Origin: Reymiian Empire
+5 UP
Essence: 9-1-0-0-0
+25% Health
Beliefs
+35 to selected characteristic (Intelligence)
+5 UP, +2 HP, +1 SP, +25 XP, +3 Movement Speed, waiver of rewards and inability to use money except for satisfying the character's basic needs.
Perks
Additional belief.
Movement speed and evasion are always equal to one.
Characteristics
Strength: 10
Intelligence: 115 (130)
Will: 20
Agility: 20
Perception: 50
Wisdom: 20
Charisma: 5
Parameters
Health: 162
Endurance: 10 (15)
Damage (melee, base): +10%
Damage (melee): 0
Magical energy: 2450
Magic power: 130
Spell efficiency: +650%
Will checks: 20 (30)
Evasion: 20 (1)
Initiative: 20
Accuracy: 50
Observation: 50
Experience: +20%
Reward: +5%
Fire damage -10%
Water damage -10%
Air damage -10%
Darkness damage -10%
Light damage -10%
Speed: 6 (1)
Specializations
— Water Spells
Healing
Restores 200 health units to the selected character.
Cost: 50
Range: 10
Purification
Removes negative effects from the selected character.
Cost: 100
Range: 10
Freeze
The 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
— Serenity
1. +40% Magical energy
— Mastery
First row
A. +150 Mag. energy
B. +150 Mag. energy
C. +150 Mag. energy
Second row
A. +15 Intelligence
B. +15 Intelligence
Fire Shield
Characters attacking the target in melee combat lose 30% of current health.
Cost: 60
Range: 3
Flame of Agartha
The selected character takes 500 damage units.
Cost: 200
Range: 7
Inferno
Characters in a 10x10 area take 250 damage units over three turns.
Cost: 400
Range: 18
Equipment
Owl Eye Ring
+15 Intelligence
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Old staff of the old wizard
New clothes of the old wizard
Old cloak of the old wizard
Dried St. John's wort leaves
Mushroom knife
Diary with incomprehensible scribbles
Illurin
Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Experience: 25
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and evasion
Beliefs
Immunity to the darkness element, +25 Intelligence, Agility or Charisma; +1 SP, +3 UP, +1 HP.
Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Perks
+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.
Additional belief.
Characteristics
Strength: 80
Intelligence: 20
Will: 5
Agility: 75
Perception: 35
Wisdom: 10
Charisma: 15
Parameters
Health: 3600
Endurance: 80 (120)
Damage (melee, base): +80%
Damage (melee): +80%
Magical energy: 200
Magic power: 20
Spell efficiency: +100%
Will checks: 5 (7)
Evasion: 110 (184)
Initiative: 75
Accuracy: 110 (132)
Observation: 20
Experience: +35%
Reward: +15%
Fire damage -2.5%
Water damage -2.5%
Air damage -2.5%
Darkness damage -100% (-5%)
Light damage -5%
Crit: 25%
Speed: 6
Specializations
— Sword Dance
1. +1 Evasion for each unit of Perception
2. +1 Accuracy for each unit of Agility
— Crescent
1. Character's attacks deal damage to all enemies standing in front of them
Effect changes depending on the type of weapon used:
Two-handed sword — during each attack, 50% damage is dealt to all enemies around the swordsman including the main target;
One-handed sword — +50% Evasion and Accuracy (absolute final value);
Short sword — character's attacks paralyze the enemy (Endurance check vs Endurance).
Katana — additional attack, 25% echo damage is added to attacks.
— Mastery
First row
A. +1 UP for each completed quest
B. +25% Experience
Equipment
Akina's Talisman
Regeneration of 20% health at the start of the turn
Katana
Damage: 100 (324)
One-handed sword
Damage: 75 (243)
Two-handed sword
Damage: 150 (486)
Money
90 Larian rumies
Tight dress
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Tylen
Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and evasion
Beliefs
+5 UP, +2 HP, +1 SP, +25 XP, +3 Movement Speed, waiver of rewards and inability to use money except for satisfying the character's basic needs.
Perks
+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.
+1 Accuracy and Observation for each unit of Perception.
Characteristics
Strength: 85 (100)
Intelligence: 5
Will: 55
Agility: 65
Perception: 65
Wisdom: 20
Charisma: 5
Parameters
Health: 5580
Endurance: 100 (150)
Damage (melee, base): +100%
Damage (melee): +300%
Magical energy: 50
Magic power: 5
Spell efficiency: +25%
Will checks: 55 (82)
Evasion: 65 (109)
Initiative: 65
Accuracy: 65 (156)
Observation: 65
Experience: +20%
Reward: +5%
Fire damage -27.5%
Water damage -27.5%
Air damage -27.5%
Darkness damage -10%
Light damage -10%
Crit: 25%
Speed: 12
Specializations
— Fury
1. (Strength-30)/2=chance to deal double damage (2 UP)
2. (Strength-30)/2=chance to paralyze the enemy for one turn (2 UP)
3. Additional attack, +2% damage per unit of Strength, +3 Movement Speed (4 UP)
— Vortex
1. Attack all enemies around the character. Cooldown: 2 turns (1 UP)
— Mastery
First row
A. +10 Strength
— Armor Wearing
1. Character can wear armor (2 UP)
— Mastery
First row
A. +10 Strength
B. +30% Health
Equipment
Two-handed sword
Damage: 150 (1200)
Armor
Physical damage -30%
Helmet
Critical damage -10%
Sign of Strength
+15 Strength
Travel bag with potions
Health potion (100%) (5)
Magical energy potion (100%) (8)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (7)
Purification potion (restores 1 unit of humanity) (8)
Money
100 Larian rumies
Lysander
Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Essence: 10-0-0-0-0
Beliefs
Humanity cannot drop below 10; "strength of spirit" perk.
+1 SP, +3 UP
Perks
+20 to barrier (health) for each unit of Wisdom; +1 to will checks for each unit of Wisdom.
Additional belief.
+3 UP and +3 HP
Characteristics
Strength: 80
Intelligence: 5
Will: 5
Agility: 25
Perception: 50
Wisdom: 30
Charisma: 5
Parameters
Health: 1872
Barrier: 600
Endurance: 80 (150)
Damage (melee, base): +80%
Damage (melee): +0%
Magical energy: 50
Magic power: 5
Spell efficiency: +25%
Will checks: 35 (82)
Evasion: 25 (35)
Initiative: 25
Accuracy: 85 (115)
Observation: 50
Experience: +30%
Reward: +5%
Fire damage -2.5%
Water damage -2.5%
Air damage -2.5%
Darkness damage -15%
Light damage -15%
Crit: 25%
Speed: 6
Specializations
— Piercing Strike
— Ranged Attack
1. +1 to attack range, in some cases considered not melee combat (1 UP)
— Hurricane
1. Deals 150% air damage to all enemies around the character. Cooldown: 2 (2 UP)
— Mastery
First row
A. +10 Strength
B. +10 Agility
C. +15 Accuracy
Second row
A. +20 Accuracy
— Armor Wearing
1. Character can wear armor
— Mastery
First row
A. +10 Strength
B. +30% Health
Equipment
Spear
Damage: 100 (180)
Deals true damage equal to the maximum barrier durability every three attacks.
+1 Accuracy for each unit of Wisdom
+30% final damage for each essence point of the enemy that is not human.
Armor
Physical damage -30%
Helmet
Critical damage -10%
Money
50 Larian rumies
Family Clan Cloak (bluish-yellow)
Family photograph
Potion
Restores 40% of maximum health
Potions
Health potion (100%) (1)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Alaria
Origin: Warrior of Foliol
Demon points +4.
+150% Health.
Character gains the ability to switch between two passive features — absorption and reflection.
Absorption (ranged attacks): reduces damage received by the character by (endurance)% (limit: 80%).
Reflection (melee attacks): reduces and reflects (endurance)% of damage back to the attacker. If endurance is over 100, then reflected damage is correspondingly higher.
Experience: 1650
Essence: 6-4-0-0-0
+25% Health
+20% Accuracy and evasion
Horns;
+20 Charisma, +20% Magic power and +20% Spell efficiency.
Beliefs
Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Perks
+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.
Characteristics
Strength: 65
Intelligence: 20
Will: 50
Agility: 50
Perception: 50
Wisdom: 10
Charisma: 10 (30)
Parameters
Health: 4647
Endurance: 65 (97)
Damage (melee, base): +65%
Damage (melee): +195% (245%)
Magical energy: 200
Magic power: 20 (24)
Spell efficiency: +120%
Will checks: 50 (75)
Evasion: 50 (216)
Initiative: 50 (80)
Accuracy: 50 (144)
Observation: 50
Experience: +10%
Reward: +30% (60%)
Fire damage -25%
Water damage -25%
Air damage -25%
Darkness damage -25%
Light damage -25%
Crit: 5%
Speed: 6
Specializations
— Fury
1. (Strength-30)/2=chance to deal double damage (2 UP)
2. (Strength-30)/2=chance to paralyze the enemy for one turn (2 UP)
3. Additional attack, +2% damage per unit of Strength, +3 Movement Speed (4 UP)
— Enhancers
Minimum Intelligence: 20
— Basic Training
1. Character can use enhancers (1 UP)
Equipment
Dignity
Damage: 200 (973)
Additional attack, armor penetration.
Triton
Damage: 187 (1062)
Crit: 5%
Pierces armor, +50% melee damage. Indestructible.
Mechanical clock
+30 Initiative
Hephaestus IV
Physical damage -35%
Magical damage -35%
Ephemeral damage -35%
Check rolls against negative effects are twice as high.
Business suit [F]
+30% to the reward amount for completing a quest.
"Night Sky"
Immunity to attacks and effects that lead to instant death
Third-generation enhancer
First slot: ✧ Zephyr
Evasion +70
Second slot: ✧ Restoration
Brings back to life a character who died from lack of HP. Only out of combat.
Success chance is equal to the inverse percentage value of the character's current health
Third slot: ✧ Aquilon
Accuracy +70
Fourth slot: ✧ Gloom
Agility +30
Money
50 Larian rumies
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Siverfal
Origin: Soul Stealers
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and evasion
Beliefs
Fate card of your choice; ability to waive one, several or all cards; character survives one fatal wound.
Perks
Character can shoot or cast spells and move simultaneously.
Characteristics
Strength: 35
Intelligence: 45
Will: 20
Agility: 100
Perception: 75
Wisdom: 5
Charisma: 10
Parameters
Health: 568
Endurance: 35 (52)
Damage (melee, base): +35%
Damage (melee): +0%
Magical energy: 450
Magic power: 45
Spell efficiency: +1100%
Will checks: 20 (40)
Evasion: 135 (226)
Initiative: 100
Accuracy: 185 (222)
Observation: 45
Experience: +5%
Reward: +10%
Fire damage -10%
Water damage -10%
Air damage -10%
Darkness damage -2.5%
Light damage -2.5%
Crit: 70%
Speed: 5
Specializations
— Parrying
1. Character can parry enemy attacks (accuracy)
2. Counterattack on successful parry
3. Automatic hit on successful counterattack
— Piercing Strikes
1. +1% critical hit chance for each unit of Intelligence
2. Character's attacks can paralyze the enemy with a 25% probability
3. Reduces the speed of the attacked target to 0 for 1 turn
— Movement Speed
1. +1 additional attack
2. +1 additional attack
3. +1 Accuracy for each unit of Perception
— 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
— Essential Magic Techniques
1. +5% magic efficiency for each unit of Agility
2. +5% magic efficiency for each unit of Perception
— Essential Magic Spells
Life Steal
Takes 100 health units (permanently) from the target and transfers them to self until the end of combat.
Cost: 75
Damage type: magical
Caster roll: accuracy
Target roll: will
Application range: 10
Energy Steal
Takes 75 health units (permanently) from the target and converts them into magical energy (2 energy units per unit of health) until the end of combat.
Cost: 75
Damage type: magical
Caster roll: accuracy
Target roll: will
Application range: 10
Essence Steal
Takes 10 units (maximum: 30) of one random characteristic type (permanently) from the target and transfers them to self.
Cost: 150
Caster roll: accuracy
Target roll: will
Application range: 10
Abyss
Takes 100 health (permanently) and 5 units of random characteristics (maximum: 15 of one random type (permanently)) from the target and transfers them to self from all characters (including allies) around self (+2). Half of the health is transferred to self until the end of combat, the other half is converted into magical energy at a ratio of 1 to 1.
Caster roll: accuracy
Target roll: will
Cost: 300
Equipment
One-handed sword
Damage: 75 (101)
Western Equipment
-25% to light, dark, physical, magical and ephemeral damage.
Potions
Health potion (100%) (2)
Magical energy potion (100%) (1)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Eldir
Origin: Sword of Justice
+15 to all characteristics, +3 Movement speed
Essence: 7-3-0-0-0
+25% Health
+20% Accuracy and evasion
Horns
Beliefs
Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Immunity to the darkness element, +25 Intelligence, Agility or Charisma; +1 SP, +3 UP, +1 HP.
Perks
+40% Magical energy; +40% Magic power; +5% spell efficiency for each unit of Intelligence.
Additional belief.
Characteristics
Strength: 35
Intelligence: 90
Will: 45
Agility: 20
Perception: 50
Wisdom: 20
Charisma: 20
Parameters
Health: 611
Endurance: 35 (52)
Damage (melee, base): +35%
Damage (melee): +0%
Magical energy: 1050 (1995)
Magic power: 90 (126)
Spell efficiency: +900%
Will checks: 45 (67)
Evasion: 110 (184)
Initiative: 20
Accuracy: 50 (60)
Observation: 50
Experience: +20%
Reward: +20%
Fire damage -22.5%
Water damage -22.5%
Air damage -22.5%
Darkness damage -100% (-10%)
Light damage -10%
Crit: 0%
Speed: 6
Specializations
Piercing Spear
Deals 200 damage units to one target. If an enemy is on the cell or through the cell behind the target, it deals 300 damage units to them.
Cost: 40
Damage type: magical
Caster roll: accuracy
Target roll: evasion
Application range: 12
Does not hit allies.
Magic Missile
Paralyzes the selected target for one turn.
Cost: 80
Caster roll: accuracy
Target roll: evasion
Application range: 9
Petrification
The selected target turns to stone; effect is permanent.
Cost: 200
Caster roll: magic power
Target roll: will check
Application range: 8
Analysis
Character learns game information about the selected target.
Cost: 50
Caster roll: magic power
Target roll: will check
Application range: 16
— Mastery
First row
A. +150 Mag. energy
— Fire Spells
Fire Storm
Characters in a 5x5 area take 200 damage units.
Cost: 70
Range: 9
Fire Shield
Characters attacking the target in melee combat lose 30% of current health.
Cost: 60
Range: 3
Flame of Agartha
The selected character takes 500 damage units.
Cost: 200
Range: 7
Inferno
Characters in a 10x10 area take 250 damage units over three turns.
Cost: 400
Range: 18
— Illusion
+1 Evasion for each unit of Intelligence (3 UP)
Equipment
Police uniform
Photograph of Livia
Magical energy restoration potion
Money
50 Larian rumies
Changeable everyday clothes
Leather jacket
Physical damage -5%
Gloves
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
One-Eyed
Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Essence: 7-3-0-0-0
+25% Health
+20% Accuracy and evasion
Horns
Beliefs
Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Perks
+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.
+1 Evasion for each unit of Agility, +2 Movement speed.
Characteristics
Strength: 50
Intelligence: 25
Will: 30
Agility: 65
Perception: 55
Wisdom: 20
Charisma: 10
Parameters
Health: 3562
Endurance: 50 (75)
Damage (melee, base): +50%
Damage (melee): +50%
Magical energy: 250
Magic power: 25
Spell efficiency: +125%
Will checks: 30 (45)
Evasion: 180 (378)
Initiative: 65
Accuracy: 230 (276)
Observation: 55
Experience: +20%
Reward: +10%
Fire damage -15%
Water damage -15%
Air damage -15%
Darkness damage -5%
Light damage -5%
Crit: 25%
Speed: 11
Specializations
— Parrying
1. Character can parry enemy attacks (accuracy)
— Movement Speed
1. +1 additional attack
2. +1 additional attack
3. +1 Accuracy for each unit of Perception
Minimum Intelligence: 20
— Basic Training
1. Character can use enhancers (1 UP)
Equipment
Money
550 Larian rumies
Outcast (one-handed sword)
Damage: 100 (225)
+50 Accuracy
+50 Evasion
Justice (Revolver)
Damage: 560
Cylinder: 6
Reload time: 1
Range: 10
Ammo
30
Burgundy cloak
Fourth-generation enhancer
First slot: Aquilon
Accuracy +70
Second slot: ☆ Colossus
Final damage received is lower by 200
Third slot: ✧ Passion
3 Movement speed, +30% Evasion.
Fourth slot: ✧ Health
Health +500
Fifth slot: ⊗ closed
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Akina's Talisman
Regeneration of 20% health at the start of the turn