One-Handed Weapon Proficiency
I Allows the use of rank I one-handed weapons
II Allows the use of rank II one-handed weapons
III Allows the use of rank III one-handed weapons
IV (bonus level, acquired only from teachers) Allows the use of unique one-handed weapons
Blade Proficiency: increases the chance to block an attack when using a one-handed sword
Saber Proficiency: increases initiative when using "fast" one-handed weapons
Axe Proficiency: increases power when using an axe
Mace Proficiency: increases the chance to stun an opponent when using a mace or other blunt one-handed weapons
Dagger Proficiency: increases the probability of critical damage when using daggers and knives
Staff Proficiency: increases power and the effect when using staves
Expert: allows obtaining comprehensive information about any one-handed weapon
Preparation: increases power
Fencer: increases reaction and concentration
Proper Breathing: reduces the amount of AP required for an attack with a one-handed weapon by 25%
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Power Strike (activatable skill): delivers a strike with a power bonus, which requires 50% more AP than a normal strike
Frenzy (bonus skill, acquired only from teachers): allows delivering two attacks with a one-handed weapon at once
Whirlwind (bonus skill, acquired only from teachers): allows using two one-handed weapons simultaneously. When using two one-handers, 25% less AP is spent for each of them.
Two-Handed Weapon Proficiency
I Allows the use of rank I two-handed weapons
II Allows the use of rank II two-handed weapons
III Allows the use of rank III two-handed weapons
IV (bonus level, acquired only from teachers) Allows the use of unique two-handed weapons
Two-Handed Blade Proficiency: increases the chance to block an attack when using a two-handed sword
Katana Proficiency: increases initiative when using "fast" two-handed weapons
Battleaxe Proficiency: increases power when using a battleaxe
Spear Proficiency: increases the probability of attacking an opponent with a spear immediately before their attack
Halberd Proficiency: increases the probability of attacking an opponent with a halberd immediately after their attack
Club Proficiency: increases the probability of stunning an opponent when using clubs, etc.
Staff Proficiency: increases the probability of blocking an attack and the effect when using a staff
Expert: allows obtaining comprehensive information about any two-handed weapon
Preparation: increases power
Fencer: increases reaction and concentration
Proper Breathing: reduces the amount of AP required for an attack with a two-handed weapon by 25%
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Power Strike (activatable skill): delivers a strike with a power bonus, which requires 50% more AP than a normal strike
Heavy Hand (bonus skill, acquired only from teachers): an attack with a two-handed weapon additionally destroys the opponent's armor.
Rambo (bonus skill, acquired only from teachers): an attack with a two-handed weapon also hits the opponent to the right (left) of the target
Bow Proficiency
I Allows the use of rank I bows
II Allows the use of rank II bows
III Allows the use of rank III bows
IV (bonus level, acquired only from teachers) Allows the use of unique bows
Crossbow Proficiency: allows the use of crossbows of the corresponding level, ignoring a lack of technological knowledge.
Longbow Proficiency: allows the use of longbows of the corresponding level (longbows receive a bonus not only from accuracy but also from the character's power)
Sharp Eye: increases accuracy
Sniper: increases concentration
Training: increases power
Firing on the Move: half of the AP spent on firing can be spent on movement. The shot is fired immediately after the corresponding movement.
Fire Arrow: the archer has the ability to create fire arrows from ordinary ones and use them. A fire arrow sets the opponent or object on fire, but the archer's concentration during firing will be zero.
Expert: allows obtaining comprehensive information about any bow or crossbow
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Hidden Attack (activatable skill): an attack from cover with an accuracy and concentration bonus
Skirmisher (bonus skill, acquired only from teachers): allows firing while mounted on a horse; does not work with longbows
Lob Shot (bonus skill, acquired only from teachers): allows lobbing shots, i.e., without visual contact with the opponent. Damage is reduced by 50%. Does not work with crossbows and longbows.
Thrown Weapon Proficiency
I Allows the use of rank I thrown weapons
II Allows the use of rank II thrown weapons
III Allows the use of rank III thrown weapons
IV (bonus level, acquired only from teachers) Allows the use of unique thrown weapons
Knife Proficiency: increases the chance of a critical hit when throwing knives.
Throwing Spear Proficiency: increases the chance to maim an opponent when throwing a spear.
Hatchet Proficiency: throwing axes destroy the opponent's armor more strongly.
Boomerang Proficiency: increases power when throwing boomerangs.
Hook Proficiency: increases the chance to capture an opponent when using hooks. Increases the chance to knock down an opponent when using hooks.
Sharp Eye: increases accuracy
Sniper: increases concentration
Training: increases power
Enchanted Weapon: increases the effectiveness of enchantments on the used weapon
Hidden Attack (activatable skill): an attack from cover with an accuracy and concentration bonus
Run-up (activatable skill): the character runs forward and throws their weapon, receiving a power bonus.
Walls (bonus skill, acquired only from teachers): allows using hooks to climb walls.
Shield Proficiency
I Allows the use of rank I shields
II Allows the use of rank II shields
III Allows the use of rank III shields
IV (bonus level, acquired only from teachers) Allows the use of unique shields
Large Shields: increases the durability of used large shields. Increases the block probability when blocking arrows and thrown weapons.
Round Shields: allows using spears together with round shields
Small Shields: provides the ability to use small shields together with one-handed/two-handed weapons. The block of small shields is added to the weapon's block rather than multiplied (as per default).
Classic Shields: increases the block probability in melee combat when using classic shields.
Knight: allows using shields (except large ones) while mounted on a horse.
Expert: allows obtaining comprehensive information about any shield
Enchanted Shield: increases the effectiveness of enchantments on the used shield
Tank: upon a successful block, a counterattack with the shield occurs
Juggernaut (bonus skill, acquired only from teachers): allows performing a shield bash. A shield bash has a chance to knock the opponent down.
Rush! (bonus skill, activatable skill): the character runs forward and hits the opponent with the shield.
Technology Proficiency
I Allows the use of rank I technologies
II Allows the use of rank II technologies and repairing rank I technologies
III Allows the use of rank III technologies and repairing rank II technologies
IV (bonus level, acquired only from teachers) Allows the use of unique technologies and repairing rank III technologies
Firearm Proficiency: firearms additionally destroy the opponent's armor upon firing
Crossbow Proficiency: crossbows additionally pierce the opponent's armor upon firing
Rifle Proficiency: increases accuracy when using rifles
Explosives Proficiency: increases damage when using explosives
Grenade Proficiency: increases the throwing range of grenades
Motor Vehicle Proficiency: increases speed when the character is driving a motor vehicle. Reduces fuel consumption.
Flying Machine Proficiency: allows more effective control of flying machines and gives them an evasion bonus.
Automation Proficiency: allows improving certain mechanisms by equipping them with automation. After this upgrade, the amount of AP required to operate the mechanism is reduced.
Advanced: increases intelligence by 30
Expert: allows obtaining comprehensive information about any technology (except some unique ones)
Unarmed Combat
I Increases base damage from unarmed strikes by 2
II Increases base damage from unarmed strikes by another 3
III Increases base damage from unarmed strikes by another 4
IV (bonus level, acquired only from teachers) Increases damage from unarmed strikes by another 6
Yoru Technique: increases concentration and vitality if the fight is conducted without weapons.
Creature Technique: it is commonly called "the box" because Creature training in this technique takes place in boxes. The technique increases power and survivability in unarmed combat.
Sylph Technique: increases will and reaction if the fight is conducted without weapons.
Orc Technique: significantly increases power if the fight is conducted without weapons.
Dwarf Technique: significantly increases survivability if the fight is conducted without weapons.
(different unarmed combat techniques are not compatible with each other)
Brass Knuckle Proficiency: allows using brass knuckles in unarmed combat.
Armored Fists: damage in unarmed combat increases if the character wears armor (referring to gloves).
Evasiveness: increases reaction in unarmed combat.
Preparation: increases power
Proper Breathing: reduces the amount of AP required for an attack with a one-handed weapon by 25%
Lightweight: the character receives a speed bonus if they have no weapons or armor
Power Strike (activatable skill): delivers a strike with a power bonus, which requires 50% more AP than a normal strike
Vital Points (bonus skill, acquired only from teachers): allows performing an attack on a vital point of the opponent, completely paralyzing them. The enemy must not suspect the presence of the attacker.
Military Science
I Increases character survivability by 30
II Increases character survivability by another 40
III Increases character survivability by another 50
IV (bonus level, acquired only from teachers) Increases character survivability by another 60
Melee Combat: increases power
Ranged Combat: increases accuracy
Combat Knowledge: increases intelligence
Fast as Lightning: increases speed and initiative
Leader: if the character is appointed commander, all subordinate characters receive bonuses equal to 1/3 of all the character's military science bonuses
Shove: if an opponent blocks a strike, the character has a chance to knock them down (chance depends on the character's power and the opponent's power)
Tactical Retreat: when being attacked, the character has the ability to automatically retreat several cells without incurring an AP penalty.
Deep Breath (activatable skill): the character spends 4 AP in the current turn to receive 8 AP in the next. Once every three rounds.
Veteran: increases the maximum number of skills that can be taken in military skills by 1.
Drunken Style (bonus skill, acquired only from teachers): diagonal movement requires as much AP as straight movement (usually 1.5 times more)
First Reaction (bonus skill, acquired only from teachers): in the first round, the character always goes first.
Education
I Increases all spiritual characteristics of the character by 10
II Increases all spiritual characteristics of the character by another 15
III Increases all spiritual characteristics of the character by another 20
IV (bonus level, acquired only from teachers) Increases all spiritual characteristics of the character by another 25
Biology Knowledge: increases survivability
Mathematics Knowledge: increases intelligence
Physics Knowledge: increases accuracy
Preparation: increases power
Medicine: increases the effectiveness of "first aid" threefold. Increases the healing effect of spells by 50%. Allows curing many diseases, although over time.
Expert: depending on the chosen direction, the character can become an expert in any subject (weapons, shields, armor, architecture, technologies, antiquities, etc.). Each direction costs a separate skill point.
Wisdom (bonus skill, can be learned only from teachers): increases the maximum number of spells a character can learn by 1 for each rank of every studied element. The same applies to potions and enchantments.
Teacher: provides the ability to teach other characters bonus skills and abilities. Of course, the teacher must possess them first.
Creature School: ability to master two additional skills and abilities for free provided they are related to technologies
Daskalos School: ability to master two additional skills and abilities for free provided they are related to magic
Sylph School: ability to master two additional skills and abilities for free provided they are related to weapon proficiency
Dwarf School: ability to master one additional skill or ability for free provided it is related to creating or repairing items, as well as another skill or ability related to weapon proficiency
(different schools are not compatible with each other; all schools can be studied only—pardon the tautology—in corresponding schools)
Blacksmithing
I Allows repairing rank I weapons and armor
II Allows repairing rank II weapons and armor, as well as creating rank I weapons and armor
III Allows repairing rank III weapons and armor, as well as creating rank II weapons and armor
IV (bonus level, acquired only from teachers) Allows repairing unique weapons and armor, as well as creating rank III weapons and armor
Swordsmith: created swords, daggers, and spears have 50% more damage
Axesmith: created axes, battleaxes, halberds, etc., have 50% more damage
Macesmith: created blunt metal weapons, such as maces and flails, have 50% more damage
Carpenter: created clubs, staves, bows, etc., have 50% more damage
Armor Master: created armor, shields, etc., have greater durability and effectiveness
Light Alloys: allows creating weapons and armor of lower effectiveness but with a smaller penalty to speed, initiative, and evasion chance for the characters using them.
Reformer: allows improving an already existing weapon or piece of armor provided that the corresponding specialization is chosen and the smith knows how to at least repair said weapon or armor
Legendary Smith (bonus skill, acquired only from teachers): allows creating weapons and armor one rank higher than allowed by the blacksmithing level. That is, with "Blacksmithing IV", a character can create unique weapons and armor
Cleric
I Allows blessing followers of their religion (effectiveness is lower than when visiting a temple)
II Allows blessing followers of their religion (effectiveness is the same as when visiting a temple)
III Allows blessing followers of their religion. The cleric themselves will be constantly under the effect of the blessing.
IV (bonus level, acquired only from teachers) Allows blessing followers of their religion. The cleric themselves will be constantly under the effect of the blessing. Blessing effectiveness is increased.
Word that Penetrates the Soul: duration of the blessing is increased by two days.
Preacher: allows converting characters to one's faith if they have a predisposition for it.
Religious Scholar: the character possesses deep knowledge not only of their own but also of other religions.
Soul Knower: the character sees which religions other characters belong to.
Consecration: the cleric can consecrate a certain room or place, making it a temple.
Grace: if the cleric blesses characters inside a temple, blessing effectiveness is increased by 50%
Atheist: allows practicing atheism
Free Confession: allows casting blessings of any religion, but with reduced effectiveness. The character will always be under the effect of a curse from their native religion (atheism if there is no religion) and cannot be blessed in any way.
Curse (bonus skill, activatable skill): curses a character so that they receive anti-bonuses corresponding to the cleric's religion. The curse works more effectively on co-religionists. Another cleric cannot be cursed.
Alchemy
I Allows brewing rank I potions. Grants automatic knowledge of one rank I potion of choice.
II Allows brewing rank II potions
III Allows brewing rank III potions
IV (bonus level, acquired only from teachers) Allows brewing unique potions
Warlock: potions restore 50% more health.
Poisoner: potions deal 50% more damage to the opponent.
Precise Mixing: half as many ingredients are used to create a potion.
Energy Drinks: potions give 50% more mana.
Contrast: increases fire element damage if the target is frozen. Increases water element damage if the target is on fire. In this process, freezing/burning is removed.
Rank I Potions
Minor Regeneration Potion: restores 30 health.
Minor Meditation Potion: gives 5 units of mana
Poison: deals damage every round to the character whose organism it enters.
Cold Potion: when thrown at an enemy, freezes them.
Rank II Potions
Regeneration Potion: restores 60 health.
Meditation Potion: gives 10 units of mana
Readiness Potion: in the first round of the next battle, the character automatically receives 1/3 of their maximum mana reserve.
Elemental Potions: allows brewing potions that grant the character who drinks them a predisposition to one (and only one) specific element. Earth predisposition gives the character a bonus to power and will (+10) if developed upon leveling up. Air – to accuracy and reaction. Fire – to survivability and vitality. Water – to intelligence and concentration.
Burn Potion: when thrown at an enemy, deals fire element damage and sets them on fire.
Rank III Potions
Major Regeneration Potion: restores 100 health.
Major Meditation Potion: gives 20 units of mana.
Integrity Potion: fully restores health. For one day, the character loses the ability to restore health by any means.
Plague Potion: upon entering a character's organism, causes a severe illness. In battle, it deals damage every round.
Absolute Zero Potion: deals water element damage and freezes the target.
Enchanting
I Allows creating rank I enchantments on items (only one enchantment can be placed on an item). Grants automatic knowledge of one rank I enchantment of choice.
II Allows creating rank II enchantments on items (only one enchantment can be placed on an item)
III Allows creating rank III enchantments on items (only one enchantment can be placed on an item)
IV (bonus level, acquired only from teachers) Allows creating unique enchantments on items (only one enchantment can be placed on an item)
Arrow Enchanter: allows enchanting two arrows at once for the same resource of sponge crystal and mana.
Combat Enchantment: increases damage from enchantments by 50%
Elemental Enchanter: increases elemental resistance from enchantments by 15%
Economy: reduces the amount of mana for casting enchantments by 50%. Also reduces the amount of mana required to restore an exhausted enchantment.
Double Crystal (bonus skill, acquired only from teachers): provides the ability to use two different enchantments on one item simultaneously
Rank I Enchantments
Elemental Resistance: depending on skills in elemental magic, allows creating enchantments that increase armor or clothing resistance to certain elements by 20%
Fire Wasp: gives a weapon additional fire element damage.
Wet Mouse: gives a weapon additional water element damage. The target gets soaked.
Stone Wall: increases the block chance on a weapon or shield.
Air Shield: used armor acquires shield abilities, meaning it has the ability to completely block a strike.
Rank II Enchantments
Elemental Immunity: depending on skills in elemental magic, allows creating enchantments that increase armor or clothing resistance to certain elements by 40%
Feather Lightness (Air): reduces required AP for using the weapon by 2. The weapon acquires additional air element damage, but its physical damage is reduced by the same amount.
Stone Heaviness: gives a weapon additional earth element damage, but the required AP for using the weapon increases by 2.
Water Edge: increases critical damage on a weapon
Fire Shield: an attack on the item's owner will deal damage to the attacker
Rank III Enchantments
Elemental Imperviousness: depending on skills in elemental magic, allows creating enchantments that increase armor or clothing resistance to certain elements by 60%
Earthquake Weapon: the weapon deals additional earth element damage to the opponent and all their allies with a chance to knock them down.
Weapon of Death: the weapon creates a large cloud of poisonous gas; anyone who inhales it receives air element damage. Lighting a match or using fire magic inside the cloud is not recommended...
Explosion Weapon: the weapon deals additional fire element damage within a certain radius and sets on fire.
Weapon of Impotence: the weapon deals additional water element damage within a certain radius and freezes the target.
(to cast an enchantment, one must apply a sponge crystal to the item and spend a certain amount of mana. An enchanted item always has a rank 1 higher)
(to use an enchantment, one must at least know it exists. One must also possess the necessary proficiency in using corresponding items. Using enchantments consumes the mana that saturates the sponge crystal. To refill mana, an enchanter is needed; however, it is not necessary to possess that specific enchantment to refill the mana in the crystal)
(all weapon enchantments can be used on arrows. To enchant an arrow, only half a sponge crystal is required)
Geology
I Allows studying rank I earth magic spells. Grants automatic knowledge of one rank I earth spell of choice.
II Allows studying rank II earth magic spells
III Allows studying rank III earth magic spells
IV (bonus level, acquired only from teachers) Earth knowledge at such a high level allows the character to proceed to study the next element
Granite Hardness: increases the character's will.
Buffer: strengthens earth magic spells that do not deal damage.
Attacker: increases damage from earth element spells.
Unstoppable: the character acquires 50% resistance to stunning, immobilization, and loss of AP and mana.
Earth Knowledge: the character becomes an expert in stones, minerals, metals, etc.
Rank I Spells
Not a Step Back: increases the character's will. Prevents the character from moving (this requires spending as much mana as casting the spell). Reduces the character's reaction to zero.
Shot: small earth element damage at a long distance. Requires little mana as well.
Shaky Ground: applied to an opponent, increasing the probability of knocking them down.
Rank II Spells
Earthen Hands: increases character power.
Core: earth element damage at medium range with a probability of knocking down the opponent.
Dust: hides an ally from ranged attacks, reducing their effectiveness.
Rank III Spells
Stone Armor: absorbs part of the damage intended for the character.
Boulder: unique earth magic spell. While dealing considerable earth element damage, this spell is also strengthened by the character's power (the caster lifts a stone boulder above themselves and throws it at the opponent). Short range.
Prison: blocks an opponent's actions; they must first destroy the stone prison to free themselves and continue the fight.
Aerology
I Allows studying rank I air magic spells. Grants automatic knowledge of one rank I air spell of choice.
II Allows studying rank II air magic spells
III Allows studying rank III air magic spells
IV (bonus level, acquired only from teachers) Air knowledge at such a high level allows the character to proceed to study the next element
Sixth Sense: increases the character's reaction.
Buffer: strengthens air magic spells that do not deal damage.
Attacker: increases damage from air element spells.
Air Vibrations: the character acquires the ability to detect items and humanoids hidden from sight (does not work against same darkness magic). The character is much harder to catch off guard.
On Wings of Wind: increases the character's speed.
Rank I Spells
Breeze: gives all combat participants a small amount of AP and mana.
War Horn: increases the initiative of all allies, including the caster.
Air Strike: small air element damage at medium distance with a chance to hit neighboring opponents.
Rank II Spells
Precision: increases the accuracy of the caster or a chosen ally (or the caster).
Tailwind: increases the speed of allies and the caster. Reduces the speed of opponents.
Sonic Strike: air element damage to all opponents simultaneously.
Rank III Spells
Jump: sends oneself or an ally to any point in battle, if it is accessible by air.
Flight: the caster acquires the ability to fly. Casting and maintaining the spell consumes a lot of mana.
Suffocation: large air element damage over several rounds.
Hydrology
I Allows studying rank I water magic spells. Grants automatic knowledge of one rank I water spell of choice.
II Allows studying rank II water magic spells
III Allows studying rank III water magic spells
IV (bonus level, acquired only from teachers) Water knowledge at such a high level allows the character to proceed to study the next element
Peace of Mind: increases the character's concentration.
Buffer: strengthens water magic spells that do not deal damage.
Attacker: increases damage from water element spells.
Water Precision: if the character attacks an opponent, it will be 50% harder for them to evade attacks.
Medicine: increases the healing effect of all spells by 50%
Contrast: increases fire element spell damage if the target is frozen. Increases water element spell damage if the target is on fire. In this process, freezing/burning is removed.
Rank I Spells
Disinfection: disinfects wounds, removing infection and contamination. Restores a small amount of health.
Splashes: small water element damage at short distance for very little mana and AP. The opponent gets soaked.
Cool Head: increases an ally's concentration.
Rank II Spells
Critical Stop: increases block chances for the caster or an ally.
Downpour: small water element damage to all opponents on the battlefield (unless they hid under an umbrella ;)). Opponents get soaked.
Frost Breath: freezes a soaked opponent. If the opponent is not soaked, it once removes part of their AP and mana.
Rank III Spells
Purification: cleanses an ally's blood of poison and some diseases, removes burning. Restores part of health.
Water Blade: a special weapon that deals high water element damage. It receives no bonuses of ordinary weapons, except for having a probability to block an enemy attack.
Stopping Cold: freezes all soaked opponents.
Pyrology
I Allows studying rank I fire magic spells. Grants automatic knowledge of one rank I fire spell of choice.
II Allows studying rank II fire magic spells
III Allows studying rank III fire magic spells
IV(bonus level, acquired only from teachers) Fire knowledge at such a high level allows the character to proceed to studying the next element
Fortitude: increases the character's vitality.
Buffer: strengthens fire magic spells that do not deal damage.
Attacker: increases damage from fire element spells.
Return: the character can be brought back to life in a considerable number of fatal situations. Sometimes they may even wake up on their own after a mortal wound.
Firebringer: increases burn damage
Contrast: increases damage from fire element spells if the target is frozen. Increases damage from water element spells if the target is burning. In doing so, the freeze/burn effect is removed.
Rank I Spells
Sparks: small amount of fire element damage.
Oxidation: deals small fire element damage and damages enemy weapon or armor of choice.
Ignite: sets the target on fire.
Rank II Spells
Inner Fire: increases the survivability of the caster or an ally for the duration of the spell. If the spell is canceled or there is insufficient mana to extend it, health is deducted.
Peat Bogs: sets the ground on fire in a specific location within a certain radius. Anyone standing on or entering the peat bogs takes fire element damage. Additionally, smoke hinders ranged attacks.
Flame: deals fire element damage and sets the target on fire.
Rank III Spells
Fire of Knowledge: increases the intelligence of the caster or an ally. Thus, the caster or ally is able to acquire new skills and/or abilities, but only for as long as their intelligence is increased by the spell.
Annihilation: deals fire element damage and makes enemy armor completely unusable.
Explosion: deals fire element damage within a certain radius with a chance to stun everyone within that radius.
Dual-Element Magic
I Allows learning Rank I dual-element spells (provided the corresponding skills for each single-element magic of the first rank are present)
II Allows learning Rank II dual-element spells (provided the corresponding skills for each single-element magic of the second rank are present)
III Allows learning Rank III dual-element spells (provided the corresponding skills for each single-element magic of the third rank are present)
IV (bonus level, acquired only from teachers) Allows learning tri-element spells (provided the corresponding skills for each single-element magic are present)