Turn Order
No initiative; characters from one team move first, then the other – priority is given to the attackers; otherwise, it is determined randomly.
Magic
Spells do not require an accuracy check.
It is not possible to move before or after shooting/casting spells.
Skill Learning
Learnability = character's skill limit.
When generating a character, there is a free choice within this limit from the available skills; during the game, skills are learned by finding sources of these skills.
Action Points (AP)
AP is required to use abilities and is restored after resting.
Activity
Activity is used for time-limited actions and is restored simultaneously for all characters at GM-chosen moments.
Effects
If the duration of an effect is not specified, it lasts either until the end of the battle (positive effect) or until healing (negative effect).
Almost all negative effects involve a stamina check of the attacker against the stamina of the attacked.
Damage
Normal -> defense.
Elemental (fire, water, etc.) -> elemental defense.
Pure -> no defense.
Critical Hit
Double damage/effect, +50% to accuracy for this attack, +50% to stamina roll for this action.
Equipment
Right hand:
Left hand:
Head:
Body:
Shoulders:
Arms:
Boots:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Misc 5:
Inventory:
Base Damage Formula
(((weapon damage * base modifier) + percentage bonus) + fixed bonus) - percentage damage reduction) - fixed damage reduction) + critical hit =