naginata)
Attacks deal damage to all enemies around the character.
— Ranged Attack (Naginata)
+1 attack range; in some cases, it is not considered melee combat.
— Piercing Strikes (Naginata)
Armor penetration 50%.
— Kyudo (Bow)
+1 accuracy for each unit of wisdom
+1 evasion for each unit of wisdom
+8 firing range
— Kyujutsu (Bow)
+50% damage dealt
+1% critical damage chance for each unit of intelligence.
+Additional shot
— Forbidden Shot (Bow)
Removes all effects from the selected character and forbids them from using active abilities until the end of battle.
Cooldown: 3 turns.
Higher Magic (Eyhornia)
— Ghostly Walk
+ (intelligence/5) Movement Speed, ignoring obstacles. Enemies on the line of movement must pass a will check or skip their next turn.
— Pillar of Flame
Characters in a 7x7 area take 10*SP damage.
Cost: 130
Range: 16
— Ice Spear
Characters on a 3x15 line take 10*SP damage
Cost: 130
— Angel's Touch
Brings back a character who died from lack of HP and/or fully restores health, as well as removing negative effects if necessary. Can be used in battle.
Cost: 250
Range: 1
— Demon's Touch
Deals 20*SP damage to the selected character and paralyzes them.
Cost: 200
Range: 15
— Invisibility
The character gains stealth equal to the caster's spell power.
Cost: 200
Range: 5
Air Magic (Wind Clan)
— Strong Knockback
Damage: 10*SP
Cost: 100
Pushes three enemies back 0-6 cells (strength vs caster's will check). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell.
Levitation
The character and/or their allies can hover in the air.
Cost: 0 (caster)/100 (ally).
— Lightning Strike
Damage: 1*SP-30*SP
Cost: 75.
— Shock
Paralyzes the selected character (accuracy).
Cost: 50.
— Special Technique — Storm
Characters in a 7x7 area suffer the effects of lightning strike and shock until the end of battle.
Cost: 250