- | Unique Skills | Abilities |
Musketeer | Does not allow the use of medium or heavy armor. Reflex 1. [Saber] The character can parry melee attacks (melee, spending block points) [3] 2. [Saber] Parrying melee attacks works even if the character ended their turn with a shot or reload of the musket [1] 3. After a successful parry, the character performs a counterattack [2] Eagle Eye 1. [Musket] +2 to firing range, +50% to accuracy [4] 2. [Musket] [Saber] +4 to accuracy for each point of perception [4] 3. [Musket] [Saber] +2% to critical damage chance for each point of perception, critical attacks deal 300% damage [5] Fatal Shot [Musket] Deals lethal damage to an enemy if they fail a endurance check*2 against the musketeer's accuracy; if the enemy successfully blocks the character's shot, reduces their remaining block points to 0 [5] Mastery -1 to reload [6] The character can reload the musket and attack with the saber in one turn, but does not move from their spot [4] Combo The character shoots the enemy with the musket after performing a counterattack with the saber; the enemy cannot dodge the shot [2] | |
Noble Fencing | This ability is used with a rapier; does not allow the use of heavy or medium armor, a second weapon, or a shield. Dagger 1. The character can parry melee attacks (melee, spending block points) [3] 2. Additional parry roll [4] Counterattack In case of a successful dodge or parry, the character delivers two retaliatory strikes [4] Serberian Waltz Dodge, accuracy, and damage against an enemy in a 1v1 fight are twice as high, while damage taken is halved [5] Spurt +2 to movement speed, additional attack, +2 to accuracy for each point of perception [4] Crippling Strike Reduces one of the enemy's characteristics (excluding faith and spirit) by 2 and deals triple damage; also paralyzes for three turns if the enemy fails a endurance check against the character's accuracy; cooldown: 3 turns [3] | |
Gladiator | This ability can be taken by a character of any origin with any melee weapon; -3 to beauty, -2 to intelligence, +3 to endurance, +1 to strength, +1 to agility. Ambidexterity 1. If the character's strength allows it, they can use a weapon in each hand regardless of its type (melee) [4] 2. The character can use a two-handed weapon in one hand and a shield in the other if their strength allows it. +1 to shield block points for each point of agility (melee, ranged) [3] 3. Additional attack for each one-handed weapon [3] Fight to the Last The character survives one lethal attack (remains at 1 HP) [3] Vitality 1. -2% to incoming damage for each point of endurance (limit: -50%) [4] 2. +3% to health for each point of endurance [4] 3. Regeneration of 1% health for each point of endurance at the start of their turn [3] Parry The character can parry melee attacks (melee), spending block points [3] Reach +1 to attack range when using a polearm or two-handed weapon [2] Tenacity 1. +1% to damage for each point of endurance [2] 2. +1% to damage for each point of might [2] 3. +0.5% to accuracy for each point of endurance and might [3] | |
Style of the Four Gods | The Style of the Four Gods is used with a dadao; does not allow the use of a shield or heavy armor. Bai-Hu In case of a successful dodge, the character delivers a retaliatory fatal strike to the enemy (might check against endurance) [5] Zhu-Que 1. The character's attacks deal 100% additional fire damage [3] 2. Additional damage also spreads to enemies around the character [3] 3. Immunity to the fire element [8] Qing Long 1. Active ability: the character fully restores their health and removes negative effects from themselves; cooldown: 3 turns [3] 2. The character also removes poisons and diseases [3] 3. Immunity to the air element [8] Xuan Wu 1. Incoming damage -30% [3] 2. Health +60% [3] 3. Critical damage chance +20% [3] 4. +30% to endurance and might [2] 5. Immunity to the water element [8] | |
Ascetic | The Ascetic's combat abilities are used with a staff and do not allow the use of armor. A character with this specialization must adhere to an ascetic lifestyle. Meditation The character gains 350 XP and +1 to a random characteristic; can be used once per month [5] Staff Mastery 1. +2 to attack range [3] 2. The character's attacks paralyze enemies for 1 turn (endurance against might), stacks [3] Bright Blaze The character's attacks deal neutral damage [4] Stun Delivers 5 staff attacks to a chosen enemy; cooldown: 2 turns [3] Vastness The character assumes a defensive stance and ignores 85% of negative actions directed at them, but cannot perform any actions themselves [3] | |
Cold Magic | Lord of Cold 1. +0.5% to water and physical damage resistance for each point of spellpower (limit: 50%), fire resistance is 50% lower, +1% to spellpower for each point of intelligence [3] Ice Spear Deals spellpower*3 water damage and spellpower*3 physical damage to enemies in a 1x3 area, paralyzes them for one turn if they fail a endurance check 100, range: 16 [2] Freeze A chosen character is paralyzed until the end of battle if they cannot pass a will check against spellpower; if attacked in this state, they take tenfold damage 200, range: 10 [4] Blizzard [weather effect] The caster summons a strong snowstorm; all characters on the map must pass a endurance check or be paralyzed for 1 turn (check made each turn), casting time: 3 turns, 200, [4] Absolute Zero Kills a chosen target if they fail a endurance and will check, 200, range: 1, [4] Aura of Cold Enemies on a cell adjacent to the character take (spellpower*2) damage (no check required) and, if they fail a willpower check, cannot attack, 150, range: 1 [4] Reserve Spell cost -25% [5] | |
Noble Bandit | The combat abilities of this specialization cannot be used with a shield and heavy armor, but they combine with the effects of any standard styles. Chief 1. The character is an impoverished baron or their relative. Using their remaining influence and connections, they have gathered companions to seek fortune in other lands. The player can create up to three additional characters with the origin of Royenthal: they have no convictions, their starting HP and SP are halved, and they cannot learn magic [6] 2. Removes restrictions for companions [6] *Only the player's character can take this ability. Adventurer +50% to stealth [3] +30% to roll strength when performing rogue actions [1] On the travel map, the character can explore locations separately from the group [1] Bully +3 to accuracy for each point of agility [3] Dodge and accuracy in a 1v1 fight are twice as high [2] +25% to dodge and accuracy for each enemy on a cell adjacent to the character [2] Rascal If the enemy fails a endurance check against the character's accuracy, they will be paralyzed for one turn. This ability activates automatically and has a two-turn cooldown [3] Thug Stealth attacks outside of combat deal lethal damage, and during combat deal fivefold damage [4] Leader +2% to endurance, might, will, initiative, dodge, and accuracy for allies under the character's command for each point of leadership [3] | |
Nakiri Warrior | These abilities are used with a spear; do not allow the use of a shield or any armor. Winds of Nakiri 1. Immunity to the air element [3] 2. The character's attacks deal an additional 100% air damage [3] 3. +50% to dodge [4] 4. +50% to will [4] 5. Additional dodge roll [4] Homeland 1. The character is trained in riding [1] 2. The character gains an eagle companion; it has 300 dodge (if damaged, leaves the battlefield), deals no damage but its attacks (accuracy equal to 200) paralyze the enemy for 1 turn if they fail a endurance check against the static value '100' [3] Nakiri Spear 1. +2 to attack range [3] 2. The character's attacks deal damage to all enemies in the attack line [3] 3. The character's attacks deal 50% damage to all enemies on cells adjacent to the attack line [3] Sting Deals fivefold damage to a chosen enemy; accuracy for this attack is twice as high; cooldown: 2 turns [3] Hawk The character performs a jump (range: 8) and overcomes all obstacles in their path; upon landing, they deal triple damage to all enemies around them and paralyze them (endurance check against might); cooldown: 5 turns [4] | |
Legionnaire | The abilities of this specialization can be used with any standard skills. Discipline +10% to accuracy, dodge, will, initiative, and endurance for each ally (limit: +100%) [5] Mage Killer Defensive and offensive rolls against characters with magical skills are twice as high, damage against them is twice as high [5] Demon Killer Defensive and offensive rolls against demons and demon worshippers are twice as high, damage against them is twice as high [5] Battle Comrade An additional character created by the GM from Moenia; travels with the player as long as their interests align; the comrade uses the Wheel of Fate [3] Hound The character gains a dog companion; it has 100 dodge, 400 health, 100 accuracy, 100 initiative, 100 stealth, 100 perception, 12 movement speed, 10 will, and deals 100-300 physical damage with a 10% chance of dealing critical damage [3] Auxilia A character with 6 or higher intelligence can train one ally in the legionnaire specialization once per month (requires 2000 XP for the student) [3] Subordination If the character is the leader of a squad, all allies under their command gain +35% health [3] | |
Northern Miwa | The abilities of this specialization can be used with any standard skills. Friend An additional character created by the GM; travels with the player as long as their interests align; the friend uses the Wheel of Fate [3] Savings +2000 jewel at the start [3] Masterwork Item An excellent quality weapon corresponding to one of the character's combat specializations. If there is none, this ability cannot be taken [2] Estate Looking for a place to sleep is not for the elite of Miwa! The character has their own house in the starting location [3] Good Reputation If the character is the leader of a squad, they and their allies will be received better in the starting location [2] | |
Southern Miwa | The abilities of this specialization can be used with any standard skills. Espionage The character has a detailed map of the starting city and can subsequently obtain maps of other cities; with such maps, the character and their allies can move around the city stealthily [4] Explosives The character can make up to three bombs per month. Each bomb deals 3000 fire damage and 3000 physical damage. In combat, the explosion radius is 1+7, and the countdown takes 4 turns [4] Triumph Successfully eliminating an enemy refreshes the character's turn; activates once per phase [3] Compatriot An additional character created by the GM from southern Miwa; travels with the player as long as their interests align; the partner uses the Wheel of Fate [3] Nightlife The character has connections to the criminal underworld in the starting location [2] | |
Sword of Dawn | The abilities of this specialization are used with a two-handed weapon and without armor. The character gains +1 valor point for each point of spirit and +1 heroism point for each point of charisma; these points are used to activate the abilities of this specialization. Valor and heroism points are restored if the character completely skips a turn. Sword of Justice A chosen enemy takes 500% physical damage; if this is an enemy the character perceives as evil, the damage is converted to light provided their resistance to it is lower than to physical; if the enemy is a demon, undead, etc., the damage is converted to divine. Accuracy for this attack is twice as high. Requires two valor points [3] Attraction Pulls enemies at a distance of 1+3 towards the character, dealing 150% physical damage and 150% light damage, then paralyzes for 1 turn (endurance check against will). Might for this attack is twice as high. Requires three valor points [3] Blue Lightning The character covers a certain distance along their own path and deals 100% light damage and 100% physical damage to all enemies in their path. Successfully eliminating an enemy allows this attack to be performed again without spending valor points. +5 to movement speed for this attack. During this attack, the character gains immunity to negative actions and effects. Requires three valor points [3] Rift Makes cells on a 3x8 line (forward or to the side) impassable. Characters on these cells at the moment of the attack must pass a dodge check against accuracy or take 125% physical damage and 125% air damage and be paralyzed for 1 turn. Requires 5 valor points [3] Sword of Unity Deals 9 attacks (200% damage) to a chosen enemy, each changing damage type in the following order: physical, fire, water, air, light, dark, neutral, nature, divine. The first attack has a 25% chance of critical damage; the second ignites (enemy loses 25% max health at the end of their turn if they fail a will check against will); the third reduces/increases incoming damage from any source by 25% until the end of battle (will); the fourth reduces defense by 25% (will); the fifth blinds (reduces accuracy and dodge to 1 until end of battle, will); the sixth paralyzes for 3 turns (will); the seventh causes a miss of three turns (will); the eighth deals triple damage if the enemy is paralyzed or immobilized. Requires 10 valor points; can be used no earlier than the tenth turn [8] Sky of Scarlet Thoughts The character parries all attacks directed at them this turn; counterattacks if the attack was made in melee; requires 3 heroism points [3] Detachment from Worldly Cares The character removes all effects from themselves, including positive ones and even curses. Requires 3 heroism points, or 15 if they are cursed. Can be used even in a state of hypnosis, etc. [3] Sword of Joy Directs positive energy towards a chosen character or uses it on themselves to restore 50% health. Requires 2 heroism points [3] Sword of Serenity Reduces incoming damage by 50% and increases endurance and will by double until the end of battle. Requires 5 heroism points [5] Sword of Dazzling Brilliance Forces enemies within 5 cells of the character to surrender without a fight if they fail a will*5 check against the character's will. Requires 5 heroism points [5] | |
Order of the Artery | Armor Wearing 1. The character can wear heavy armor [3] 2. No movement speed penalty [3] 3. Immunity to critical attacks [5] Rider The character is trained in riding [3] Shield Mastery 1. The character can block melee, ranged, and magical attacks. The chance of a successful block is equal to their accuracy divided by 2 (maximum: 85%). +1 to block points for each point of agility [5] 2. After successfully blocking melee attacks, the character counterattacks the enemy with the weapon in their other hand [3] Sword Mastery 1. If the character fails to block an enemy's melee attack with their shield, they attempt to parry it with their sword. The chance of a successful block is equal to their dodge divided by 2 (maximum: 85%) [5] 2. Characters who fail a will check against the knight's will must attack them. Range: 5 [5] Salvation Returns to life a character who died from lack of HP. Only outside combat. Once per day [6] Wandering Teacher Allies in the character's squad gain 30% more experience [5] | |
Rosenritter | Only male characters can learn this specialization. Armor Wearing 1. The character can wear heavy armor [3] 2. No movement speed penalty [3] 3. Immunity to critical attacks [5] Rider The character is trained in riding [3] Shield Mastery 1. The character can block melee, ranged, and magical attacks. The chance of a successful block is equal to their accuracy divided by 2 (maximum: 85%). +1 to block points for each point of agility [5] 2. After successfully blocking melee attacks, the character counterattacks the enemy with the weapon in their other hand [3] Spear Mastery 1. +2 to attack range, ignoring 50% of armor [5] 2. +2 additional attacks [4] 3. Consecutive attacks deal 50% more damage (final) [4] Sweep Deals 300% damage to all enemies around the character, ignores blocks and parries; cannot be used while riding a horse; cooldown: 3 [4] Dazzling Smile Female characters must pass a will check against the knight's attractiveness+etiquette or lose their turn when attempting to apply a negative action on him [3] | |
Drachenritter | -1-8 to charisma, -1-8 to beauty, -1-8 to faith, +1-5 to strength, +1-5 to endurance, +1-5 to agility, +1-5 to perception, +1-5 to speed. Armor Wearing 1. The character can wear heavy armor [3] 2. No movement speed penalty [3] 3. Immunity to critical attacks [5] Rider The character is trained in riding [3] War Hammer Mastery 1. +1 to attack range, +20% to critical damage chance [4] 2. +2% to damage for each point of might [3] 3. The character's attacks deal area damage (1+1) and paralyze enemies for one turn (might check against endurance), stacks [4] Press Resets the enemy's block points if they try to parry or block this attack, then paralyzes them for one turn; cooldown: 3 turns [3] Dragon Blood 1. The character gains +20-100% to endurance [4] 2. The character gains +20-100% to might [4] 3. The character gains +20-100% to health [4] Triumph The character gains +10 health for each killed enemy whose health was 250 or higher [3] | |
Nachtritter | Armor Wearing 1. The character can wear heavy armor [3] 2. No movement speed penalty [3] 3. Immunity to critical attacks [5] Rider The character is trained in riding [3] Dual Blades Mastery 1. The character uses one one-handed sword in each hand [1] 2. Additional attack for each weapon [3] 3. The character can parry melee attacks (melee, spending block points) [3] Blade of Night 1. The character's attacks deal +75% dark damage [4] 2. The character's attacks have a 5% chance to deal lethal damage to the enemy [4] 3. The character can attack at range (10) spending 50 energy; all damage is converted to dark [4] Shadow Dweller 1. The character can use stealth [1] 2. The character melts into shadows and appears behind a chosen enemy, then attacks them (deals fivefold damage if they fail a perception check against stealth); range: entire map, requires line of sight; cost: 50 energy [5] Duelist Dodge, accuracy, and damage against an enemy in a 1v1 fight are twice as high, while damage taken is halved [5] | |
Order of the Moon | Armor Wearing 1. The character can wear heavy armor [3] 2. No movement speed penalty [3] 3. Immunity to critical attacks [5] Rider The character is trained in riding [3] Adept of the Moon 1. On the travel map, the character can explore locations separately from the group [1] 2. The character can use stealth [1] 3. Stealth attacks outside of combat deal lethal damage, and during combat deal fivefold damage [4] 4. Adept of the Moon spends a turn to restore stealth status [3] 5. The character can move around the city stealthily [2] Dirt The character knows about the dark dealings of some characters they may encounter during their travels [3] Moonlight 1. Enemies' accuracy against the character is halved [5] 2. Enemies' dodge against the character is halved [5] Bow Mastery 1. +100% to firing range [4] 2. +1% to damage for each point of might and accuracy [5] 3. +20% to critical damage chance [3] | |
Partisan | Camouflage 1. The character can use stealth [1] 2. +3 to stealth for each point of agility [3] 3. Stealth is twice as high in mountains, forests, and jungles [2] Trap Expert 1. The character can set traps that are especially effective against other people [2] 2. Immunity to weather effects [2] Sniper 1. +100% to firing range (5) 2. Stealth attacks outside of combat deal lethal damage, and during combat deal fivefold damage [4] 3. The character's attacks deal triple damage if the enemy fails a perception check against the character's stealth (does not require stealth status) [4] Poison Arrows If the character fails a endurance check against the value '60', they will lose 5% of maximum health (nature damage), accuracy, and dodge at the end of each turn [4] Escape On their turn, the character can leave combat alone [1] Cillian Crow The character gains a raven companion. It can explore locations separately from the group and can be summoned once per battle to attack a chosen enemy (its accuracy equals 200). The raven pecks out the target's eyeball, paralyzes them for three turns, and flies away [3] | |
Guardsman | Marksman 1. [Musket] +100% to firing range [5] 2. [Musket] +100% to accuracy [5] 3. [Musket] -1 to reload [5] Swordsman 1. [Saber] The character can parry melee attacks (melee, spending block points) [3] 2. [Saber] After a successful parry, the character performs a counterattack [2] 3. [Saber] A successful counterattack deals triple damage and reduces the musket's reload duration by 1 turn [4] Guardsman 1. The character can freely switch between saber and musket and vice versa [1] 2. Immunity to poisons and weather effects [3] 3. The character does not allow enemies to pass through adjacent cells if they cannot pass a endurance check against their accuracy [3] | |
Chimera | The character loses their humanity and is the result of victims of Lislian wizards' experiments. +35% to might, +35% to endurance, +40% to health, +35% to dodge, +35% to accuracy, +30% to stealth, +50% to perception, +50% to initiative, experience gain rate is 40% lower, attractiveness -20, etiquette -10, the character cannot use magic. | |
Elite | -200% to productivity Beer Belly +5% to health for each point of endurance, incoming damage is 2% lower for each point of endurance [4] Wine Jug The character has a jug of wine from which they can drink during battle to restore 20% health and magical energy this turn and another 20% the next turn. Has five uses until the next refill [3] Savings +3500-7500 jewel at the start [5] Concubine A character created by the GM under the player's control [slave] [3] Bodyguard A character created by the GM under the player's control [slave] [3] Scholar A character created by the GM under the player's control [slave] [3] Toughness Deals double damage to characters whose endurance is lower than theirs [3] Time is Money The character throws a certain amount of money into the air; characters in the 1+3 area must pass a will check against the amount of money thrown or lose their turn [1] Sadism The character gains 250 XP if they subject another character to significant humiliation, once per month. The experience gained is doubled if the action occurs publicly [4] | |
Black Magic | Subjugation In combat, forces a chosen character to fight on the caster's side (will check against will). Outside of combat, forces a chosen character to follow all orders of the caster; affecting the target's memories and personality is not possible. This spell, combined with enchanted magical tattoos, is used by Lislar's slave traders for more efficient business. Range: 5, 50 [5] Eye Reveals all disguised enemies on the map; outside of combat, can be used to find the location of a familiar character and, if necessary, spy on them 150 [5] Mind Reading Allows the character to learn the target's intentions or extract specific information from their mind (will check against will), 10, [1] Death Finger Kills a chosen character if they fail a will*2 check against the caster's will. Combined with the "eye" action, can be used at a distance 200, range: 10 [5] Channel Rupture The character loses the ability to cast spells if they fail a endurance check against the caster's will until they are healed, 100, range: 5 [3] Wither Steals (spellpower)% of the enemy's health and energy if they fail a endurance check, 75, range: 8 [3] Mind Transfer The wizard's consciousness is transferred into the target's body if they fail a will check against the caster's spellpower. The caster retains old skills but uses the target's characteristics. In case of failure, the caster's consciousness is destroyed, 350 [6] Oblivion The character loses their memory if they fail a will check against the caster's will, 75, outside combat [4] Banishment Eliminates a summoned creature if it fails a endurance check against the caster's willpower*10 [3] | |
Order of Clematis | Armor Wearing 1. The character can wear heavy armor [3] 2. No movement speed penalty [3] 3. Immunity to critical attacks [5] Rider The character is trained in riding [3] Shield Mastery 1. The character can block melee, ranged, and magical attacks. The chance of a successful block is equal to their accuracy divided by 2 (maximum: 85%). +1 to block points for each point of agility [5] 2. After successfully blocking melee attacks, the character counterattacks the enemy with the weapon in their other hand [3] Non-Human Killer Defensive and offensive rolls against non-humans are twice as high, damage against them is twice as high [5] Barrier The character gains +10 barrier for each point of will. The barrier protects the character and allies around them until it loses its durability [3] Sword Mastery 1. The character's attacks deal additional neutral damage (2 points for each point of spirit) [3] 2. Two additional attacks [4] | |
Adventurer | The abilities of this specialization are used either with a bow or with dual daggers. Calm 1. The character can use stealth [1] 2. The character's stealth is three times higher if they do not move [3] 3. Stealth attacks deal lethal damage (daggers) or fivefold damage (bow); works outside of combat [5] Battle Fever 1. The character gains +10% to dodge (final) each time they dodge an enemy attack; resets if the character takes damage [3] 2. The character gains +10% to accuracy (final) each time they hit an enemy; resets if the character misses [3] 3. The character attacks until they miss [5] Assault 1. [Bow] The character's attacks reduce the enemy's defense by 5% [3] 2. [Bow] The character's attacks deal additional physical damage equal to 10% of the enemy's health [5] 3. [Bow] The character's attacks paralyze the enemy for one turn (accuracy check against endurance) [3] Decapitation [Dagger] The character's next attack will be lethal (melee); cooldown: 4 turns [6] Fool Death Allows dodging an attack or effect that would reduce the character's health to zero or below. When this ability triggers, all negative effects are removed from the character. Cooldown: 4 turns [3] | |
Raider | Kite The character can shoot and move simultaneously [3] Marauder 1. The character finds additional items on the bodies of fallen enemies [2] 2. The character starts the game with additional items [3] Bow Master 1. +66% to firing range [3] 2. Two additional attacks [5] Fire Arrows 1. The character's attacks deal +100% additional fire damage [5] Saber Master 1. Two additional attacks [3] 1. The character can parry melee attacks (melee, spending block points) [3] 2. After a successful parry, the character counterattacks the enemy and paralyzes them for one turn (might check against endurance) [3] | |
Telos | Pankration 1. The character can attack an enemy even without a weapon. Such attacks deal damage equal to the character's might multiplied by two and can paralyze the enemy if they fail a endurance check against their might [3] 2. The character can grab a chosen enemy — they must pass a endurance check against might multiplied by two. Lasts until the enemy passes the check or the character releases them [3] 3. The character strikes a chosen enemy in the solar plexus, paralyzes them for one turn, and takes 50% of their current health (neutral damage); cooldown: 4 turns [5] Body Sculpture +1 to attractiveness for each point of strength and +1 to attractiveness for each point of endurance if the character's beauty is 6 or higher [5] +50% to might [5] +50% to endurance [5] +50% to health [5] +50% to dodge [5] +50% to accuracy [5] Power of Mind +1 to creation for each point of intelligence [5] +50% to initiative [5] +10% to critical damage chance [5] +30% to experience gained [5] +50% to will [5] +50% to leadership [5] Inexorability 50% chance to ignore a negative effect or offensive spell [6] Relentlessness The character's attacks cannot be parried or blocked [7] | |
Pyromancy | Toxicity Pyromancy spells deal 100% additional nature damage (poison) [6] Fire Rune Characters (including allies except the caster) in a 1+5 area receive SM*5 fire damage on the next turn, 100, Range: 20 [4] Immolation Deals SM*3 fire damage to a chosen character until it incinerates them, 50/1, range: 3 [4] Rain of Fire All characters on the map (including allies except the caster) receive SM*1 fire damage until they leave the battlefield, 250 [4] Explosion A chosen target must pass a will check against the caster's spellpower or lose 50% of maximum health; if this spell kills the target, they explode and deal fire damage equal to their maximum health to all characters on adjacent cells, 150, range: 10 [5] Burning The character's spells and attacks cause enemies to lose 10% of current health each turn if they fail a will check against spellpower. With Toxicity, they also lose 10% of current accuracy, dodge, endurance, will, and might [5] Excitation Each enemy (or ally) killed by the character restores 100 magical energy to the caster (can exceed the limit) [3] | |
Assassin | These abilities do not allow the use of armor and are used with a dagger. Conceal Presence 1. The character can use stealth [1] 2. +5 to stealth for each point of agility [5] 3. Aggressive actions do not reveal the character from stealth if enemies fail a perception check [5] Shadow 1. The character spends a turn to restore their stealth state [1] 2. Stealth attacks deal lethal damage [3] 3. A stealth kill allows the character to move up to five cells and attempt to eliminate another enemy; activates until the character reveals themselves [5] Silent Dance 1. The character gains +100 XP for each successful stealth kill [2] 2. The character gains +1% to dodge for each successful kill (any) [2] 3. The character gains +1% to accuracy for each successful kill (any) [2] Omnipresence 1. The character can move around the city stealthily [2] 2. The character can enter people's houses bypassing locks [3] 3. The character can "sense" where a person they have seen before is if they are nearby (in the same city) [3] Escape The character leaves the battlefield or crime scene [5] | |
Einherjar | Only female characters can learn the abilities of this specialization. The abilities of this specialization are used with a valkyrie spear (a special type of spear), a shield, and medium armor. Valkyrie Spear 1. +2 to attack range, +10% to critical damage chance; the character's attacks deal damage to all enemies in the attack line [5] 2. The character's attacks deal 100% additional light damage (divine against undead, demons, etc.). Additional damage against cultists is converted to the dark element [3] 3. +2 additional attacks [4] 4. In case of a successful dodge, the character counterattacks and deals double damage to the enemy [5] 5. The character's attacks deal damage to all enemies around them [6] Valkyrie Shield 1. +1 to block points for each point of agility; the character spends 1 block point on a successful block of attacks (melee, ranged, magical attacks) [5] 2. In case of a successful block, the character counterattacks and deals double damage to the enemy with the spear [5] 3. A successful block of spells allows "charging" the spear with them, then using them at will without spending a turn [5] Valkyrie Armor Armor is not pierced; its effectiveness is doubled [6] Valkyrie Wings 1. The character can hover in the air and is unreachable for melee. The character spends 1 piety point per turn to activate flight (restored after the battle ends) [5] 2. The character covers a distance to the end of the map and deals damage to all enemies in their path. Enemies that fail a endurance check against the character's might will be slain; cooldown: 3 turns [5] 3. Deals divine damage to all enemies on the map equal to the character's will and reveals their location; spends 1 piety point (restored after the battle ends) [5] Valkyrie Heart 1. Immunity to negative effects of mental origin [3] 2. Immunity to negative effects of physical origin [3] 3. Immunity to curses [5] Valkyrie Grace Returns a fallen ally to life outside of combat. The chance of success equals the character's piety*1.5; can only be applied to one character once [5] | |
Paladin | These abilities are used with any standard specializations. Blessing 1. The character's weapon deals additional divine damage (10% for each point of piety) [5] 2. The character's attacks cannot be blocked or parried [5] Healing Restores (piety*5)% health to themselves or a chosen ally; removes negative effects and poisons [3] Prayer At the start of each day, the character can gain (piety*5%) to might, endurance, dodge, accuracy, stealth, initiative, perception, or will, chosen [4] | |
Tomoe-ryu | A student of the Tomoe school must be devoted to their house and the way of the sword, never neglecting their own honor. Tomoe's Lightning The character's attacks deal additional air damage equal to 3% of the enemy's maximum health for each point of the character's piety, and also paralyze the opponent if they fail a endurance check against the character's will for one turn [5] Flowing Water 1. The character avoids an attack that would reduce their health to 0 or below. Cooldown: 5 turns [4] 2. The character restores one vitality point every 3 turns [5] Thunder's Breath 1. The character can parry enemy melee attacks (accuracy) using block points [3] 2. After a successful parry, the character performs a counterattack [2] 3. When the character does not move (did not spend movement speed points this turn), their accuracy is twice as high and they are immune to all negative effects except curses [5] Esoterics 1. The character's perception is twice as high [3] 2. Resistance to all negative effects (including curses) is twice as high [3] 3. The character can attack at range (8), but deals 25% less damage and spends 25 energy per strike [5] Peonies of the Void 1. Two additional attacks [5] 2. +5% to accuracy, dodge, endurance, will, and might at the start of each turn (limit +50%) [3] 3. The character deals 9 attacks to one opponent and, if they kill them before the counter reaches zero, moves to another enemy if they are within range. Cannot be used before turn 3 and has a 3-turn cooldown [6] | |
Shinobi | A character with this specialization is a servant of a certain person from Mirai, whose identity is revealed only after the player declares their desire to be a shinobi. After that, it is impossible to abandon this specialization. The master's will is absolute for the shinobi. Origami The character maintains contact with the master or other persons when necessary using a folded letter charged with spiritual energy. The letter overcomes any distances through the air but can be intercepted [0] Shinobi Eyes 1. +100% to perception [3] 2. On their turn, the character can detect all disguised enemies within 10 cells of themselves and remove them from stealth [5] Art of Stealth 1. The character can use stealth [1] 2. Stealth attacks deal lethal damage [3] 3. +5 to stealth for each point of agility [5] Shinobi Combat Techniques 1. The character can parry enemy attacks (accuracy, melee and ranged) using block points [3] 2. In case of a successful parry, the character delivers a retaliatory fatal strike to the enemy (stealth check against perception) [5] - After receiving a fatal wound, the character returns to life at the start of their next turn; triggers once per battle [5] - The shinobi spends a turn to restore stealth status [3] - The character can reflect offensive spells back at the caster (will check against the caster's accuracy) [3] Shuriken 1. The shinobi can use throwing weapons that deal physical damage equal to 20% of the enemy's current health; range: 10 [1] 2. Increases the number available per battle from 8 to 16. Automatically attacks enemies appearing within attack range [3] 3. Ranged attacks poison the enemy (endurance check against the value '50'; on successful poisoning, they lose 5% of maximum health (nature), accuracy, and dodge each turn) [3] Fall of Heaven The shinobi jumps into the air and, on a successful attack, deals lethal damage to an enemy in a state of levitation/flight [2] Body Control - Immunity to mind-affecting effects [2] - +30% to accuracy, +30% to dodge, +30% to might, +30% to endurance, +30% to will [5] - Additional parry and dodge roll [7] |