Alchemist | The character can gather ingredients in suitable locations and craft elixirs. | |
![]() | Psychiatrist | The character can learn the personality traits of an interlocutor. |
Doctor | With medical supplies on hand, a doctor can bring characters fallen in battle back to life. | |
Merchant | Cost of goods and services -1% per point of charisma. Limit: 50% | |
![]() | Fisherman | The character can catch fish. |
![]() | Prostitute | Resistance to negative effects is three times stronger than normal. |
![]() | Miner | Strength +4, spirit +4. |
![]() | Blacksmith | Strength +5, endurance +3. |
Philosopher | The character spends one action point to gain +1 to a random attribute with a 1% chance of committing suicide. Each use increases this chance by 1%. | |
![]() | Soldier | Cost of learning combat skills -20% |
Athlete | SP +2, agility +3. | |
Priest | The character can learn special abilities of their faith. | |
Model | Beauty +8. | |
Actor | Charisma +5, agility +3. | |
Acrobat | Agility +4, perception +4. | |
Artist | The character can paint pictures based on witnessed events. Requires 1 AP. | |
Writer | Spirit +4, intellect +4. | |
Builder | Strength +2, endurance +3, perception +3. | |
Farmer | Endurance +3, intellect +2, strength +1, spirit +2. | |
Hunter | +20% to accuracy and evasion in combat against wild animals and monsters. | |
Musician | The character can play musical instruments. | |
Sailor | No penalty in naval battles, affinity (water) +25%. | |
Mercenary | Monetary reward for quests increased by 50%+(charisma*2)% | |
Historian | Reading speed for books is twice as fast. | |
Linguist | The character can speak any language. | |
Biologist | The character can estimate the traits and characteristics of animals, monsters, and plants. | |
Rogue | The character can attempt to secretly rob another character. The chance of success depends on the character's stealth and the target's observation. | |
Teacher | The experience bonus from the teacher's intellect is added to the experience bonus from the student's intellect. | |
Adventurer | Luck +8. |
Skills | Abilities | |
One-Handed Weapon | Imperial blade, sabre, Farellian sword, morning star, spear, rapier, axe, dao. Shield Use [500] The character gains the ability to wield a shield in the off-hand. Shield Bash [500] A successful block allows a counter-thrust that stuns the attacker. Requires Shield Use. Shield Bash II [1600] The counter-thrust always hits. Requires Shield Bash. Shield Bash III [1000] The will roll for this action is doubled. Requires Shield Bash II. Dual Wielding [1000] The character gains the ability to use two weapons simultaneously. Swiftness [800] Additional attack with the primary weapon. Swiftness II [1600] Additional attack with the secondary weapon. Piercing Strikes [2000] Critical hit chance is doubled. Onslaught [500] Attacking an enemy in melee or being attacked by an enemy in melee increases the character's SP by 3 for one turn. | |
Imperial Fencing | Imperial blade without a shield or second weapon. Parry [1500] The character can parry enemy attacks in melee. Chance equals character accuracy*2 WITHOUT accounting for weapon accuracy. Counterattack [1500] A successful dodge or parry allows the character to strike back. Waltz [1500] In one-on-one combat, the character gains +20% to accuracy and evasion, and their attack is doubled. | |
Two-Handed Weapon | Claymore, Flamberge, Zweihander, Maul, Halberd, Katana. Sweep [400] The character also deals damage to enemies on cells adjacent to the target. Sweep II [1200] The character deals damage to all enemies around them. Fury [2000] The character survives a lethal attack with 1 HP and delivers a guaranteed counterattack to the attacker. Might [1200] +5 to attack per point of endurance, +5 to health per point of strength. | |
Polearm | Spear, Halberd. Impaling Strike [1000] The character's attacks deal damage to all enemies along the line of attack. Damage increases by 25% for each enemy on the line of attack. Control [1500] The character attacks all enemies that appear on their line of attack. Armor-Piercing Strikes [2000] The character's attacks ignore enemy defense. | |
Archery | Bow, Crossbow. Sleight of Hand [1200] Extra shot. Mastery [1200] Shooting range +50% Aimed Shot [1200] +0.5% to accuracy per point of perception. | |
Armor | Heavy Armor Proficiency [1500] The character can wear heavy armor. | |
Combat Training | Footwork A [300] The character can "step over" allies. Footwork B [300] The character can swap places with an ally on an adjacent cell. Footwork C [600] The character can move diagonally (costs 1.5 SP) Sprint [400] The character doubles their SP until the end of the turn but cannot perform other actions this turn. Cooldown: 2 turns. Rider [800] The character is trained in horseback riding. Roll [800] The character becomes immune to targeted actions until the start of the next turn. Cooldown: 3 turns. Delay [300] The character can lower their initiative before the start of their turn to a desired value. | |
Leadership | Morale [2000] Characters under the command of the character may receive an extra turn; the chance depends on the commander's charisma. | |
Scout | Camouflage [1000] The character is invisible to the enemy. Stealth check: character agility*2 vs enemy perception. Camouflage II [1000] The character can spend a turn to restore their hidden status. Saboteur [1000] Attacks from stealth deal triple damage. |





