Skills | Abilities | |
One-Handed Weapon | Light Step 1. +2% to accuracy per point of perception [1] 2. +2% to evasion per point of dexterity [1] 3. +1 to movement speed [1] Lightning Speed 1. +1 additional attack [2] 2. +1 additional attack [2] 3. +5% to damage per point of speed [3] Piercing Strikes 1. +1.5% to critical damage chance per point of perception [2] 2. Critical attacks deal 250% damage (normally 200%) [2] Bleeding The character's attacks cause bleeding (might check vs. enemy fortitude), the enemy takes 25% pure damage from the damage received over three turns, stacks [3] Assault 1. The character's attacks reduce enemy speed by 1 for 2 turns (might check vs. enemy fortitude), stacks [1] 2. The character's attacks reduce enemy evasion by 10% of current value for 2 turns (might check vs. enemy fortitude), stacks [2] 3. The character's attacks reduce enemy accuracy by 10% of current value for 2 turns (might check vs. enemy fortitude), stacks [2] [/FONT] | |
Two-Handed Weapon | Might 1. +1.5% to damage per point of might [3] 2. Deals double damage to the enemy if they fail a fortitude check vs. might [4] Death's Herald 1. Chance to paralyze the enemy with each hit (might check vs. enemy fortitude) for one turn [2] 2. +0.6% to accuracy per point of might [3] 3. The character's attacks deal additional neutral damage, independent of modifiers, equal to their strength*10 [3] Arc 1. Deals damage to the target and enemies adjacent to it. Cooldown: 3 [2] 2. Also deals damage to enemies flanking the character [1] 3. Damage increased to 1.5. Cooldown: 2 [3] Frenzy Additional attack, +1 to movement speed [4] Adrenaline 1. +1% to evasion for each 1% of health lost [2] 2. +1% to accuracy for each 1% of health lost [2] 3. +1% to movement speed and initiative for each 1% of health lost [3][/FONT] | |
Polearm | Ranged Attack 1. +1 to attack range [2] 2. +1 to attack range [2] 3. +25% to damage (final) per cell between the character and the primary target [1] Piercing Strike 1. The character's attacks deal damage to all enemies on the line of attack [1] 2. The second enemy takes 50% more damage, the third 100% (final) [2] 3. +2% to armor penetration per point of perception [2] Cyclone The character deals damage to all enemies around them. Cooldown: 2 [3] Control The character attacks all enemies that appear on their line of attack [4] Knockback The character's attacks push enemies back 1-2 cells (might check vs. enemy fortitude). If there is nowhere to push (wall or another character present), damage is doubled or the enemy is pushed into an abyss (evasion check vs. static value '100') [3] * Damage and attack rolls are twice as less effective if the spear is used in one hand.[/FONT] | |
Fencing | Parry 1. The character can parry enemy attacks in melee combat (accuracy) using block points for this [3] 2. After a successful parry, the character performs a counterattack [2] 3. A successful counterattack allows disarming the enemy (accuracy check vs. enemy fortitude) [3] Agility 1. +1 additional attack [2] 2. +1 additional attack [2] 3. +2 to movement speed [3] Fluidity of Movement +10% chance to avoid a negative action directed at the character [2] Sword Dance 1. The character's attacks deal 10% neutral damage of the enemy's current health [3] 2. +5% to accuracy per point of dexterity [4] Dance with Death The character avoids an attack that would reduce their health to 0 or below. Cooldown: 5 turns [4][/FONT] | |
Shooting (Bow) | Sleight of Hand 1. Additional shot [3] 2. Additional shot [3] Marksmanship 1. Shooting range +50% [3] 2. Shooting range +50% [3] Concentration 1. +5% to accuracy per point of intelligence and spirit [3] 2. +1.5% to critical damage chance per point of perception [3] 3. Critical attacks immobilize the enemy for one turn (accuracy check vs. enemy fortitude) [3][/FONT] | |
Shooting (Crossbow) | Piercing Shots 1. +1% to armor penetration per point of perception [1] 2. +1% to armor penetration per point of perception [1] 3. +2% to armor penetration per point of perception [2] Penetrating Shots The character's attacks deal damage to two enemies on the line of attack [2] Aimed Shooting 1. +3 to accuracy per point of perception [3] 2. +2% to critical damage chance per point of perception [3] 3. Reduces the enemy's maximum health by (perception*2)% once, limit -50% [5][/FONT] | |
Shield | Block 1. +1 to block points per point of dexterity; the character spends 1 block point when successfully blocking attacks (melee combat) [3] 2. The character can block ranged attacks [2] 3. The character can block offensive spells [5] Resistance 1. When using a shield, the character gains +0.5% resistance to elemental damage per point of fortitude [2] 2. When using a shield, the character takes 20% less damage from all external sources (first layer) [3] 3. When using a shield, the character has a 10% chance to not take damage [3] Shield Bash Requires block level 1. 1. Successful blocking allows a counterattack; on success, paralyzes the enemy for 1 turn (might check vs. enemy fortitude) [3] 2. A successful shield attack deals damage equal to 20% of the enemy's current health (does not ignore defense) [3][/FONT] | |
Armor | Wearing Armor 1. The character can wear heavy armor [5] 2. When wearing armor, the character has a 10% chance to not take damage [2] 3. Chance of critical damage against the character is 20% lower [3] 4. +2 to might and +2 to fortitude per point of strength, +20 to health per point of endurance [4] 5. No movement speed penalty [5] 6. Armor is not penetrated [6][/FONT] | |
Combat Training | Thrown Weapon The character can use thrown weapons [2] Prowess +3% to health per point of endurance [3] +2% to fortitude per point of strength, +2% to fortitude per point of dexterity [2] +2% to might per point of strength, +2% to might per point of dexterity [2] +2% to willpower per point of spirit, +2% to willpower per point of endurance [2] +2% to accuracy per point of perception, +2% to accuracy per point of dexterity [2] +2% to evasion per point of dexterity, +2% to evasion per point of perception [2] +2% to initiative per point of perception, intelligence, and endurance [2] +3 to movement speed [5] Sprint Doubles the character's movement speed for one turn and grants them immunity to paralysis, immobilization, and slow until the start of their next turn. Cooldown: 5 [3] Roll Immunity to directed actions until the start of the next turn. Cooldown: 3 [3] Mastery +30% to accuracy and evasion when using the chosen weapon type [3] Agility +3 to evasion per point of dexterity if the character does not use armor [4] Rider The character is trained in riding [5][/FONT] | |
Firearm | Precision 1. +5 to accuracy per point of perception [3] 2. +2% to critical damage chance per point of perception [3] 3. Critical attacks deal 300% damage [3] Armor Killer 1. Ignores 100% of enemy defense [3] 2. Increases damage dealt by a percentage equal to the enemy's armor percentage (i.e., if the enemy's armor has 50% defense, the shooter deals 50% more damage) or increases the weapon's base damage by the same number if defense is not percentage-based [3] 3. Additionally increases damage against armored targets (heavy armor, final damage) by 50% [3] Defensive Position Attacks the first enemy that appears in line of sight, can be toggled off [1][/FONT] | |
Commander | Leadership 1. +1 to fortitude and might of allies under the character's command per point of leadership [2] 2. +1 to willpower of allies under the character's command per point of leadership [2] 3. +1 to initiative of allies under the character's command per point of leadership [2] 4. +1 to evasion of allies under the character's command per point of leadership [2] 5. +1 to accuracy of allies under the character's command per point of leadership [2] Blitzkrieg At the start of battle, allies under the character's command gain the first turn; does not work against ambushes and similar abilities (mutually cancel) or if the total value of the tactician's leadership and creation is lower than that of the enemy leader [6] Tactician The character can use military cunning to gain an advantage during battle. +1 tactician point per three points of creation. Refreshes once per day [2] Camouflage Tactic: allied characters in an area 1+1 enter a hidden state for one turn (character stealth + tactician's leadership + tactician's creation) or to set up an ambush [2] Confusion Tactic: the selected character skips a turn (creation*3 vs. enemy willpower) [2] Slow Tactic: enemies in an area 1+5 receive -75% to movement speed (creation*3 vs. enemy fortitude) for one turn [2] Haste Tactic: allied characters in an area 1+5 receive +5 to movement speed for one turn [2] Heal Restores (creation)% health to the selected character [1] Protection Tactic: the selected character gains +(creation)% to defense (physical, elemental, higher, neutral, natural) for one turn [1] Annihilation Tactic: the selected character deals (creation*2)% more damage (one turn) [2] Destruction Tactic: the selected character ignores enemy defense (one turn) [1] Morale Allies under the character's command have a (leadership/2)% chance to gain an additional turn at the end of their turn; does not activate more than once per phase [5][/FONT] | |
Scout | Camouflage 1. The character can use stealth [1] 2. +30% to stealth [2] Scouting the Surroundings On the travel map, the character can explore locations separately from the group [1] Saboteur -. Attacks from stealth deal triple damage [3] -. +5 to movement speed while in stealth [3] -. +3 to evasion per point of speed [3] Affinity with Shadows +3 to perception per point of perception [2] Escape into the Shadows The scout spends a turn to restore their stealth status [3] * Abilities of this skill cannot be used with heavy or medium armor.[/FONT] | |
Enchanter | Element Master The character can use elements of fire, water, or air; can be learned up to three times [1] [3] [5] Battle Mage 1. +3 to accuracy and evasion per point of intelligence [4] 2. +1 to block points per point of dexterity; the character spends 1 block point when successfully blocking attacks (melee combat, ranged combat) [4] Affinity Requires the "element master" ability. 1. +1% to melee damage per point of spellpower. Additional damage has fire, water, or air type depending on the chosen element in "element master" [1] 2. The character's attacks have an additional effect depending on the chosen element: - Fire: burn (spellpower/10)% of the enemy's maximum health at the end of their turn, prevents healing for one turn. - Water: -(spellpower/10) to enemy evasion and accuracy (stacks) until the end of battle, damage taken by them increases by (spellpower)% from any source for one turn. - Air: attacks penetrate (spellpower)% armor, additional attack [3] Elemental Cloak Requires the "element master" ability. Resistance to fire, water, or air +(spellpower)% [3] Energy Burst Requires the "element master" ability. Activation requires 50 units of magical energy. Ranged attack in a 3x3 area, range: 10. Physical damage is converted to elemental [2] Elemental Aura Requires the "element master" ability. The character gains an additional passive effect depending on the type of element used. - Fire: returns (spellpower/2)% damage to the attacking melee enemy, converting it to fire. - Water: reduces incoming damage by (spellpower/3)% - Air: +(spellpower/2) to evasion [4] Cataclysm Requires the "element master" ability. 1. The character can use the effects of two elements simultaneously [5] 2. The character can use the effects of three elements simultaneously [6][/FONT] | |
Katana | Meditation 1. +3% to accuracy per point of spirit [3] 2. +3% to evasion per point of spirit [3] 3. When skipping a turn, the character restores (willpower*1.5)% health [3] Insight 1. +3% to damage per point of spirit [2] 2. +2% to armor penetration per point of perception [2] 3. +2% to critical damage chance per point of perception [2] Calmness 1. +3% to damage per point of dexterity [2] 2. +3 to evasion per point of dexterity [3] Smooth Shadow 1. Additional attack [3] 2. +3 to movement speed [4] Counterattack 1. Upon a successful evasion, the character strikes back [2] 2. The counterattack deals twice the damage [3][/FONT] | |
Specialization | Choose one: +30% to might, +30% to fortitude, +25% to health, +30% to evasion, +30% to accuracy, +50% to perception, +20% to spellpower, +40% to willpower, +50% to initiative, +3 to movement speed. Can be taken multiple times but cannot repeat [5][/FONT] |
Peaceful Skills | Abilities | |
Alchemist | Potion of Enlightenment With a probability of (creation*5)%, the character gains +350 XP. Each consecutive use reduces the success chance by half. Up to three portions can be prepared per month. If the potion of enlightenment is not used for a full month, its effectiveness increases by 1 point [4] Potion of Concentration With a probability of (creation*5)%, the character gains +1 to a random attribute. Each consecutive use reduces the success chance by half. Up to five portions can be prepared per month. If the potion of enlightenment is not used for a full month, its effectiveness increases by 1 point. Limit of additional attributes gained this way: 20 [4] Potion of Truth Forces a chosen character to reveal all their (or others') secrets, provided all other conditions for this are met (creation*5 check vs. target's will). Up to five portions can be prepared per month [2] Love Elixir Forces a chosen character to fall in love with the first person they have a prolonged conversation with after consuming the alchemical liquid (creation*5 check vs. target's will). One portion can be prepared per month [5] Potion of Healing Restores (creation*3)% of the character's HP. Up to 5 portions can be prepared per month [1] Potion of Cure Cures a character of poisons and diseases (creation check vs. poison or disease difficulty). Up to 5 portions can be prepared per month [1] Potion of Clarity Removes negative effects from a character. Up to 5 portions can be prepared per month [1] Potion of Health The character gains +(creation*3)% HP until the end of battle. Up to 5 portions can be prepared per month [1] Potion of Might The character gains +(creation*3)% to endurance and might until the end of battle. Up to 5 portions can be prepared per month [1] Potion of Agility The character gains +(creation*3)% to evasion until the end of battle. Up to 5 portions can be prepared per month [1] Potion of Accuracy The character gains +(creation*3)% to accuracy until the end of battle. Up to 5 portions can be prepared per month [1] Potion of Speed The character gains +5 to movement speed and (creation*5)% to initiative until the end of battle. Up to 5 portions can be prepared per month [1] Potion of Magic The character gains +(creation*3)% to magic power until the end of battle. Up to 3 portions can be prepared per month [2] Potion of Magical Energy Restores (creation)% of the character's magical energy. Up to 5 portions can be prepared per month [1] Potion of Will The character gains +(creation*3) to will until the end of battle. Up to 5 portions can be prepared per month [1] Mastery 1. +2 to the number of available potions per month (not elixirs) [4] 2. Access to unique recipes if the necessary ingredients are available [3][/FONT] | |
Medic | First Aid Revives a character who died from lack of HP. Only outside of battle. The chance of success equals the inverse percentage of the character's current HP value [4] Massage Increases a character's evasion and accuracy by 50% for the next battle. Only three characters can receive a massage before the start of one battle [4] Universal Remedy Removes negative effects, diseases, and poisons from a character. Up to three doses of universal remedy can be prepared per month [2] Elixir of Life Restores 75% of a character's HP and an additional 25% over ten turns. Up to three elixirs can be prepared per month [2] Trainer The medic trains another character. During this time, the character gains 50% more XP [5][/FONT] | |
Merchant | Business Partner The merchant acquires useful connections in the starting location [2] Barter The maximum discount limit is increased by 10% [3] Secrets of Trade The cost of goods and services is lower by (etiquette)%, limit: -30% [3] Business 1. The character starts the game with a certain category of goods of their choice and can sell them: weapons and armor, silks, jewelry, potions and elixirs, magic scrolls, clothing. Trading in large cities generally requires permission from the administration. Etiquette affects the price ceiling [6] Guard 1. The merchant starts the game accompanied by a guard (created by the GM, the player can only choose the general profession - archer, warrior, "tank", etc.). They need to be paid, otherwise they will quit or, depending on the situation, try to take the earnings by force [1] 2. A second guard created under the same rules [2] 3. A third guard created under the same rules [3] Savings +3500-7500 jewel at the start [5][/FONT] | |
Mercenary | Professional Reward for quests is increased by 50%+(etiquette*3)% [3] Survivability +(might+endurance/3)% to HP [3] Partner An additional character created by the GM; travels with the player as long as their interests align; the partner uses the wheel of fate [3] Bodyguard Takes attacks targeting another (pre-selected) character if positioned near them [2] Tenacity +2 to will and endurance for each point of strength [2][/FONT] | |
Historian | Intelligence no less than 6. Bookworm The character can read one additional book [2] Archaeology Ability to determine the purpose and effects of artifacts [5] Erudition +5 to creation, +5 to etiquette, +25% to XP gained [2] History Expert The character can determine the origin of ruins and what can be expected from them [2] Modern History The character can recall who a famous character is upon hearing their name [1] Cultural Studies The character can determine the origin of an interlocutor during a lengthy conversation with them [1] Theology The character can determine the beliefs of an interlocutor during a lengthy conversation with them [2][/FONT] | |
Philosopher | Reflections 1. The character gains +350 XP. Each consecutive use has a 10% chance of causing suicide (stacks, resets after one month) [3] 2. The character gains +1 to a random attribute. Each consecutive use has a 10% chance of causing suicide (stacks, resets after one month). Limit of additional attributes gained this way: 25 [3] Search for the Meaning of Life 1. The character changes their beliefs, can only be used once per game, "starting bonuses" are not received [10][/FONT] | |
Linguist | Diplomat A successful etiquette roll against a static value in a properly conducted dialogue can convince opponents to surrender without a fight if their forces are weaker or approximately equal [4] Non-Human Languages The character can speak and understand non-human languages [2] Ancient Script The character knows ancient languages [2] Gift of Gab The cost of goods and services is lower by 10%, has a shared limit with other similar effects [1] Poet +5 to attractiveness, +5 to etiquette [1][/FONT] | |
Hunter | Topography 1. The character can sketch a map of the area (the nearest locations to the group in uncharted territories). Determines the terrain and the presence of any structures, and also detects traces of other people and animals [3] 2. If the character is the leader of the squad, allies under their command gain immunity to negative effects of tactics and blitzkrieg [6] 3. If the character is the leader of the squad, allies under their command gain immunity to negative effects of weather conditions [3] Harassment -. The character can use poisons and traps that are especially effective against wild animals [3] -. The character can use poisons and traps that are especially effective against monsters [3] Mastery -. Doubles accuracy, evasion, and damage in combat against wild animals [3] -. Doubles accuracy, evasion, and damage in combat against monsters [3] | |
Biologist | Bestiary The character can use zoological compendiums that contain information about various animals and monsters inhabiting certain regions [3] Herbarium The character can determine the origin of unknown plants; the character can also discover valuable plant species while other characters will see no difference between them and all other plants in the area [3] Zoologist The character is trained in riding; they can also attempt to tame wild animals (success depends on a check specific to the particular species) [3] | |
Musician | Artist The character gains the ability to learn compositions as the game progresses (spending the necessary XP on them); at the start, they also have access to three unnamed compositions which they can name themselves: Unnamed Composition #1: +1% to might, +1% to endurance, +1% to will, +1% to initiative, +1% to evasion, +1% to accuracy of allies for each point of the musician's etiquette. Unnamed Composition #2: -1% to endurance, might, will, initiative, evasion and accuracy of enemies for each point of the musician's etiquette. Unnamed Composition #3: +3 to allies' movement speed, -1 to enemies' movement speed. The effectiveness of some compositions may depend on the musician's origin [3] Virtuoso The character gains one free turn during a performance [5] Maestro The character's musical performances in peacetime are twice as effective [3] | |
Artist (Painter) | The character can paint pictures based on events they have witnessed or by conveying the fruits of their imagination on canvas. In the latter case, their value depends on the character's creation and the described text, while in the former case, on creation and the essence of the event; one work can be produced per month [5] | |
Rogue | Stealth The character can use stealth, +2 to stealth for each point of agility [2] Lockpicking If lockpicks are available, the character can open locked doors, chests, and other things. The chance of success depends on the lock's complexity and the character's agility [3] Theft The character can attempt to stealthily rob another character. The chance of success depends on the character's stealth and the target's observation [3] Cheating In games of chance, the character can reroll their result [2] Traps Expert The character can set traps that are especially effective against other people [2] Acrobat +2 to evasion and +2 to initiative for each point of agility [2] Juggler +2 to accuracy +2 to initiative for each point of perception [2] | |
Teacher | Intelligence 9 or higher. The character can teach others what they know themselves - opens 1 specialization (except teacher and unique skills) per month for any number of characters and can use their own experience to transfer to students [6] |