Religion | Basic Features | Advanced Features | Expert Features |
Ikigaiism | +0.5 to will and endurance checks for each unit of will; Damage from followers of other religions is reduced by 3% for each unit of will. | The first (per battle) hostile spell targeted at the character or a cell adjacent to them has no effect. Spell: Resurrection Brings back to life a character who died from lack of health. The success chance is equal to the inverse percentage value of the character's current health. Additional success chance for the spell: +3% for each unit of the priest's magic power. Range: 10 Spell: Restoration Fully restores the selected character's health. Grants the character additional health. Effect: +10 to health for each unit of the priest's magic power. Range: 10 Spell: Hallowed Weapon The selected weapon deals additional damage until the end of the battle. Effect: +8% to damage for each unit of the priest's magic power. Range: 1 | The character automatically uses Resurrection and Restoration on themselves if their health drops to 0 or below. Once per battle, provided they have available spells. Spell: Patronage The character creates a barrier of pure light that limits external influence. Opponents must pass a will check against the priest's magic power; otherwise, they cannot pass through or attack across it. Allies' actions are not restricted by this. Area of effect: 7x7 with the priest in the center Duration: three turns |
Cult of Gara | +50% to health | +1 to will checks for each unit of strength +1 to endurance for each unit of will Spell: Battle Cry Increases allies' damage by 10% for each unit of the priest's charm; Increases allies' will checks by 1 for each unit of the priest's charm. Area of effect: 9x9 Duration: 2 turns Spell: Intimidation Forces opponents to skip a turn if they fail a will check against the priest's charm. Area of effect: 9x9 Duration: 2 turns Spell: Vortex The character attacks each opponent adjacent to them separately as if attacking a single adversary. | Weapon Mastery +5 to accuracy and evasion for the selected melee weapon. Martial Mastery The character can use two weapons simultaneously if the total strength value is equal to or higher than the combined requirements of the weapons. Command Mastery Characters under the command of this character receive +7% to maximum health for each unit of their charm. |
Cult of Adalard | Applicable only to melee weapons: the character enters a berserker state when entering combat or at the player's request, and leaves it only upon the conclusion of the battle. In this state, the player loses control over their character; instead, the berserker attacks the nearest opponent and receives the following bonuses: immunity to slow, paralysis, and mental effects; conversion of dealt damage into health (does not exceed maximum); +20% to critical damage chance; additional attack. | Frenzy The character can continue attacking until they miss. | Weapon Mastery +5 to accuracy and evasion for the selected melee weapon. Persistence After receiving a fatal wound, the character can act for one more turn; if they can raise their health above zero during this time using damage conversion, they will continue the battle. |
Donar Pantheon | The character can sacrifice one of their limbs or eyes to the ancestors and choose an additional perk. A total of 3 perks can be obtained. Loss of an eye, arm, or leg reduces the character's attractiveness by 4 and adds the following penalties: leg - speed reduced by half (limit: 3), arm - inability to use it. | Sacrifice The character can sacrifice the hearts of their enemies to the gods in exchange for +1 to a random attribute (only those defeated personally and only once per day). Prestige For each unit of prestige, the character receives +1 to accuracy, +1 to evasion, and +1 to etiquette when communicating with other Donars. The character receives +1 to prestige for each trophy. A trophy can be the skull of a personally defeated general or ruler (baron and above), exceptional weapon (legendary gives +3), or concubine (characters with attractiveness 11 and above give +2). Erudition +1 to will for each skill or profession learned during the game. | Raider The character can organize a raid on a known settlement or camp. The number of warriors participating in the raid is equal to the character's etiquette. As a rule, warriors are willing to give up the best part of the loot, but they will also crave their own same spoils. Organization and preparation last one month. |
Shamanism | The character can choose the blessing of spirits from one of the four elements. Fire Spirits: character's attacks deal additional fire damage (40%) Water Spirits: +5 to evasion Earth Spirits: +75 to health Wind Spirits: +2 to speed, immunity to slow and paralysis | +0.5 to accuracy and evasion for each unit of will. Spell: Protection from Evil The character creates a totem on a cell adjacent to them, which wards off undead, hostile spirits, and other evil creatures. A successful will roll can protect against this effect. Area of effect: 7x7 Duration: priest's magic power Spell: Tectonic Shift The character creates an obstacle on a 1x3 area or destroys one. Range: 8 Spell: Hive Directs a swarm of locusts at the selected target Range: 8 Duration: priest's magic power Effect: the target skips a turn if they fail a will check; if they pass, their accuracy and evasion are reduced by 6. | Spell: Thunderclap Deals air damage over a 3x3 area Range: 8 Damage: magic power*15 Spell: Return to Life Raises a fallen character and forces them to fight on the priest's side Range: 8 Duration: caster's magic power Spell: Touch of the Underworld Kills the selected character if they fail a will check against the caster's magic power Range: 1 |
Ixian Faith | Fire damage is reduced by 75% +4 to charisma | Charm Attractiveness roll against a will roll in dialogue; if successful, makes the selected character of the opposite sex fall in love with them. Flame of Ixia The character's weapon deals additional fire damage. Effect: +8% to damage for each unit of magic power. Brave Heart Immunity to negative mental effects. | +8 to creativity, +8 to initiative. Fiery Nature Fire does not deal damage to the character; instead, it heals them. Immunity to poisons and diseases. Spell: Inferno Deals fire damage over a 13x13 area for three turns. Range: entire map Preparation time: 3 turns Damage: magic power*18 |
Animism | The character can survive one fatal wound. | - | - |
Atheist | +1 to all attributes +1 to attribute limit | - | - |