Origin
Reim Sonata Faction
+2 Skill Points, +3 Ability Points, +30 Attribute Points
Legacy of the Empire
Artifact
Noblesse Oblige
+90 Attribute Points
Ikigai
Immunity to mind-affecting effects, "Spirit Strength" perk, spiritual barrier regeneration outside of combat, +7 to all attributes, magic damage taken reduced by 50%.
Prosperity
+100% to quest reward sum, halved cost for learning Imperial magic school, scholar, medic, rogue, merchant, cook, business acumen, musician, and enhancers. Starting trade goods.
Free League
+20 to charisma, +20 to agility, +2 to stealth per point of agility (outside combat), enhancer.
Onryo
+1% melee damage per point of agility and wisdom, +1 to accuracy and evasion per point of will, +2 to movement speed.
Imperial Liberation Front
Two additional perks, starting finances increased twentyfold.
Arcanum
+2 skill points for magic schools, +5 ability points for abilities within them.
Enclave
Non-humans can learn skills normally unavailable to them (except special and ultimate abilities)
Outside the Faction
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Features
Alait
+1 to intelligence per 3 points of intelligence. Spell effectiveness is 20% higher.
Snake-man (snake)
Intelligence and charisma points cost twice as much; limit is halved. +20 to agility and perception; +50 to immunity.
Snake-man (crocodile)
Intelligence and charisma points cost twice as much; limit is halved. +20 to agility and strength; +50 to immunity.
Fairy
Access to wizard abilities. Creative actions are 50% more effective. Duration of beneficial effects on allies from the character's spells and similar abilities is twice as long. Does not increase the effectiveness of wizard abilities. Health is halved.
Lamia
+50% to health, spellpower, accuracy, and evasion. +50 to immunity. -1 ability point.
Arid
+10 to will. +10 to agility, +10 to perception. +40 to immunity. +4 to movement speed. Claw attack (strength*9), bleeding (strength/2 % target's current health). -1 ability point.
Half-dragon
Immunity to fire. Ability to fly. +5 to movement speed.
+20 to strength. +10 to agility and perception. Access to dragoon abilities. -2 ability points.
Holy See of Thanarsis
Access to inquisitor and priest skills.
Astea
Access to priest skills. If the character possesses the priest skill, they can use the Holy Scripture.
Seraphol
+10 to charisma. Access to enchanter abilities.
Areid
-40 skill points. Access to "Gang" skills.
Khem
+16 to strength, +16 to will, access to traveler abilities. -1 ability point.
Camellia
Access to Camellian skills, +10 to charisma, +10 to wisdom. -1 ability point.
+2 to movement speed, +10 to evasion (x1).
Immunity to negative effects, diseases, and aging (x3).
Belial
Starting finances increased twentyfold OR access to "Liquidation" and "Elusion" abilities.
Dreyeria
Access to Dreyerian skills. +50 attribute points, +3 ability points, +1 skill point.
Beliefs
| Enclessian Faith | +50 to will | |
| Church of Furijia | Ability to remove negative effects and restore health to other characters outside combat, +10 to charisma. | |
| Yanagi | +1 to will checks per point of will, +1 to evasion per point of agility, ability to deal full physical damage to yokai and other supernatural opponents | |
| Muneshige | Immunity to air and water elements, +12 to wisdom, +12 to will. | |
| Kirishima | Immunity to the darkness element, +25 to intelligence, agility, or charisma; +1 ability point, +1 skill point. | |
| Harmony | +7 to all attributes | |
| Traditions | +30 to a chosen attribute | |
| Innovations | +2 to ability points, +20 to skill points. | |
| Nihilism | +2 to skill points, 50% chance to avoid death after combat ends. | |
| Animism | Two effects to choose from: immunity to a chosen element except light and darkness; +15 to a chosen attribute; +50% health; +50% magical energy; conversion of physical damage into a chosen element; +3 speed; +40% melee damage; +40% ranged damage; +30% spell damage; spell damage taken -50%; animal companion; immunity to diseases; immunity to poisons; evasion +40; accuracy +40; +30 to skill points; escape from combat; animal taming; +3 ability points for magic schools. | |
| Supremacy | The character gains twice as many ability points and skill points, +2 to a random attribute for each victory. | |
| Asceticism | +3 ability points, +1 skill point, +20 skill points, +3 to movement speed, refusal of rewards and inability to use money except for satisfying the character's basic needs. | |
| Misanthropy | Damage to humans and non-humans +50%, +3 to a random attribute for each enemy killed; 5% chance to gain +1 to ability points. |
| Strength of Body | +15 health per point of strength +2% melee damage per point of strength | |
| Strength of Mind | +40% magical energy +40% spellpower | |
| Spirit Strength | +20 barrier (health) per point of wisdom +1 to will checks per point of wisdom | |
| Mental Disorder | Ability to choose an additional belief | |
| Attractiveness | +50 charisma checks in specific situations | |
| Creativity | +1 ability point and +1 skill point | |
| Craftsman | Ability to repair damaged equipment outside combat | |
| Dynasty | After the character's death, all their property transfers to the player's new character | |
| Aggressiveness | +50% to accuracy, evasion, and will checks if the character is the initiator of combat -50% to accuracy, evasion, and will checks if the character is attacked | |
| Pacifism | -50% to accuracy, evasion, and will checks if the character is the initiator of combat +50% to accuracy, evasion, and will checks if the character is attacked | |
| Agility | +5 to movement speed | |
| Eagle Eye | +4 to range of shooting and spells | |
| Retribution | Upon a successful evasion, the character delivers a counterattack; this attack never misses. | |
| Ambition | Cost of new abilities is halved. | |
| Greed | +100% to quest reward sum | |
| Alacrity | The character can shoot or cast spells and move simultaneously. |