The game begins in Baldre. Player characters are wards of the local baron and live on his estate until the age of 18, after which they take up a profession and move into their own home. The preferred character age is 18, but it can be increased up to 30. Starting date: winter 779, year of the dragon.
Attributes
Strength | +1 to endurance, +1 to might. |
Endurance | +10 to health. |
Agility | +1 to evasion, +1 to stealth. |
Perception | +1 to accuracy, +1 to observation. |
Speed | +1 to initiative. |
Intellect | +1 to crafting, +1% to critical damage. |
Spirit | +1 to will, +1 to spell points. |
Faith | +1 to piety, +5% to resistance to elemental effects (fire, water, air, wood). |
Charisma | +1 to leadership, +1 to etiquette. |
Beauty | +1 to attractiveness. |
Artisan | The character produces higher quality items. Additional skills at the start. <-- 720, 732, 744, 756, 768 --> | Altar | +3 to faith, +2 to spirit. |
Chalice | Once per day, the character can restore their health, spell points, and other resources, as well as remove negative effects from themselves at any time without spending a turn on it. <-- 721, 733, 745, 757, 769 --> | Thinker | +1 to intellect, +1 to spirit, +1 to faith, +1 to charisma, +1 to beauty. |
Enchanter | +1 to event points. <-- 722, 734, 746, 758, 770 --> | Lovers | +3 to beauty, +2 to faith. |
Triera | Once per battle, cancels the first negative effect or attack applied to the character. <-- 723, 735, 747, 759, 771 --> | Eagle | +3 to speed, +2 to perception. |
Serpent | +5 to stealth, +5% to critical damage chance. With a 50% probability, the character's attacks cause weakness or lethargy. <-- 724, 736, 748, 760, 772 --> | Shepherd | +3 to perception, +2 to endurance. |
Centaur | +3 to movement speed, immunity to slow. <-- 725, 737, 749, 761, 773 --> | Narcissus | +8 to random attributes. |
Warrior | +20% to health regeneration at the start of a turn. <-- 726, 738, 750, 762, 774 --> | Hydra | +1 to strength, +1 to agility, +1 to endurance, +1 to perception, +1 to speed. |
Hero | 20% chance to activate an additional turn after completing the previous one. <-- 727, 739, 751, 763, 775 --> | Whale | +3 to strength, +2 to charisma. |
Lyre | The character makes two rolls and uses the best of the results (does not apply to games). <--728, 740, 752, 764, 776 --> | Pegasus | +3 to charisma, +2 to intellect. |
Hare | Once per day, the character can flee from battle at any time without spending a turn on it, even if they cannot move for any reason. <-- 729, 741, 753, 765, 777 --> | Wolf | +3 to agility, +2 to speed. |
Crown | Immunity to subjugation, charm, and confusion. <-- 730, 742, 754, 766, 778 --> | Hermit | +3 to spirit, +2 to agility. |
Dragon | Actual damage taken -30%. <-- 731, 743, 755, 767, 779 --> | Empress | +3 to intellect, +2 to beauty. |
Beliefs
Church of Artery | ✦ The character survives one fatal wound per game cycle. ✦ +3 to faith, +1 to beauty, +1 to spirit. |
Dakara | [1] El Isin — 80% fire resistance, the character's melee and ranged attacks deal 50% additional fire damage, +1 to strength, +1 to endurance, +1 to agility. [2] Sin Ash Shamash — Access to Pyromancy, +50% resistance to fire and wood, +1 to intellect, +2 to beauty. [3] Enkinabu — Family heirloom, +2 to charisma, +1 to intellect. [4] Eshingir — The character begins battle with the "protection from lethal attack" status (survives with 1 health point) and restores it after defeating an opponent), +3 to strength. [5] Ren — The player starts the game with an additional character: a companion-lover of the opposite sex from among their close relatives. [6] El-Hamazi — Magic learning speed is twice as fast, +2 to intellect, +1 to spirit. [7] Shahrazad — Attractiveness roll against will roll in dialogue; on success, makes the chosen character of the opposite sex fall in love with them (charm), +1 to beauty, +1 to charisma, +1 to agility. [8] Aganzo — An additional fate card, the ability to decline the effects of two of them. This belief must be taken before using the cards. |
Demonology | ✦ Under certain conditions, a character with this belief can summon a certain demon and enter into a contract with it. |
Legends of Visteria | ✦ Under certain conditions, a character with this belief can summon one of the heroes of the past, chosen at random. Their power depends on their rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ★) and the higher the rank, the stronger the hero. In addition, the higher the hero's rank, the less likely they are to be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star). |
Animism | [1] Patronage of the Spirit of Fire: +50% fire resistance, +3 to strength, +2 to endurance. [2] Patronage of the Spirit of Water: +50% water resistance, +3 to agility, +2 to speed. [3] Patronage of the Spirit of Earth: +25% to physical damage resistance, +25% wood resistance, +5 to endurance. [4] Patronage of the Spirit of Wind: +50% wind resistance, +3 to perception, +2 to speed. |
No belief/Other | ✦ +50% to experience gained. |
Starting conditions When creating a character, you must choose an origin, a belief, as well as the year and month of birth. The character's starting skills depend on which characters they spent the most time with. Two fate cards - optional (one of them must be from the list of years, the other from months). Fate cards have a 30% chance to activate a negative effect. Base movement speed is 3. Base attributes, except faith (0), are 5. The strength of a standard attack roll is 10. Initiative The turn order is determined by the character's initiative; it is also used to perform actions - the character spends the number of initiative points required for the chosen action and moves down in its order, after which they yield the turn to the next character or act again if their remaining initiative points allow it. The remaining initiative carries over to the next phase, while skipping a turn resets it. If an action requires more initiative than the character has, they act in the next phase. Skipping a turn costs 5 initiative points. Critical damage Critical attacks deal 250% damage. Physical attacks cause bleeding, fire attacks cause burns, water attacks cause slow (2), air attacks cause blindness, wood attacks cause poison, sun attacks cause paralysis, moon attacks cause a lethal strike. Elements Metal (physical), fire, water, air, wood (earth), sun (light, matter), moon (darkness, time), star (divine). Negative effects Slow - reduces the character's initiative [will]. Immobilization - reduces the character's movement speed [endurance]. Paralysis - forces the character to skip a turn; defense (evasion, etc.) does not work [endurance]. Sleep - forces the character to skip a turn; taking damage removes this effect [will]. Ban - deprives the character of the ability to use active skills [will]. Disarm - deprives the character of the ability to attack [endurance]. Subjugation - control of the character passes to another entity [will]. Charm - the character comes under the influence of another entity [will]. Confusion - various mental effects [will]. Bleeding - the character takes physical damage equal to 30% of the attack received, bypassing armor, at the start of their turn [endurance]. Burn - the character loses 10% of maximum health at the end of their turn (fire damage) [endurance]. Poison - the character loses 10% of current health (wood damage) and also receives -1 to all rolls at the start of their turn [endurance]. Freeze - effects of paralysis and burn (water damage) [will]. Blindness - reduces the character's accuracy and evasion by 75% [will]. Petrification - paralysis effect; any attack on the character has a 20% chance to instantly kill them [will]. Lethal strike - instantly kills the character [piety]. Injury - the character cannot restore health [endurance]. Disease - the character cannot receive positive effects [endurance]. Curse - the character cannot receive positive effects and cannot resist negative ones [will]. Weakness - defensive effects (armor, etc.) are twice as less effective [will]. Taunt - forces opponents to attack the character [will]. Lethargy - damage dealt by the character is reduced by 25% [endurance]. Mastery Characters without a specialization cannot deal critical damage and receive +1 to the cost of actions (initiative) and -3 to accuracy (melee) or -5 to accuracy (ranged). |
Mastery - Rapier 1. +2 to accuracy 2. +2 to evasion 3. +1 to movement speed 4. +3% to critical damage 5. Additional attack 6. +2 to initiative 7. +3 to accuracy 8. +3 to evasion 9. +5% to critical damage 10. Additional attack | Mastery - Saber 1. +1 to initiative 2. +1 to movement speed 3. +2 to accuracy 4. +2 to evasion 5. Additional attack 6. +3 to evasion 7. +3 to accuracy 8. +3 to evasion 9. +2 to movement speed 10. +5% universal dodge | Mastery - Spear 1. +2 to will 2. +20 to health 3. +1 to movement speed 4. +2 to accuracy 5. +1 to attack range 6. +3 to accuracy 7. +30 to health 8. +3 to evasion 9. +3 to will 10. +1 to attack range | Mastery - Musket 1. +2 to accuracy 2. +3% to critical damage 3. +2 to accuracy 4. +3% to critical damage 5. +5 to shooting range 6. +5% to critical damage 7. +3 to accuracy 8. +5% to critical damage 9. +3 to accuracy 10. -1 to reload time | Mastery - Two-handed Sword 1. +2 to might 2. +20 to health 3. +2 to endurance 4. +2 to will 5. +1 to attack range 6. +30 to health 7. +3 to endurance 8. +3 to will 9. +3 to might 10. 25% chance to deal double damage |
Mastery - Bastard Sword 1. +2 to might 2. +3 to accuracy 3. +2 to endurance 4. +2 to evasion 5. +3 to will, +3 to endurance 6. +3 to accuracy 7. +3 to endurance 8. +3 to will 9. +3 to evasion 10. +50 to health | Mastery - Halberd 1. +2 to endurance 2. +20 to health 3. +2 to endurance 4. +20 to health 5. +1 to attack range 6. +3 to endurance 7. +3 to will 8. +3 to endurance 9. +3 to will 10. +50 to health | Mastery - Battle Axe 1. +2 to might 2. +2 to accuracy 3. +2 to might 4. +1 to movement speed 5. Attacks cause bleeding (5) 6. +3 to accuracy 7. +3 to evasion 8. +3 to endurance 9. +3 to might 10. Additional attack | Mastery - War Hammer 1. +20 to health 2. +20 to health 3. +20 to health 4. +20 to health 5. 25% chance to deal double damage 6. +3 to endurance 7. +3 to will 8. +30 to health 9. +30 to health 10. Attacks cause paralysis (5) | Mastery - Morning Star 1. +2 to accuracy 2. +2 to accuracy 3. +2 to might 4. +2 to might 5. +3m to damage 6. +3 to accuracy 7. +3 to endurance 8. +5% to critical damage 9. +3 to might 10. +50% to armor penetration |
Mastery - Bow 1. +2 to accuracy 2. +3% to critical damage 3. +2 to will 4. +2 to endurance 5. +5 to shooting range 6. +2 to initiative 7. +3 to accuracy 8. +3 to accuracy 9. +5% to critical damage 10. +5 to shooting range | Mastery - Crossbow 1. +2 to accuracy 2. +3% to critical damage 3. +3% to critical damage 4. +3% to critical damage 5. +50% to armor penetration 6. +5% to critical damage 7. +3 to accuracy 8. +3 to accuracy 9. +3 to accuracy 10. +50% to armor penetration | Mastery - Staff 1. +2 to evasion 2. +2 to will 3. +2 to endurance 4. +20 to health 5. +3 to will, +3 to endurance 6. +30 to health 7. +3 to endurance 8. +3 to will 9. +3 to evasion 10. +50% to armor penetration | Mastery - Mace 1. +3% to critical damage 2. +3% to critical damage 3. +3% to critical damage 4. +2 to might 5. +3m to damage 6. +5% to critical damage 7. +3 to might 8. +5% to critical damage 9. +3 to might 10. 25% chance to deal double damage | Mastery - Dagger 1. +2 to accuracy 2. +2 to accuracy 3. +1% lethal strike chance 4. +1% lethal strike chance 5. Additional attack 6. +2 to initiative 7. +2% lethal strike chance 8. +3 to accuracy 9. +2% lethal strike chance 10. Additional attack |
Mastery - Pistol 1. +3% to critical damage 2. +2 to accuracy 3. +3% to critical damage 4. +2 to accuracy 5. +10% to critical damage 6. +3 to accuracy 7. +5% to critical damage 8. +3 to accuracy 9. +5% to critical damage 10. +10% to critical damage | Mastery - Unarmed Combat 1. +3 to accuracy 2. +1m to damage 3. +1m to damage 4. +1m to damage 5. +5 to evasion 6. +2 to evasion 7. +3 to will 8. +3 to will 9. +3 to will 10. +5 to accuracy | Mastery - Shield 1. +1 to block points 2. +20 to health 3. +1 to block points 4. +2 to will 5. +50 to health 6. +2 to block points 7. +30 to health 8. +2 to block points 9. +3 to will 10. The shield does not break and cannot be penetrated | Mastery - Heavy Armor 1. The character can use heavy armor. 2. +20 to health. 3. +2 to will 4. +2 to endurance 5. +3 to will, +3 to endurance 6. +30 to health 7. +30 to health 8. +3 to endurance 9. +3 to health 10. Armor cannot be penetrated | Mastery - Light Armor 1. The character can use light armor. 2. +2 to evasion 3. +2 to endurance 4. +20 to health 5. +5% universal dodge 6. +3 to evasion 7. +30 to health 8. +3 to endurance 9. +3 to will 10. +5% universal dodge |