Strength
Attack +10
Endurance
Health +10
Perception
Accuracy +1%
Agility
Evasion +1%
Luck
Crit Chance +1%
Spirit
Willpower +1
Spell Points +0.3
Intelligence
Magic Power +10
Experience +2%
Speed
Initiative +1
Movement Speed +0.2.
Faith
Virtue +10
Beauty
Situational.
Charisma
Action Points +0.2.
Damage formula: [attack*damage]. For example, if a character's attack is 110 and the weapon damage is listed as 60%, their hits will deal 66 units of damage.
Accuracy formula: [weapon accuracy + character accuracy - enemy evasion]. Accuracy cannot be higher than 95% or lower than 5%.
The effect of critical hits depends on the type of action.
Action points are required for work, special events, and using certain abilities.
Spell points are required to cast spells.
Willpower determines the strength and resistance to debuffs.
Base Characteristics
All characteristics are equal to 10.
Affinity:
Resistance and effectiveness of a specific element.
If the target has resistance and the character has increased effectiveness, they are subtracted from each other.
Characteristic Cost
The base cost of a characteristic is 100. This number increases by 10 after each purchase of a characteristic using experience.
Dialogue Actions
Seduction: beauty*3+charisma.
Persuasion: charisma*2+intelligence*2.
Intimidation: strength*3+charisma.
These are only necessary in cases where the character has a reason to refuse the player's proposal. Defense against these actions depends on the situation and the character's personality. In addition to a successful roll, the action must also be played out at least minimally.
List of Negative Effects
Resistance to negative effects is tied to the willpower parameter.
Bleeding: the character takes damage equal to one third of the damage received; stacks, lasts until healed.
Burn: the character takes damage equal to 10% of their maximum health; stacks, lasts until healed.
Concussion: the character skips their next turn; does not stack (the effect with the longest duration is applied), lasts for a certain number of turns.
Slow: reduction of the character's SP; does not stack (the longest duration and strongest effect are applied), lasts for a certain number of turns.
Immobilization: the character loses the ability to move and evade; does not stack (the effect with the longest duration is applied), lasts for a certain number of turns.
Poison: the character loses 10% of current health, accuracy, and evasion; stacks, lasts until healed.
Blindness: the character's accuracy drops to 10%.
Frenzy: the character does not distinguish between friends and foes and attacks the nearest character.
Equipment
At the start, you can fill all your slots with standard equipment.
Slots
Weapon 1:
Weapon 2:
Head:
Body:
Shoulders:
Hands:
Feet:
Accessory 1:
Accessory 1:
Other 1:
Other 2:
Other 3:
Misc Equipment Bag: items that the character has access to only in a safe environment.
Weapons
| Type | Damage | Accuracy | Slots | Special Properties | Critical Effect |
| Imperial Blade | 60% | 60% | 1 | - | Damage is doubled. |
| Shashka | 40% | 55% | 1 | Character attacks cause bleeding. | +2 bleeding effects, willpower roll is twice as strong. |
| Farellian Sword | 50% | 45% | 1 | Character attacks deal additional damage equal to 20% of the opponent's maximum health. | Additional 20% damage equal to opponent's max hp, ignores defense. |
| Morning Star | 60% | 45% | 1 | Character attacks ignore 20% of opponent's defense. | Concussion, willpower roll is three times stronger. |
| Spear | 40/60% | 60% | 1/2 | +1 to attack range. | Guaranteed hit. |
| Claymore | 85% | 50% | 2 | - | Damage is doubled. |
| Flamberge | 60% | 50% | 2 | Character attacks cause bleeding. | +2 bleeding effects, willpower roll is twice as strong. |
| Zweihander | 110% | 30% | 2 | Character attacks ignore 20% of opponent's defense. | Damage is doubled. |
| Sledgehammer | 70% | 40% | 2 | Character attacks ignore 30% of opponent's defense. | Concussion, willpower roll is three times stronger. |
| Rapier | 35% | 75% | 1 | - | Two additional attacks. |
| Halberd | 70% | 50% | 2 | +1 to attack range. | Guaranteed hit. |
| Axe | 55% | 45% | 1 | Character attacks cause bleeding. | Concussion, willpower roll is three times stronger. |
| Bow | 50% | 50% | 2 | - | Guaranteed hit. |
| Crossbow | 40% | 55% | 2 | Character attacks ignore 30% of opponent's defense. | +2 bleeding effects, willpower roll is twice as strong. |
| Dao | 60% | 50% | 1 | +5% crit chance. | Concussion, bleeding, ignores defense. |
| Katana | 50% | 70% | 2 | - | Damage is doubled. |
| ? | ? | ? | ? | Player's discretion. | Player's discretion. |
| Buckler | - | 30% | 1 | Durability: 300 | - |
| Gothic Shield | - | 50% | 1 | Durability: 500, SP -1, evasion -10%. | - |
| Type | Effect | Slot |
| Traveler's Boots | +1 SP. | Feet |
| Plate Boots | +5% defense. | Feet |
| Leather Gloves | +2% accuracy. | Hands |
| Plate Gauntlets | +20 attack. | Hands |
| Cloak | Orange: affinity +10% (fire) Blue: affinity +10% (water) Brown: defense +5% Green: affinity +10% (wind) Turquoise: affinity +10% (cosmos) | Shoulders |
| Cloak | +2% evasion. | Shoulders |
| Clothing | +5% evasion. | Body |
| Light Armor | +10% defense. | Body |
| Heavy Armor | +20% defense, -5% evasion. | Body |
| Helmet | Self-crit chance -5% Accuracy -8% | Head |
| Quiver of Arrows | 20/20 | Other |
| Quiver of Bolts | 20/20 | Other |
| ? | Player's discretion. | ? |
Because gems contain a large amount of natural magical energy, over time they began to be used as handy healing tools and for other functions even by those who do not possess magical abilities. Used from the "other" slot.
| Small Emerald x6 | Restores 30% health. | |
| Common Emerald x3 | Restores 60% health. | |
| Cut Emerald x2 | Restores 90% health. | |
| Flawless Emerald | Restores 100% health and doubles the character's maximum health until the end of the battle. | |
| Small Sapphire x6 | Restores 1 SP. | |
| Common Sapphire x3 | Restores 2 SP. | |
| Cut Sapphire x2 | Restores 3 SP. | |
| Flawless Sapphire | Restores all SP and doubles their number until the end of the battle. | |
| Small Ruby x6 | Character damage +20% until the end of the battle. | |
| Common Ruby x3 | Character damage +40% until the end of the battle. | |
| Cut Ruby x2 | Character damage +60% until the end of the battle. | |
| Flawless Ruby | Character damage +120% until the end of the battle. | |
| Small Topaz x6 | SP +1 until the end of the battle. | |
| Common Topaz x3 | SP +2 until the end of the battle. | |
| Cut Topaz x2 | SP +3 until the end of the battle. | |
| Flawless Topaz | SP +3 until the end of the battle, 50% chance to activate an extra turn. | |
| Small Diamond x6 | Defense +6% until the end of the battle. | |
| Common Diamond x3 | Defense +12% until the end of the battle. | |
| Cut Diamond x2 | Defense +18% until the end of the battle. | |
| Flawless Diamond | Defense +24% until the end of the battle, character's defense cannot be pierced. | |
| Small Amethyst x6 | Removes one negative effect from the character. | |
| Common Amethyst x3 | Removes all negative effects from the character. | |
| Cut Amethyst x2 | Removes all negative effects from the character and doubles resistance to them until the end of the battle. | |
| Flawless Amethyst | Immunity to negative effects for one battle. |