
Mage Society
Intelligence not lower than 30
+2 awareness for each unit of intelligence
Society Ring: 30% discount on goods in Society shops
+1 to targeted spell accuracy for each unit of perception
Abilities:
✧ Denial ✧ Spells of the chosen school of magic do not affect the character, and the character is unable to use spells of that school✧ Analyst ✧ The character is able to determine the abilities of a sentient being
✧ Quick Mind ✧ The character is able to use two spells per turn
✧ Elementalist ✧ -25% damage from all elements; school of magic and an elemental spell from it
✧ Exorcism ✧ the mage deals (magic power*7) units of damage to a summoned creature (elementals, undead, demons, mental entities); this spell ignores any defense and always reaches the target; this spell removes own-subjugation from an ally and deals (magic power) units of damage to the caster who cast the spell (recharge: 3 turns)
✧ Specialist ✧ Magic power when using spells of the chosen school (all schools of magic except the Cult of Jola, the Cult of Silence, and Structuralists) is increased 2 times; the character is unable to use spells of other schools of magic; the player gains the ability to invent their own spells for this school (x2)
✧ Fusion ✧ A mage who has perfected the art of creating elementals is able to become half-elemental; the character transforms into an elemental if necessary, gaining some properties of an elemental body and all spells of the school of magic (x6)
✧ Experimenter ✧ The player gains the ability to invent their own school of magic (x2)

Mentalism
Brief Description
The Order of Mentalists appeared decades after the catastrophe, when mages realized that aliens from other worlds could and should be fought. This struggle continues to this day. And although the number of invaders has decreased dozens of times, members of the order do not sit idle.+20 to mental resistance for each unit of will
Mental entities are unable to possess the character
Mental entities take 3-fold damage from the character's attacks
The character senses the presence of mental entities nearby
Abilities:
✧ Mental Entity ✧ The character summons a mental entity that fights on their side; the strength and abilities of the entity depend on the character's magic power and the player's wishes✧ Spirit Fracture ✧ The mentalist destroys the target's mental resistance and deals damage equal to its will (magic power vs. willpower); sentient undead and mental entities take (magic power*5) units of damage (recharge: 2 turns)
✧ Subjugation ✧ The mentalist subjugates a mental entity to their will; in battle, it lasts for 3 turns (recharge: 2 turns)
✧ Banishment ✧ The mentalist banishes a mental entity that has possessed a character (magic power + intelligence vs. victim's willpower) (recharge: 2 turns)
✧ Stable Mental Entity ✧ The player gains the ability to create a permanent mental entity (x2)

Alchemy
Intelligence not lower than 20
Starter kit of 15 potions
The character is able to determine the effects of unknown preparations
The character gains the ability to craft health-restoring preparations
The higher the intelligence, the lower the chance of failure when crafting a preparation; base failure chance is 80%, each unit of intelligence reduces the failure chance by 2%
Abilities:
✧ Poison Expert ✧ The character gains the ability to craft poisons and antidotes, determine poisons used to poison allies; +10 to endurance✧ Ailment Expert ✧ The character gains the ability to craft preparations that cure physical diseases and mental disorders; +10 to endurance
✧ Explosives Expert ✧ The character gains the ability to create explosive devices; bombs dealing physical, magical, or mental damage; +20 to ranged accuracy when using bombs
✧ Sling ✧ +40 to accuracy; bombs fly 3 times further
✧ Doping Expert ✧ The character gains the ability to craft preparations that temporarily increase parameters
The number of increase units depends on the alchemist's intelligence: 2 units for each unit of the alchemist's intelligence
If desired, potion strength can be adjusted downwards
Chance (intelligence/5) that a crafted potion will permanently increase a parameter (x2)

Necromancy
Intelligence not lower than 30
-50% damage from undead
+0.5 to magic power for each unit of intelligence
Abilities:
✧ Withering Beam ✧ Target takes (magic power*3) units of damage✧ Curse ✧ At the end of the next three turns, the target will take the maximum damage dealt by anyone in a single attack; ignores target's physical and magical defense (recharge: 3 turns)
✧ Distraction ✧ The opponent's next action will be redirected to a random target; an attack will hit an ally, a buff will hit an enemy; opponents do not know who the spell is applied to unless they have abilities that allow them to find out (recharge: 2 turns)
✧ Subjugation ✧ The Necromancer subjugates a sentient being or undead to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Debility ✧ A chosen parameter (all except health) of the character is reduced by the Necromancer's %will for 3 turns (recharge: 2 turns)
✧ Fatigue ✧ For the next 3 turns, the target can perform only one attack per turn and cannot use active abilities (recharge: 2 turns)
✧ Raising Dead ✧ The Necromancer raises a deceased character from the dead; for every 100 units of health, 5 units of magic power are required
✧ Flesh Absorption ✧ The Necromancer heals an ally using an enemy's corpse by the amount of life the killed had; can be distributed among several allies; an opponent affected by this spell cannot be raised from the dead (recharge: 1 turn)
✧ Poison Cloud ✧ All enemies in a 10x10 area lose 15% of maximum health over 3 turns (recharge: 4 turns) (x2)
✧ Kiss of Death ✧ A target that fails the check (magic power vs. willpower) dies; otherwise, they take damage equal to 25% of maximum health and lose the ability to restore health until the end of the battle (recharge: 6 turns) (x2)
✧ Dead Friend ✧ The player gains the ability to create an undead companion, including a sentient one (x2)

Nature Magic
Damage from wild animals and ents is reduced 2 times
The character regenerates 25% of maximum health each turn if they are in an open space
Abilities:
✧ Poison Ivy ✧ A poisonous plant entwines the opponent, paralyzing them for 1 turn and poisoning them for 3 (-10% of maximum health each turn) (recharge: 2 turns)✧ Herbs of Life ✧ The fairy restores target's health by magic power*4; removes poison, disease, bleeding (recharge: 1 turn)
✧ Earth Power ✧ Allies whose health has dropped below zero within a radius of 10 cells from the fairy do not die, but lose consciousness until the end of the battle, remaining with 1 health; in this state they can be finished off
✧ Flowers of Death ✧ The fairy uses magical powder from poisonous flowers to poison an opponent; an opponent who fails the check (magic power vs. willpower) dies, otherwise all their parameters are reduced 2 times until the end of the battle (recharge: 6 turns) (x2)
✧ Flowers of Life ✧ The fairy resurrects a killed player with 50% of maximum health (recharge: 6 turns) (x2)
✧ Subjugation ✧ The fairy subjugates a wild animal or ent to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Ent ✧ The fairy summons an ent that fights on the fairy's side until the end of the battle; the creature's strength depends on the fairy's magic power
✧ Wooden Friend ✧ The player gains the ability to create a companion in the form of a tree (parameters are discussed with the GM) (x2)

Monstrology
Intelligence not lower than 15
Damage dealt to wild animals and monsters is increased 2 times
The character is able to recognize the tracks of an animal or monster and prevent an attack, or track the beast
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Abilities:
✧ Expert ✧ The character is able to determine the characteristics and abilities of an animal or monster; allies' damage to such a creature is increased 1.5 times✧ Trap ✧ The character is able to set traps that deal damage equal to their intelligence*3 and apply negative effects to the opponent; setting a trap in battle takes a turn, opponents do not see where the trap is set unless they have corresponding abilities; the character is able to detect traps (recharge: 1 turn)
✧ Subjugation ✧ The character subjugates an animal or monster to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Werebeast ✧ The character is able to transform at any moment into an animal or monster initially chosen by the player; the creature's strength depends on the character's magic power (x2)
✧ Animal Trainer ✧ The player gains the ability to create an animal pet or a monster pet (x2)

Demonology
Intelligence not lower than 20
Damage dealt to demons is increased 2 times
Demons ignore the caster if they do not attack them
The character senses demons nearby
Abilities:
✧ Expert ✧ The caster is able to determine the characteristics and abilities of a demon; allies' damage to such a demon is increased 1.5 times✧ Summoning ✧ The caster summons a demon to their aid, which fights on their side until the end of the battle (demon strength depends on the caster's magic power)
✧ Subjugation ✧ The caster subjugates a demon to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Were-demon ✧ The character is able to transform at any moment into a demon initially devised by the player; the demon's strength depends on the character's magic power (x2)
✧ Controlled Demon ✧ The player gains the ability to create a demon as a companion (parameters are discussed with the GM) (x2)

Runes
Brief Description:
Since ancient times, dwarves have used rune magic to strengthen not only their weapons but also their bodies. Through centuries of practice, this mastery has become a powerful tool in the hands of those who wish to become stronger themselves or make their warriors stronger. Rune priests hone this skill for decades, as clumsy application can lead to unpleasant consequences for the dwarf's body or their weaponTypes of Runes:
Body Runes
Health Rune: +250-1000 units of health
Magic Power Rune: +30-50 units of magic power
Willpower Rune: +30-50 units of willpower
Initiative Rune: +10-30 units of initiative
Speed Rune: +5-15 units of speed
Accuracy Rune: +40-70 units of accuracy
Evasion Rune: +40-70 units of evasion
Mental Resistance Rune: +250-1000 units of mental resistance
Fortitude Rune: damage received by the character cannot exceed a limit of 30% of their health at once (x2)
Resurrection Rune: the player is resurrected at the end of the battle with 50% of maximum health; once per game day (x2)
no more than 2 runes*
Weapon Runes
Fire Rune: fire damage equal to character's will*5
Water Rune: water damage equal to character's will*5
Air Rune: air damage equal to character's will*5
Earth Rune: earth damage equal to character's will*5
Mental Rune: using this weapon, the character is able to deal damage to mental entities
Speed Rune: two additional attacks (x2)
Blood Rune: damage dealt to an opponent is converted into health every 4 hits (x2)
no more than 2 runes*
Armor/Shield Runes
Fire Protection Rune: -50% damage from fire magic
Water Protection Rune: -50% damage from water magic
Air Protection Rune: -50% damage from air magic
Earth Protection Rune: -50% damage from earth magic
Health Protection Rune: immunity to diseases and poisons, immunity to bleeding
Life Protection Rune: stealth attacks using melee weapons do not kill the character and deal normal damage
Mind Protection Rune: immunity to stunning and spells affecting the mind
Reflection Rune: chance (50%) to reflect an opponent's spell back at them (x2)
no more than 2 runes*
Apocalyptic ▼
An apocalyptic's attacks deal damage to mental entities
The character senses the presence of mental entities and demons nearby
The character is not subject to possession by mental entities either in life or after death[/COLOR]

Wandering Monk
+0.7 to willpower for each unit of will
+20 to mental resistance for each unit of will
The character's dead allies will not be turned into undead and are not subject to possession by mental entities
Abilities:
✧ Exorcism ✧ The monk banishes a mental entity that has possessed a character (magic power vs. victim's willpower) (recharge: 2 turns)✧ Prayer for Health ✧ The monk restores health to themselves or an ally at the expense of their own mental resistance and removes all negative effects (recharge: 1 turn)
✧ Prayer of Strength ✧ The monk enables an ally's attacks to deal damage to mental entities (recharge: 1 turn)
✧ Prayer to the Prophet ✧ Restores mental resistance to themselves or an ally outside of battle
✧ Prayer to the Almighty ✧ The monk spends half of their maximum mental resistance to resurrect an ally; the ally is resurrected with 1 unit of health (recharge: 5 turns)
✧ Grace ✧ The monk's mental resistance extends to all nearby allies
✧ Retribution ✧ An opponent who deals critical damage to the monk takes damage equal to the monk's willpower*2; this damage is not reduced by other abilities or spells
✧ Confessor's Hearing ✧ The character always knows when other characters are lying

Holy Warrior
5% health regeneration per turn
+0.5 to willpower for each unit of strength
+10 to mental resistance for each unit of will
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Abilities:
✧ Fortitude ✧ Damage dealt by mental entities and demons is reduced 2 times✧ Demon Hunter ✧ Damage dealt to demons and mental entities is increased 2 times
✧ Self-Sacrifice ✧ At any moment in battle, the character is able to draw up to 3 opponents' attention (willpower vs. willpower)
✧ Prayer to the Prophet ✧ Restores mental resistance to themselves or an ally outside of battle
✧ Prayer to the Guardian Angel ✧ The character restores their own health at the expense of mental resistance (outside of battle)
✧ Hand of the Almighty ✧ If the character's health drops below zero, they do not die but continue to fight until their health drops to -50% of maximum

Laphir Archer
Bow proficiency skill
Additional shot
Ability to deal critical damage
Accuracy when using a bow is increased 1.5 times
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Abilities:
✧ Shot to the Hand ✧ The character shoots at the opponent's leading hand and deprives them of the ability to attack until the end of the battle (recharge: 4 turns)✧ Shot to the Leg ✧ The character shoots an opponent in the leg and reduces their speed to 1 until the end of the battle (recharge: 4 turns)
✧ Shot to the Neck ✧ The character shoots an opponent in the neck and causes bleeding; -15% of maximum health each turn until the opponent dies or is healed (recharge: 4 turns) (x2)
✧ Additional Shot ✧
✧ Mental Arrows ✧ The character's attacks deal damage to mental entities
✧ Elven Arrows ✧ Damage is increased 3 times
✧ Armor-Piercing Tips ✧ The character's arrows pierce armor
✧ Fast Legs ✧ The character is able to move and shoot simultaneously (x2)
✧ Rain of Arrows ✧ The character releases 6 arrows in one turn at a single opponent or several (recharge: 6 turns) (x2)

Firearms
Pierces the opponent's armor
Ability to deal critical damage
+0.5 to accuracy for each unit of perception when using firearms
Abilities:
✧ Shrapnel ✧ Every opponent in a 3x3 line at a distance of 10 cells takes damage (recharge: 2 turns)✧ Fast Reload ✧ Additional shot (x2)
✧ Aimed Shot ✧ The character's weapon deals 5-fold damage if firing from cover and the opponent does not respond with a ranged attack (x2)
✧ Shooting on the Run ✧ The character is able to move and shoot simultaneously (x2)
✧ Sniper ✧ A shot at an unsuspecting opponent kills them; in case of abilities protecting against stealth attacks, it deals damage equal to 50% of maximum health and stuns (x2)

Giriza
4 to cunning for each unit of agility
+1 to stealth for each unit of intelligence
During non-aggressive actions, stealth is increased 2 times
Membership in Giriza, access to the local cell's lair, Thief and Lockpicker skills
Brief Description
The little and much that the inhabitants of Senei have are always ready to be seized by the lords of this organization. As with many underground structures, one can only enter here by invitation from a member of Giriza. They do not like refusals, and those who refuse usually end up in a ditch shortly after, with their throat slit or a dagger in their eye. However, besides monthly dues, membership in this organization has its advantages.Abilities:
✧ Scout ✧ The character automatically scouts the area, learns about hidden places in the location, is able to detect traps, ambushes, and hidden items✧ Sleeping Powder ✧ The character uses powder that puts an opponent to sleep (powder strength vs. opponent's endurance); can be used at a distance of no more than 10 cells; in battle it lasts for 3 turns (recharge: 2 turns)
✧ Influential Friends ✧ Upon capture, the character gains the ability to avoid punishment for a committed crime
✧ Deceiver ✧ The character is able to pass any check using the cunning parameter; cunning is increased 2 times
✧ Partner ✧ The player gains the ability to create a partner who is a member of Giriza under the same rules as the main character (x2)

Adventurer
+3 to all characteristics
+5 to cunning for each unit of charm
The character is able to pretend to be dead
+1 to awareness for each unit of intelligence[/COLOR]
Abilities:
✧ Giriza ✧ access to the local cell's lair✧ Traveler ✧ +0.5 to speed for each unit of agility
✧ Trader ✧ -0.5% to cost of goods for each unit of intelligence (no more than 50%)
✧ Silver Tongue ✧ The character is able to pass any check using the cunning parameter; cunning is increased 2 times
✧ Wandering Merchant ✧ Valuable items and increased capital at the start of the game (x2)
✧ Insight ✧ The character is able to determine the characteristics of a sentient being (perception + awareness vs. stealth)
✧ Marauder ✧ Searching opponents, the character always finds money or valuable items; amount of found money is increased 2 times
✧ Premonition ✧ The character senses potentially lethal danger, an ambush, a potentially dangerous character, the need for more characters to participate in a quest, etc.(x2)
✧ Pirate ✧ Valuable items and jewelry at the start of the game (x2)
✧ Lucky One ✧ Nullifies the effect of a lethal attack and gives the character the ability to escape from the battlefield (once per game day) (x2)
✧ Companion ✧ The player gains the ability to create a partner with the Adventurer skill under the same rules as the main character (x2)

Assassin
Killer Ability
Back attacks deal 5-fold damage
Ability to deal critical damage
The character is able to pretend to be dead
+1 to stealth for each unit of intelligence
+0.5 to perception for each unit of intelligence
Agility is increased 2 times (or racial agility bonus)
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Abilities:
✧ Membership in Giriza ✧ access to the local cell's lair✧ Reconnaissance ✧ The character automatically scouts the area, learns about hidden places in the location, is able to detect traps, ambushes, and hidden items
✧ Information Gathering ✧ The character is able to determine the characteristics and abilities of a sentient being
✧ Throwing Weapons ✧ The assassin gains the ability to use throwing weapons; a target that fails the check (perception vs. endurance) dies, otherwise they lose 5% of maximum health over 5 turns (x2)
✧ Hidden Strike ✧ The assassin attacks an opponent outside of battle or during a dialogue; a target that fails the check (accuracy vs. evasion) dies, otherwise they take 5-fold damage (x2)
✧ Poison Expert ✧ The assassin gains the ability to craft poisons and antidotes, determine poisons used to poison allies, coat their weapon in poison; +25% to health
✧ Trap Expert ✧ The character is able to set traps that deal damage equal to their intelligence*3 and apply negative effects to the opponent; setting a trap in battle takes a turn, opponents do not see where the trap is set unless they have corresponding abilities; the character is able to detect traps (recharge: 1 turn)
✧ Ghost Killer ✧ The character's attacks deal damage to mental entities
✧ Stealth ✧ The assassin gains the ability to vanish from sight during battle; stealth lasts for 5 turns; area-of-effect attacks remove stealth; by performing aggressive actions, the assassin reveals themselves; the character can leave the battlefield and hide from possible pursuit (recharge: 5 turns)
while wearing heavy or medium armor, it is impossible to use bonuses and abilities of this skill*

Gladiator
+10 to charm
+60% to health, willpower, initiative, and accuracy if the battle is fought alone [/COLOR]
Abilities:
✧ Jack of All Trades ✧ Free skill and one ability from all basic combat skills (x2)✧ Knowledge of Weaknesses ✧ Damage dealt to three chosen races is increased 2 times
✧ Bestiary ✧ Damage dealt to wild animals and monsters is increased 2 times
✧ Otherworldly Killer ✧ The character's attacks deal damage to mental entities; damage dealt to demons and mental entities is increased 2 times

Knight
The character cannot be stunned
+5 to health for each unit of strength
Critical attacks deal normal damage
Removes movement speed penalty when using heavy armor and shields
Abilities:
✧ Fit as a Fiddle ✧ +10 to health for each unit of endurance✧ Flawless ✧ Stealth attacks and back attacks do not kill the character, but deal normal damage
✧ Steadfastness ✧ Each unit of will reduces incoming damage of all types by 1%
✧ Executioner ✧The character's attack deals 3-fold damage; an opponent not using heavy armor takes 6-fold damage (recharge: 3 turns)
✧ Ram ✧ The character deals normal damage to the opponent and stuns them for 1 turn; each cell traversed increases final damage by 5% (recharge: 2 turns) (only with a shield)
bonuses and abilities of this skill work only when wearing heavy armor*

Legionnaire
+40% to health, willpower, initiative, and accuracy if at least one ally participates in the battle
Skills:
✧ Ordinary ✧ Free skill and two One-Handed Weapon and Shield abilities (x2)✧ Specialist ✧ Fully upgraded combat skill (x2)
✧ Commander ✧ Increases allies' health by the character's Intelligence percentage; allies' Will is equalized to the commander's if it was lower (x2)
✧ Tactical Retreat ✧ The Legionnaire and his allies leave the battlefield and avoid pursuit
✧ Feint ✧ The Legionnaire and his allies, having left the battlefield, counterattack the enemy, gaining the advantage of the first move (requires "Tactical Retreat" skill, once per game day)
✧ First Aid ✧ The Legionnaire provides first aid to a mortally wounded (killed) ally, saving their life and removing them from combat (cooldown: 5 turns) (x2)
✧ Learning from Mistakes ✧ By analyzing his mistakes after battle, the legionnaire has a chance (Endurance/5) to increase a desired characteristic by 3 units (only with Intelligence above 10)

Steel Claws
+1 damage for each unit of Strength
The character gains the ability to use gloves with metal claws in combat; this weapon cannot be destroyed
Short Description:
For centuries, the Jurans have honed their mastery of combat using special gloves worn on their paws. During this time, they developed a unique style that other peoples of the continent are unable to replicate. Their smiths learned to forge true masterpieces, no less in quality than the works of dwarves and elves.Skills:
✧ Parrying ✧ (evasion vs accuracy)✧ Counterattack ✧ (counterattack after parrying)
✧ Additional Attack ✧(x2)
✧ Precision ✧ +0.4 to precision for each unit of Strength
✧ Whirlwind ✧ The character attacks all enemies located in adjacent cells (cooldown: 4 turns)
✧ Leap ✧ The character closes the distance between themselves and the enemy in one turn, dealing damage equal to Strength + number of cells crossed, and stuns them for 2 turns (cooldown: 4 turns)
✧ Instinct ✧ Targets whose health is below 25% of maximum die from any successful attack by the character
✧ Disarm ✧ The character knocks a weapon or shield out of the enemy's hands for a distance equal to own Strength-(enemy Strength/2) (cooldown: 2 turns)
✧ Armor Break ✧ The character rips armor off the enemy (cooldown: 3 turns)

Combat Fairy
One-handed weapon skill
Ability to deal critical damage
Male characters and wild animals take 2 times more damage
+0.5 to attractiveness for each unit of Strength and Agility
Skills:
✧ Heartthrob ✧ The character is able to pass any check using attractiveness; during checks, attractiveness is increased 2 times✧ Ladies' Man ✧ +1% health for female allies for each unit of Charisma
✧ Unsurpassed ✧ +2% to base weapon damage for each unit of Charisma up to 50 units
✧ Ambidextrous ✧ The character gains the ability to use a weapon in each hand, additional attack
✧ Bully ✧ Character's counterattacks deal 3-fold damage
✧ Gusto ✧ Evasion and precision are increased 2 times if the character is fighting alone or allies are more than 10 cells away; the character is able to fight two enemies simultaneously
✧ Dive ✧ The fairy attacks a character in flight, dealing critical damage; evasion and parrying do not work (cooldown: 1 turn)
✧ Raid ✧ For 3 turns, the fairy fights in flight (cooldown: 2 turns)
*when wearing heavy or medium armor, it is impossible to use the bonuses and skills of this skill

Dance of Death
The character cannot be counterattacked
Ability to deal critical damage
One-handed weapon proficiency skill, parrying
The character gains the ability to use a weapon in each hand, additional attack
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Skills:
✧ Additional Attack ✧✧ Additional Attack ✧
✧ Sharpened Reflexes ✧ The character will evade the first lethal attack in battle
✧ Fast Spin ✧ The character gains the ability to deflect arrows and targeted spells of the enemy if evasion fails (Agility vs precision)
✧ Bloodthirst ✧ Each killed enemy gives the character an additional turn at the end of the round
✧ Deadly Dance ✧ All enemies within a radius of 1 cell from the character take damage (cooldown: 4 turns)
✧ Shadow Jump ✧ The character disappears into shadow, appears on the cell in front of the enemy and attacks them 5 times; +30% critical chance (cooldown: 5 turns)
✧ Elusive Shadow ✧ The character disappears into shadow and attacks all enemies standing on the battlefield, dealing critical damage; then returns to the original position (cooldown: 5 turns) (x2)
✧ Death Rush ✧ The character disappears into shadow, appears on the cell behind the enemy and attacks them; a target that fails the check (precision vs evasion) dies, otherwise takes 5-fold damage (cooldown: 5 turns) (x2)
*when wearing heavy or medium armor, it is impossible to use the bonuses and skills of this skill

Berserker
+0.5 to precision for each unit of Strength
Stealth attacks during battle deal normal damage
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Skills:
✧ Endurance ✧ Health amount is increased 2 times✧ Hardening ✧ In battle, bleeding, poisoning, and disease do not affect the character
✧ Adrenaline ✧ The character deals damage to themselves (base weapon damage) and goes first for the next three turns (cooldown: 2 turns)
✧ Frenzy ✧ The character attacks the nearest targets until all enemies are dead; spells requiring a Will check do not affect the character
✧ Rage ✧ Until the end of battle, each attack by the character deals 2 times more damage; the character takes 2 times more damage from attacks
✧ Fury ✧ Each attack by the character deals critical damage for 5 turns (cooldown: 4 turns) (x2)
*when wearing heavy or medium armor, it is impossible to use the bonuses and skills of this skill

Troll Combat Technique
+0.2 to precision for each unit of Strength
Character's attacks cannot be parried
Skills:
✧ Wall ✧ The troll takes all attacks for 3 turns; up to 3 allies can hide behind the troll✧ Kick ✧ The troll knocks the enemy back 20 cells, deals damage equal to Strength and stuns for 1 turn (cooldown: 2 turns)
✧ Meat-eater ✧ The troll eats a killed enemy, restoring health by the amount of the enemy's life units
✧ Headlong ✧ The troll runs in a straight line and deals damage equal to Strength to all enemies in front of them and within a radius of 2 cells; each cell passed increases damage by 10 units (cooldown: 3 turns)
✧ Roar ✧ The troll lets out a piercing roar; enemies who fail the check (Strength vs Will) flee in terror or surrender (cooldown: 3 turns) (x2)
✧ Deadly Embrace ✧ The troll grabs their opponent within a radius of 2 cells and strangles them, removing them from combat; an opponent who fails the check (Strength + Endurance vs Strength) dies (cooldown: 4 turns) (x2)

Warrior of Haina
+10 to mental resilience for each unit of Will
Character's attacks deal damage to mental entities
Skills:
✧ Ronin ✧ Free skill and 2 Two-Handed Weapon abilities; +50% accuracy; +5 health for each unit of Will; +1 Will for each unit of Endurance (x2)✧ Preemption ✧ The character deals a strike to each new attacking enemy before their attack (evasion, parrying and blocking do not work)
✧ Yumi ✧ Free skill and three Bow abilities; +2 health for each unit of Will; +1 ranged combat accuracy for each unit of Will; +1 Will for each unit of Endurance(x2)
✧ Strong Arms ✧ The distance the arrow flies determines additional damage, 10 units of damage per cell
✧ Yamabushi ✧ Free skill and 2 Polearm abilities; +50% accuracy; +5 Will for each unit of Endurance; +2 health for each unit of Will (x2)
✧ Assistance ✧ Standing next to an ally, the character deals 1 strike to an enemy after the ally's turn; enemies passing by within a distance of 2 cells also receive a strike
✧ Clear Mind ✧ In battle, the character cannot be frightened, stunned or controlled
✧ Healing Meditation ✧ The character skips a turn and restores their health by the amount of Will units
✧ Proximity to Death ✧ +30% accuracy if the character's health is below 50% of maximum; +50% accuracy, +30% evasion if the character's health is below 15% of maximum, additional attack (x2)
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт