Special Skills
Paladin
Requirement: Church of the Almighty
Asceticism
Free perk. +5 to endurance, agility, perception and intellect, +10 to willpower. Inability to use money for anything other than covering the character's basic needs.
Holy Protection [5]
+10 to barrier per point of willpower. Damage to the barrier bypasses all resistances while the barrier is active; instant death effects do not work. After destruction, it recovers within a day.
Second Chance [6]
If the character dies, they will resurrect with full health. Once per phase. Does not work in exceptional cases (splitting, decapitation, etc.) but works against instant death effects.
Antimagic [6]
Spell damage (final) is halved, resistance to effects is doubled.
Undead Slayer [3]
The character deals double damage to undead and demons.
Knight of Divef
Duelist [5]
Accuracy and evasion parameters are doubled in one-on-one combat.
Second Wind [5]
Fully restores health, removes negative effects and resets the cooldown of all abilities. Costs a turn. Once per battle.
Determination [5]
Doubles accuracy and CHC for all attacks for two rounds. Cooldown: 4 turns.
Monster Slayer [3]
The character deals double damage to monsters.
Strength of Body [5]
+2.5% melee damage and +2 accuracy per point of strength.
Strength of Spirit [5]
+10 HP and +1 to strength and endurance checks per point of willpower.
Champion of Fenderin
Only usable with heavy armor (except poleaxe)
Tank [5]
Deprives the character of the ability to evade, but the character always counterattacks, and the chance of a critical hit against them is reduced by 15%.
Specialization: Poleaxe
Complements the two-handed axe specialization.
I. Parrying. Accuracy vs accuracy, agility/5 times per round [5]
II. Additional attack [4]
III. +2 accuracy per point of agility [3]
Grappling [3]
Special attack: deals no damage, but paralyzes the target for 2 turns (strength vs strength). If the target does not wear heavy armor, the attacker's roll is doubled.
Vityaz of Yaragat
Crescendo of Wrath [4]
Each round, the character's melee or ranged damage increases by 10%, up to a maximum of +100%.
Might [5]
Final health amount is increased by half again.
Bloodlust [4]
Killing an enemy restores 15% health.
Indomitable [6]
The character continues fighting even if their health drops below zero, but must make a roll (willpower check + endurance check) against a value of 10 each round. If health drops below -100% of maximum, they die.
Warriors of the North
Thrown Weapons [3]
The character can use thrown weapons.
Rush [3]
The character instantly closes the distance to the enemy; on a hit, the attack paralyzes for 1 turn (strength vs strength).
Adrenaline [3]
Increases accuracy and evasion by 50% when health is below 50%.
Severing [6]
One attack: if the target fails an endurance check against strength, they lose one limb or their head. Cooldown: three turns.
Rasmaphzar
Specialization: Saber
Complements the one-handed weapon specialization.
I. Chance (agility*2) to cause bleeding (-10% of max health every turn for two turns). Stacks. Does not work against targets in heavy armor; effect against creatures significantly larger than humanoids is twice as weak. [3]
II. +30 accuracy [2]
III. +10% CHC [2]
IV. Damage against unarmored targets and targets in light armor is increased by half again.[3]
Parrying [5]
Chance equals (agility*2), but no more than 75%. Replaces standard parrying.
Shield [8]
Block chance equals (agility*3), but no more than 75%. Replaces shield specialization.
Dagger [6]
Weapon in the off hand. The number of attacks equals the number of main weapon attacks.
Pahlavani
I. +5 endurance [4]
II. +5 strength[4]
III. +5 perception [4]
IV. +5 agility [4]
V. +30% to all characteristics [8]
Works only with light armor or without armor
Thrown Weapons [3]
The character has the ability to use thrown weapons.
Knowledge of Weaknesses [5]
CHC is doubled against opponents with lower agility.
Mobility[3]
Does not provoke opportunity attacks.
Elusiveness [8]
Additional evasion roll.
Lion of the Desert
Terrifying Roar [3]
Stuns enemies that fail a willpower check against willpower for 1 turn. Cooldown: 3 turns. Does not cost a turn.
Domination [6]
Opponents with a lower total level of strength and physique take double damage.
Devouring[6]
Attack with -50% accuracy, lethal on hit. Does not work against targets in heavy armor.
Legionnaire
Discipline[3]
Bonus received from leadership is doubled. Endurance checks are doubled.
Swift Advance[3]
The character doubles speed and initiative for three turns. Activation does not cost a turn.
Group Combat [5]
+10 accuracy and evasion per ally up to a maximum of +50, +1 initiative up to a maximum of +5.
Military Training
I. +25% initiative [2]
II. +3 speed [3]
III. +25% accuracy [3]
IV. +25% health [4]
V. +25% melee and ranged damage [4]
Samurai
Kyujutsu
Complements the bow specialization.
I. +10% accuracy. Can be taken multiple times. [2]
II. +10% damage. Can be taken multiple times [3]
Sojutsu
Complements the polearm and two-handed spear specializations.
I. Parrying. Accuracy vs accuracy, agility/5 times per round. [5]
II. Counterattack after parrying. Counterattacks always deal critical damage. [5]
III. +2 accuracy per point of agility[5]
Kenjutsu:
Odachi
Complements the two-handed weapon specialization.
I. +1 attack range [2]
II. Attacks deal damage to three adjacent tiles [2]
III. Chance (strength vs (strength+endurance)) to instantly kill the opponent on attack [3]
IV. Zan-totsu: the character instantly covers a distance of up to fifteen tiles and gains +100% final damage for the first attack. Cooldown: 3 turns [3]
V. +2.5% damage and +2 accuracy per point of strength [5]
Tachi
Complements the two-handed weapon and long sword specializations.
I. Counterattack after parrying or evading. [5]
II. Additional attack [5]
III. Zan-totsu: the character instantly covers a distance of up to fifteen tiles and gains +100% final damage for the first attack. Cooldown: 3 turns [5]
Reto
Separate specialization involving fighting with two blades: daito and seto.
I. +25 accuracy and evasion, 1 daito attack, 1 seto attack [3]
II. Parrying, accuracy vs accuracy, agility/3 times per round [3]
III. Counterattack. After parrying, critical strike with seto [3]
IV. Counterattack. After evading, daito strike with triple damage. [3]
V. +2 accuracy and evasion per point of perception. Additional attack for daito [5]
VI. Isonami no tachi: the first daito attack is always parried/blocked, but remaining attacks in the round cannot be parried or blocked. Cooldown: 3 turns [5]
VII. Murakumo no tachi: four daito attacks, three seto attacks. Cooldown: 4 turns [5]
VIII. CHC for seto +25%, additional attack for seto [3]
IX. +50% accuracy for parries and counterattacks [3]
X. +2 accuracy and evasion per point of agility [3]
Secret Magic
Time Distortion [6]
The caster gets two turns out of order. Cooldown: 2 turns (excluding out-of-order ones). 150.
Rollback [4]
Returns the target's state to what it was an hour ago. 100.
Denial [4]
Opponents must pass a check (willpower check vs SP) when attempting to deal damage to the mage in melee or at range. Lasts 5 turns. 100
Mental Spear [5]
SM*30 pure damage to a single target. SP vs willpower. 150
Mana Burst [3]
A spellcaster target must pass a willpower check vs SP or lose all magical energy and take pure damage equal to the amount of lost energy. 100
Nature Magic
Creeping Death [7]
Target loses 15% of max health every turn and has a 50% chance to fail its action. 4 turns. 10. 150.
Transformation [5]
The caster transforms into an animal of choice. All characteristics are doubled compared to "standard" animals. 100.
King of Beasts [5]
The character gains a permanent beast companion and can command animals.
Entangling [5]
Immobilizes for 3 turns. Strength check vs SM. 15. 75.
Poison Cloud [5]
Targets entering a 3x3 area take SM*5 poison damage over five turns (including after leaving the cloud). Cloud duration -- 3 turns. If an endurance check vs SP is failed, their accuracy, damage and evasion are reduced by 30% until healed.15. 100.
Streams of Life [5]
Allows transferring health between friendly targets, as well as converting hp into mana and vice versa (1 to 1). Can be used for resurrection if death occurred due to lack of HP.
Life Drain [5]
The target loses (SM*15) points of life in favor of the mage. Willpower check vs SM. SM*3 points are added permanently. 5. 50.
Spirit of Nature [6]
Increases strength, agility, endurance and perception by 10 for five rounds. Self-only. 150.
Renewal [6]
+2 to strength, endurance, agility and perception. The character ages five times slower, requires no water or food, regenerates health and removes all negative physical effects outside of combat, immune to diseases and poisons. Passive.
Great Sword
Complements the two-handed weapon specialization.
I. +1 strength, +1 attack range, attacks deal damage to three adjacent tiles [3]
II. +1 strength, the character attacks all opponents appearing in the line of attack, agility/5 times per round [4]
III. +1 strength, +2.5% damage and +2 accuracy per point of strength [4]
IV. +1 strength, +30 accuracy and evasion, +2 speed [4]
V. +1 strength, chance (strength) to land a blow with double damage, attacks cannot be parried [5]