For information not found on the first page.
Origins
Calcite
+3 to Endurance, +5 to Will (saving throws only).
Beliefs
Shiris
Base effect: the first action in combat always has a critical effect, +2 to Luck.
Faith effect: each unit of faith gives the character a luck point; they are spent automatically on certain events and are not restored.
Sect of Akonia
Base effect: the character's attacks deal light damage, +2 to Faith.
Faith effect: faith functions as another stat of the character's one-time choice ().
Zhxusyixidzire
Base effect: immunity to negative effects, +2 to Speed.
Faith effect: 3: the character lives; 4: the character can breathe underwater; 5: +50% water defense, +50% water effectiveness; 6: the character's attacks and spells duplicate damage with the water element; 7: enemies on adjacent tiles (+1) are affected by paralysis (once per round); 8: the character can make others their minions (costs AP, requires a Will check, must insert a tentacle into the mouth); 9: the character cannot be killed (but can be incapacitated).
Skills
- Skill: Wearing Combat Gear (50)
- Skill: Shield Proficiency (30)
- Skill: Specific Weapon Proficiency (50)
- Critical Hits (each requires 20 exp. and the corresponding base skill).
Card: +2 additional attacks (do not crit).
Cleaver: +10% to accuracy, damage increased by 1.5 times, bleeding effect.
Shamshir: damage increased by 1.5 times, bleeding effect.
Talwar: damage increased by 1.5 times, the attack removes 25% of the enemy's maximum health.
Velfern Sword: damage increased by 2 times.
Claymore: damage increased by 2 times.
Bow: allows a movement after the shot, +20% to accuracy.
Pickaxe: paralysis.
- Mastery (five levels, each costing 30 exp.): +1% to accuracy, +1% to evasion, +1% to critical damage chance.
Overcoming
The character removes negative effects from themselves and restores health. Requires 150 exp. to learn.
Fury
The character survives a lethal attack with 1 hp. Requires 100 exp. to learn.
Fury II
The character survives a lethal attack with 1 hp and delivers a counter-blow (higher priority than a counterattack). Requires Fury and 100 exp. to learn.
Fury III
The character survives a lethal attack with 1 hp, and delivers a counter-blow (higher priority than a counterattack, +100% to accuracy for this attack). Requires Fury II and 100 exp. to learn.
Control
The character attacks all enemies that appear in their attack line. Requires 150 exp. to learn.
Counterattack
When using a melee weapon, the character delivers a retaliatory strike after a successful evasion. Requires 150 exp. to learn.
Counterattack II
When using a melee weapon, the character delivers a retaliatory strike after an enemy attack. Requires Counterattack and 200 exp. to learn.
Navyk modeli
+5 k privlekatel'nosty. Requires 20 exp. to learn.
Lion's Roar
Paralyzes all enemies within a 10-tile range of the character.
Requires 100 exp. to learn.
Riding
The character is trained in riding, requires no exp.
Shield Bash I
Paralyzes the enemy.
Requires 75 exp. and the previous skill.
Shield Bash II
Paralyzes the enemy.
One AP gives 2 charges.
Requires 75 exp. and the previous skill.
Shield Bash III
Paralyzes the enemy.
One AP gives 3 charges.
Requires 75 exp. and the previous skill.
Two Weapons
The character can use two one-handed weapons simultaneously, -20% to accuracy.
Requires 150 exp.
Swiftness I
The character delivers two attacks instead of one.
Requires 75 exp.
Swiftness II
The character delivers two attacks instead of one.
Requires 75 exp. and the previous skill.
One AP gives 2 charges.
Swiftness III
The character delivers two attacks instead of one.
Requires 75 exp. and the previous skill.
One AP gives 3 charges.
Piercing Strikes I
The character's attacks ignore 5 points of the enemy's defense, +1% to critical damage chance.
Requires 30 exp.
Piercing Strikes II
The character's attacks ignore 10 points of the enemy's defense, +2% to critical damage chance.
Requires 30 exp. and the previous skill.
Piercing Strikes III
The character's attacks ignore 15 points of the enemy's defense, +3% to critical damage chance.
Requires 30 exp. and the previous skill.
Piercing Strikes IV
The character's attacks ignore 20 points of the enemy's defense, +4% to critical damage chance.
Requires 30 exp. and the previous skill.
Piercing Strikes V
The character's attacks ignore 25 points of the enemy's defense, +5% to critical damage chance.
Requires 30 exp. and the previous skill.
Press
The character can "step" onto an enemy's tile; this prevents them from leaving it as long as the character continues to stand on it.
Requires 100 exp.
Press II
The character can "step" onto an enemy's tile; this prevents them from leaving it as long as the character continues to stand on it (extends to spells, flight, and other unusual movement methods).
Requires 100 exp. and the previous skill.
Parry I
+5% chance to parry an enemy attack if the character is not using a shield.
Requires 35 exp.
Parry II
+10% chance to parry an enemy attack if the character is not using a shield.
Requires 35 exp. and the previous skill.
Parry III
+15% chance to parry an enemy attack if the character is not using a shield.
Requires 35 exp. and the previous skill.
Parry IV
+20% chance to parry an enemy attack if the character is not using a shield.
Requires 35 exp. and the previous skill.
Parry V
+25% chance to parry an enemy attack if the character is not using a shield.
Requires 35 exp. and the previous skill.
Arc I
The character deals damage to all enemies around them.
Requires 75 exp.
Arc II
The character deals damage to all enemies around them.
One AP gives 2 charges.
Requires 75 exp. and the previous skill.
Arc III
The character deals damage to all enemies around them.
One AP gives 3 charges.
Requires 75 exp. and the previous skill.
Sniper Shot
A bow shot; attack range +5, +100% to accuracy.
Requires 100 exp.
Cunning
SP +1
Requires 50 exp.
Epic Strike (Pickaxe)
Paralyzes the enemy, ignores defense, damage increases by 1 for each point of the enemy's defense.
Requires 100 exp.
Tactics Basics I
+1 to SP of allies under the character's command. Requires 100 exp. to learn.
Tactics Basics II
+1 to SP and +5% to accuracy of allies under the character's command. Requires 75 exp. to learn and the previous skill.
Tactics Basics III
+1 to SP and +5% to accuracy of allies under the character's command. Requires 75 exp. to learn and the previous skill.
Decisive Attack
If the character's team initiates combat, they and allies under their command gain one additional turn outside the initiative order (requires 250 exp. to learn).
Suppression
If the character is appointed squad leader, reduces enemies' SP by 1 and initiative by 5 for one round (requires 200 exp.).
Tactical Retreat
Ends combat and allows the character and their allies to leave it wherever they are, provided they are alive (requires 150 exp.).
Professions
Fisherman
The character can spend 5 hours to find a location suitable for fishing.
The character can spend 1 hour and 1 AP to catch fish at a known location.
Requires 100 exp.
Herbalist
The character can use medical supplies from their inventory without needing to place them in another slot.
Requires 100 exp.
Miner
The character can navigate caves/mines (has normal visibility).
Requires 100 exp.
Detection
The character discovers additional passages, items, etc. Requires the Miner skill.
Requires 100 exp.
Clear a Path
If the character knows of a potential passage, they can spend AP to realize it. Requires a pickaxe in the weapon slot. Requires the Miner skill.
Requires 50 exp.
Black Knight
Mortal Strike
Deals triple damage to the enemy; +20% to accuracy and +30% to critical damage chance for this strike. Requires 250 exp.
Misery Loves Company
Using this skill, you can force another character into your team. Works once and only on those who have not chosen a guild. Requires 30 exp.
Death Guarantee
The next magical training guarantees the unlocking of a magical talent. Requires 20 exp. to learn.
Ghostly Moth
+1 to health for each point of attractiveness; requires 50 exp. to learn.
Banshee's Call
Attractiveness is added to the final damage of attacks and effectiveness of spells (where applicable, 100 exp.).
Death Sentence
The selected character receives double damage from any source and cannot restore health (requires 250 exp.).
Magic
Basic spells of fire, water, earth, and air.
Yearning
Effects
- Bleeding: the character loses 10 health at the start of each turn. Stacks.
- Poison: the character loses 1% accuracy and evasion, as well as 1 initiative and 1 defense each turn. Stacks.
- Paralysis: the character is forced to skip a turn and cannot evade. Does not stack.
- Burn: the character loses 10% of maximum health at the start of each turn. Does not stack.
Other
Unarmed Combat
Damage: 20 (UC).
Critical: double damage.
Penalty
If a character does not have the skill necessary to use the equipment they are using, they receive a penalty of 20% to accuracy and 10% to evasion.
Asuguh Diary
Level 1 (20): +100 exp.
Level 2 (40): +1 to Intelligence.
Level 3 (60): +100 exp.
Level 4 (80): +1 to MP.
Bookworm's Diary
Level 1 (15): +100 exp.
Level 2 (30): +1 to Spirit.
Level 3 (45): +100 exp.
Gourmet's Diary
Level 1 (50): +100 exp.
Level 2 (100): +1 to Endurance.
Tung Notebook
Level 1 (20): +100 exp.
Level 2 (40): +1 to Charisma.