| Bushido | Character stats are twice as high, but in the event of defeat (when health drops to zero or below), they must commit ritual suicide. | Shinsekai | |
| Chivalry | +5 health for each unit of strength, +10% accuracy and evasion, as well as -10% incoming damage (limit -50%) for each enemy, provided they outnumber the allies including the character themselves. | Deitia, Jagensdorf, Celia | |
| Discipline | +10 accuracy and evasion for each companion in battle (limit: 50) | All | |
| Waywardness | +50% to all stats and +4 movement speed if the character acts alone. | All | |
| Loyalty | Stats are twice as high when the character fights on home territory or if they act in the interests of their homeland/monarch. | All | |
| Freedom | +3 movement speed and +25 to a chosen characteristic. | All | |
| Creation | +3 SP | All | |
| Destruction | Damage is increased by 50%, additional attack, range of any weapon is higher by 4, area of effect of negative spells is increased by 2. | All | |
| Quest for Knowledge | +10 wisdom. +1% experience gained for each unit of wisdom. Two characters with this belief can teach each other what they know. Applies only to skills acquired during the game. | All | |
| Luck | 50% chance to avoid death after the end of battle. Additional fate card. Ability to discard one of them. | All | |
| Karma | After the character's death, their total number of characteristics and skill/talent points are transferred to a new player character. Standard options are not used in this case. | All | |
| Ambition | If the character is the leader of an organization, relations with potential employers improve twice as fast. | All | |
| Love | The player can create two characters with this "belief". | All | |
| Despair | Immunity to attacks and effects that lead to instant death. (Wisdom+Intelligence)% chance to skip a turn. | All |
Perks
| Endurance | +15 health and +2 immunity for each unit of strength. | |
| Dexterity | +1 evasion for each unit of agility, +2 movement speed. | |
| Concentration | +1 accuracy and perception for each unit of awareness | |
| Mind's Unbreakability | +20 magic power and +20 to will checks. | |
| Enlightenment | Immunity to mind-affecting effects. | |
| Education | +1 SP and +1 TP | |
| Weapon Master | Ability to repair damaged firearms outside of combat Firearm reload -1 | |
| Merchant | -(charisma/2)% item cost. Limit: 50% Selling loot for 50% of value (usually 10%) +(charisma)% to the appraised value of valuables | |
| Companion | The player can create a companion for themselves at the start of the game | |
| Light Feet | +5 movement speed, immunity to slowing or immobilization. | |
| Legend | +1 reputation with potential employers if the character is the leader of an organization. | |
| Marauder | Reputation accumulates twice as slowly and deteriorates twice as fast, but after/during a quest the player's party receives additional items or money if they are the leader of an organization. | |
| Resourcefulness | The character can change styles and/or weapons without spending their turn. | |
| Duelist | All rolls are twice as high in one-on-one battles. |