Skip to content

Reima’s Shards

User Avatar
#6
Auto-translated

One-Handed Weapon (Type 1)
— Parrying
1. Character can parry enemy attacks (accuracy) (2 SP)
2. Counterattack on successful parry (2 SP)
3. Automatic hit on successful counterattack (3 SP)
— Piercing Strikes
1. +1% critical hit chance for each unit of intelligence (1 SP)
2. Character's attacks can paralyze the enemy with a 25% probability (3 SP)
3. Reduces the speed of the attacked target to 0 for 1 turn (3 SP)
— Movement Speed
1. +1 additional attack (1 SP)
2. +1 additional attack (2 SP)
3. +1 accuracy for each unit of perception (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +2 speed
Second Row
A. +20 accuracy
B. +20 evasion
C. +15 agility
Third Row
A. +25% critical damage chance
B. +100% critical damage


One-Handed Weapon (Type 2)
— Dual Wielding
1. Character can use a shield in the second hand (block equals accuracy) (2 SP)
2. Character can use an additional weapon in the second hand (3 SP)
3. Additional attack for each hand (3 SP)
— Fearless Strike
1. Ability 1: character throws their weapon at the enemy, deals normal damage and reduces movement speed to zero for three turns. Cooldown: 2 turns (1 SP).
2. Ability 2: character's attacks this turn deal true damage (activation does not consume a turn). Cooldown: 2 (2 SP)
2. Ability 3: character's attacks this turn cause paralysis for one turn (activation does not consume a turn). Cooldown: 2 (2 SP)
— Berserker
1. +25% damage (2 SP)
2. +25% damage (2 SP)
3. Immunity to any negative effects except damage (4 SP)
— Mastery
First Row
A. +15 accuracy
B. +30% health
C. +10 strength
Second Row
A. +20 accuracy
B. +200 health
C. +25% damage
Third Row
A. +50% damage
B. +1 additional attack


Two-Handed Weapon (Type 1)
— Fury
1. (Strength-30)/2=chance to deal double damage (2 SP)
2. (Strength-30)/2=chance to paralyze the enemy for one turn (2 SP)
3. Additional attack, +2% damage per unit of strength, +3 movement speed (4 SP)
— Whirlwind
1. Attack all enemies around the character. Cooldown: 2 turns (1 SP)
2. +50% damage for this attack (2 SP)
3. Character can use this ability and move (3 SP)
— Ram
1. Active ability: +15% damage for each cell traveled in a straight line (cannot move backward during the attack). Cooldown: 1 (1 SP)
2. Movement speed for this ability is 1.5 times higher, paralysis (stamina-stamina) (2 SP)
3. +15% damage per cell traveled; character deals damage to all enemies on their movement line (3 SP)
— Mastery
First Row
A. +10 strength
B. +2 speed
C. +10 strength
Second Row
A. +15 strength
B. +25% damage
C. +25% damage
Third Row
A. +50% damage
B. +1 additional attack


Two-Handed Weapon (Type 2)
— Berserker
1. +25% damage (2 SP)
2. +25% damage (2 SP)
3. Immunity to any negative effects except damage (4 SP)
— Adrenaline
1. Evasion and accuracy +50% when health is below 50% (2 SP)
2. In case of successful evasion, forces the enemy to skip their next turn (stamina-stamina) (2 SP)
3. Damage taken by character is reduced by (strength/2)% (limit: 50%) (4 SP)
— Cleave
1. Ability 1: deals 150% damage to the target and enemies adjacent to it. Cooldown: 2 (1 SP)
2. Ability 2: deals double damage to the enemy (chance equals strength) and paralyzes for one turn (stamina-stamina). Cooldown: 2 (2 SP)
3. Reduces cooldown of abilities 1 and 2 by 1 turn (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +30% health
C. +10 strength
Second Row
A. +20 accuracy
B. +200 health
C. +25% damage
Third Row
A. +50% damage
B. +1 additional attack


Polearm
— Piercing Strike
1. Ability 1: pierces enemy armor. Cooldown: 1 turn (1 SP)
2. Ability 2: Auto-crit. Cooldown: 1 turn (1 SP)
3. Character's attacks paralyze the enemy for 1 turn (stamina-stamina) (3 SP)
— Ranged Attack
1. +1 attack range, in some cases not considered melee combat (1 SP)
2. +1 attack range (1 SP)
3. +1 additional attack (1 SP)
— Hurricane
1. Deals 150% air damage to all enemies around the character. Cooldown: 2 (2 SP)
2. If this ability is successfully used, blinds enemies for one turn (-95% accuracy) (2 SP)
3. If successfully used, also reduces enemy evasion by 95% (3 SP)
— Mastery
First Row
A. +10 strength
B. +10 agility
C. +15 accuracy
Second Row
A. +20 accuracy
B. +25% damage
C. +15 agility
Third Row
A. Critical attacks pierce enemy armor
B. +25% critical damage chance


Spear
— Through-Strike
1. +1 attack range, in some cases not considered melee combat (1 SP)
2. +1 attack range (1 SP)
3. Character's attacks deal damage to all enemies on the line of attack (2 SP)
— Battlefield control
1. Character's attacks push enemies back 1-2 cells (stamina-stamina). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell (2 SP)
2. Character attacks all enemies that appear on their line of attack (3 SP)
3. Paralyzes enemies successfully attacked by this ability (stamina-stamina) (3 SP)
— Pilum
1. Character attacks an enemy from a distance (range: 10), damage: 100 (1 SP)
2. Increases maximum number of throwing spears from 5 to 10, increases base damage to 150, raises range to 12 (3 SP)
3. Paralyzes enemies attacked from a distance (stamina-stamina) (3 SP)
— Mastery
First Row
A. +10 agility
B. +10 perception
C. +10 strength
Second Row
A. +20 evasion
B. +20 accuracy
C. +25% damage
Third Row
A. +20 perception
B. Character's attacks reduce the enemy's current evasion and accuracy values by 20%


Bow
— Sleight of Hand
1. +10 shooting range (standard: 10) (1 SP)
2. +1 additional attack (2 SP)
3. +1 additional attack (3 SP)
— Piercing Shots
1. +35% armor penetration (2 SP)
2. +35% armor penetration (2 SP)
3. +20% critical damage chance (2 SP)
— Fire Arrows
1. Character's attacks set the enemy on fire (-6% of maximum health over three turns; does not stack) (2 SP)
2. -6% of maximum health over three turns, stacks (2 SP)
3. Burning enemies have a chance to skip a turn (chance equals 70-will check) (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +10 perception
C. +10 perception
Second Row
A. +20 accuracy
B. +15 perception
C. +20 accuracy
Third Row
A. +20 perception
B. Character's attacks reduce the enemy's current evasion and accuracy values by 20%


Crossbow
— Aimed Shot
1. +25% critical damage chance (1 SP)
2. +50% accuracy (3 SP)
3. 10% chance to instantly kill the enemy (3 SP)
— Through-Shots
1. +40% armor penetration (1 SP)
2. +40% armor penetration (3 SP)
3. Character's attacks deal damage to all enemies on the line of attack (3 SP)
— Personal Modifications
1. +8 shooting range (standard: 8) (1 SP)
2. +1 additional attack (2 SP)
3. Character's attacks reduce movement speed by -1 for two turns (stacks) (3 SP)
— Mastery
First Row
A. +10 perception
B. +2 speed
C. +10 perception
Second Row
A. +20% armor penetration
B. +10 accuracy, +10 evasion
C. +25% damage
Third Row
A. +100% critical damage
B. +1 additional attack


Preparation
— Wearing Armor
1. Character can wear armor (2 SP)
2. 20% chance to take no damage (2 SP)
3. Armor cannot be pierced (4 SP)
4. Armor efficiency is 50% higher (4 SP)
— Mastery
First Row
A. +10 strength
B. +30% health
C. +150 health
Second Row
A. +15 strength
B. +200 health
C. +15 agility
Third Row
A. +250 health
B. +20 strength


Firearms
— Arquebus
1. Character can use this type of weapon (2 SP)
— Sniper Arquebus
1. Character can use this type of weapon (2 SP)
— Heavy Arquebus
1. Character can use this type of weapon (2 SP)
— Hand Cannon
1. Character can use this type of weapon (2 SP)
— Portable Cannon
1. Character can use this type of weapon (2 SP)
— Mastery
First Row
A. +15 accuracy
B. +15% damage
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +25% damage
C.+15% critical damage chance
Third Row
A. +25% critical damage chance
B. +50% damage


Kinetic Weapon
— Special Technique — Hand Weapon
1. Character can use this type of weapon (3 SP)
— Special Technique — Automatic Weapon
2. Character can use this type of weapon (3 SP)
— Ultimate Ability — Railgun
3. Character can use this type of weapon (4 SP)
— Mastery
First Row
A. +10 perception
B. +10 intelligence
C. +10 agility
Second Row
A. +15 perception
B. +15 intelligence
C. +15 agility
Third Row
A. +20 perception
B. +20 agility


Ephemeral Revolver
— Eagle Eye
1. Critical damage chance +20% (1 SP)
2. +(perception)% damage (3 SP)
3. +50% accuracy (3 SP)
— Wanderer
1. +2 shooting range, +2 movement speed (2 SP)
2. Ability 1: movement speed is twice as high (active ability). Cooldown: 1 (2 SP)
3. Ability 2: immunity to targeted actions until the start of the next turn. Cooldown: 1 (3 SP)
— Execution
1. Character fires remaining cartridges in the cylinder at a selected enemy. Cooldown: 5 (3 SP)
2. +50% damage for this ability (2 SP)
3. Automatic cylinder reload after using this ability, -1 to the cooldown duration of this ability (2 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Ephemeral Pistol
— Hand Speed
1. +1 additional attack (1 SP)
2. Each consecutive attack in battle deals 25% more damage (limit: +250%). In case of a miss, this effect is nullified (2 SP)
3. Active ability: single shot with a chance (perception vs strength) to disarm the enemy. Deals no damage. Cooldown: 1 (2 SP)
— Concentration
1. Active ability: starting from the next turn, the character receives doubled accuracy and evasion, as well as an additional shot.
Duration: three turns. Cooldown: 3 (after effect ends) (3 SP)
2. +1 accuracy for each unit of agility (3 SP)
3. Reload does not consume a turn, counterattack in case of successful evasion (3 SP)
— Mirage
1. +1 evasion for each unit of perception (3 SP)
2. Active ability: character covers a selected distance and deals damage to all enemies (provided there are enough cartridges in the magazine). Lethal shot chance: 20%. Area of effect: 1:3-8:3. Cooldown: 2 (3 SP)
3. +35% accuracy, +35% evasion (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Ephemeral Rifle
— Headshot
1. +25% damage (2 SP)
2. +25% damage (2 SP)
3. Active ability: -50% final accuracy, +250% base damage. Cooldown: 1 (3 SP)
— Aimed Shot
1. +1 accuracy for each unit of intelligence (1 SP)
2. +20% critical damage chance (2 SP)
3. +20% critical damage chance (3 SP)
— Sniper
1. +50% accuracy (3 SP)
2. Shooting range increased three times (3 SP)
3. Kills refresh the character's turn (5 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Ephemeral Shotgun
— Expert
1. Shooting range +2, movement speed +2 (1 SP)
2. Damage received by character is 25% lower (2 SP)
3. Character's attacks ignore 75% of enemy armor (3 SP)
— Specialist
1. Character's attacks deal area damage 3x1 (1 SP)
2. Character's attacks deal area damage 3x3 (2 SP)
3. Character's attacks reduce the initiative of characters hit by the shot by 50 (2 SP)
— Support Shot
1. Character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the same zone restore 25% health and magic energy. Only in battle. Cooldown: 3 (2 SP)
2. Character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the same zone deal 40% more damage until the end of the turn. Only in battle. Cooldown: 3 (2 SP)
3. Character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the same zone receive 50% less end-of-turn damage. Only in battle. Cooldown: 3 (2 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Commander
Only one effect can be active at a time.
— Leadership
1. Characters under the commander's command receive +3 speed and +(charisma) initiative (1 SP)
— Offensive
1. Characters under the commander's command receive +(charisma) accuracy (2 SP)
— Maneuvers
1. Characters under the commander's command receive +(charisma) evasion (2 SP)
— Suppression
1. Characters under the commander's command receive +(charisma/2)% damage (2 SP)
— Retreat
1. Characters under the commander's command (including himself) leave the battle. Can be used no earlier than the fifth turn and only once per day (3 SP)
— Mastery
First Row
A. +10 charisma
B. +2 speed
C. +15 evasion
Second Row
A. +15 charisma
B. +3 speed
C. +20 evasion
Third Row
A. +20 charisma
B. Ability to use two commander abilities simultaneously


— Enhancers
Minimum intelligence: 20
— Basic Training
1. Character can use enhancers (1 SP)
— Advanced Training
1. Character can use a closed slot (1 SP)
— Expert Training
1. Character can tune enhancers (1 SP)
— Mastery
First Row
A. +10 intelligence
B. +15% damage (general modifier)
C. +10 will
Second Row
A. +15 intelligence
B. +20% armor penetration (general modifier)
C. +10 accuracy, +10 evasion
Third Row
A. +20 intelligence
B. +100% critical damage (general modifier)


Imperial Art of the Sword
— Sword Dance
1. +1 evasion for each unit of perception (3 SP)
2. +1 accuracy for each unit of agility (3 SP)
3. Character's successful attacks can forbid the enemy from using active abilities on the next turn and remove all positive effects from them (intelligence -> will) (3 SP)
— Crescent
1. Character's attacks deal damage to all enemies standing in front of them (2 SP)
2. +100% critical damage (3 SP)
3. +2 additional attacks (3 SP)
— Moon Dance
1. +2 movement speed (1 SP)
2. Ability 1: character attacks all enemies on their straight line of movement. Cooldown: 2 turns (3 SP)
3. All characters around the swordsman (+2) receive 133% damage up to 12 times (total). Cooldown: 5 (4 SP)
— Mastery
First Row
A. +2 speed
B. +2 speed
C. +2 speed
Second Row
A. +15% critical damage chance
B. +15% critical damage chance
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. Critical attacks pierce enemy armor


Fire Magic
— Fire Spells
Ignition
Applies a burn effect to the selected character. -10% maximum health for 1-3 turns. Stacks.
Cost: 20
Range: 9
Magic power check vs will.
Fire Storm
Characters in a 5x5 area receive 200 units of damage.
Cost: 70
Range: 9
Fire Shield
Characters attacking the target in melee combat lose 30% current health.
Cost: 60
Range: 3
Flame of Agartha
Selected character receives 500 units of damage.
Cost: 200
Range: 7
Inferno
Characters in a 10x10 area receive 250 units of damage over three turns.
Cost: 400
Range: 18
— Power
1. -(intelligence)% fire resistance for enemies (3 SP)
— Mastery
First Row
A. +15% damage
B. +15% damage
C. +15% damage
Second Row
A. +25% damage
B. +25% damage
C. +25% damage
Third Row
A. +50% damage
B. +50% damage


Water Magic
— Water Spells
Healing
Restores 200 units of health to the selected character.
Cost: 50
Range: 10
Purification
Removes negative effects from the selected character.
Cost: 100
Range: 10
Freeze
Selected target is frozen (paralysis until first attack); the first attack on the character will deal more damage (+caster's magic power*5).
Cost: 200
Caster roll: magic power
Target roll: will check
Application range: 8
Wave
Characters in a 3x3 area receive 150 units of damage, their speed and initiative are reduced to 1 for 2 turns.
Caster roll: accuracy/magic power
Target roll: evasion/stamina
Cost: 100
Range: 10
Rain
Movement speed of characters across the entire map is reduced to three. Fire element damage is reduced by 50%. Duration: 5 turns. Cost: 220
— Serenity
1. +40% magic energy (3 SP)
— Mastery
First Row
A. +150 mag. energy
B. +150 mag. energy
C. +150 mag. energy
Second Row
A. +15 intelligence
B. +15 intelligence
C. +15 intelligence
Third Row
A. +250 mag. energy
B. +20 intelligence


Air Magic
— Air Spells
Wings of Wind
Selected character gains immunity to slow, immobilize and paralysis effects for three turns.
Cost: 50
Range: 5
Air Blades
Characters on the spell's line of action receive 100 units of damage and gain 20% vulnerability to any damage for 1-3 turns. Stacks.
Cost: 50
Range: 12
Levitation
Selected character gains the ability to hover in the air. In this state, they are unavailable for melee attacks, but cannot attack in melee combat themselves.
Cost: 50/turn
Range: 5
Breakthrough
Pushes characters on a 6x3 line by 0-4 cells in the opposite direction of the caster. If there is an obstacle behind the enemies, they receive 200 units of damage per cell.
Cost: 100
Hurricane
Reduces movement speed of characters in the area of effect to 2 units and each turn directs air blades at all characters inside it
Area of effect: 8x8
Duration: 3 turns.
Cost: 350
Range: 18
— Illusion
+1 evasion for each unit of intelligence (3 SP)
— Mastery
First Row
A. -5 spell cost
B. -5 spell cost
C. -5 spell cost
Second Row
A. +15 perception
B. +15 perception
C. +15 perception
Third Row
A. Air Blades activate twice
B. +25% critical damage chance


Earth Magic
— Earth Spells
Stone Skin
The next damage to the selected character will be reduced to 0.
Cost: 100
Range: 5
Gift of Nature
Increases health of the selected character by 40% for 4 turns.
Cost: 100
Range: 5
Projectile
Selected character receives 200 units of damage and will be paralyzed for 2 turns.
Cost: 50
Range: 14
Caster roll: accuracy
Target roll: evasion
Shell
Reduces physical damage received by the character by 25%. Duration: 3 turns.
Cost: 150
Range: 6
Earthquake
Characters in a 10x10 area receive 50-500 units of damage and may be paralyzed for 1-6 turns.
Cost: 400
Range: 20
Caster roll: magic power
Target roll: evasion
— Barrier
The first negative action per day directed at the character is nullified (3 SP)
— Mastery
First Row
A. -5% damage received
B. -5% damage received
C. -5% damage received
Second Row
A. +200 health
B. +200 health
C. +200 health
Third Row
A. +50% health
B. +50% damage


Necromancy
— Summon Skeleton
1. Character spends 10 units of magic energy to revive a skeleton of an undead character.
Number of simultaneously active skeletons: will/2.
Health: 100
Damage: depending on weapon
Accuracy: 30
Evasion: 30
Speed: 5 (3 SP)
2. Damage received by skeletons -40% (3 SP)
3. Skeletons gain a random elemental spell (magic power = 50) and 500 units of energy (5 SP)
— Corpse Explosion
1. If the necromancer's intelligence is 40 or higher, they can explode corpses, dealing damage to characters around them +2. Damage equals the maximum health of the deceased. Up to will/10 corpses can be exploded per turn (3 SP)
— Soul Siphon
1. If the necromancer's will is 40 or higher, they can suck life energy from other characters. After activation, all characters on the map lose 10% current health in favor of the necromancer (3 SP)
— Power
1. If the necromancer's charisma is 40 or higher, they can give orders to other characters (will check) (3 SP)
— Finger of Death
1. If the necromancer's wisdom is 40 or higher, they can kill a selected character (will check) (3 SP)
— Mastery
First Row
A. +10 charisma
B. +10 intelligence
C. +10 will
Second Row
A. +400 skeleton health
B. +30 skeleton evasion
C. +30 skeleton accuracy
Third Row
A. +300% skeleton damage
B. +2 spells and +500 energy for skeletons

Стартовый пост - Квенты - Разное - Список НПС - Турнир -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария