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Characteristics
When creating a character, the player has 80 points to distribute among seven characteristics at their discretion; the minimum parameter value is 7, and the maximum is 25.
Strength
Increases the amount of melee damage dealt. 15 points in this characteristic are required to use two-handed weapons and heavy armor. The strength modifier is 1.0 for two-handed weapons, and 0.5 for one-handed weapons and spears.
Constitution
Each unit of this characteristic increases the character's health by 10.
Dexterity
Determines the character's accuracy in melee combat as well as the chance to evade an enemy attack. Points from 1 to 7 add +1 to accuracy and +1 to evasion; from 8 to 15, +2 to accuracy and +2 to evasion; from 16 to 20, +3 to accuracy and +3 to evasion; from 21 to 25> +4 to accuracy and +4 to evasion.
Intelligence
Each unit of this characteristic increases the character's amount of magical energy. 1-7 do not increase magical energy (the base amount of magical energy for any character is 50). 8-15 increase it by 15 units. 16-20 increase it by 30 units. 21-25> increase it by 45. 10-25> increase the critical hit chance by 2%.
Willpower
Determines the probability of success when casting a spell for casters, and for all others—the probability of resisting one. Points from 1 to 7 add +1 to magic power and +1 to resistance; from 8 to 15, +2 to magic power and +2 to resistance; from 16 to 20, +3 to magic power and +3 to resistance; from 21 to 25> +4 to magic power and +4 to resistance.
Speed
Responsible for initiative and the distance covered in battle. Points from 1 to 7 add +1 speed. 8-15, +2 speed. 16-20, +3 speed. 21-25> +4 speed.
Perception
Determines the character's accuracy when using ranged weapons as well as the probability of evading a ranged attack. Additionally, it helps detect traps, disguised characters, etc. The values correspond to the description for dexterity.
Specializations
At the start of the game, each character has 2 specialization points and 6 skill points.
One-Handed Weapons

I Grants a chance (dexterity) to parry an enemy strike.
II Additional attack.
III In the event of a successful parry, there is a chance (strength) to disarm the opponent.
IV Additional attack.
V After a successful disarming, the enemy automatically takes ten times damage (but only if they lack a shield or second weapon).
*With each rank, accuracy (2) and critical damage chance (3%) increase.
Two-Handed Weapons

I Strength additionally influences the accuracy parameter (0.5).
II Each successful hit has a chance (strength) to paralyze the opponent for one turn.
III Each kill in battle restores 20% of the character's health.
IV Hitting an enemy whose health is less than 35% deals a lethal blow.
V Additional attack.
*With each rank, damage dealt (4) and critical damage chance (3%) increase.
Polearms

I Grants a chance (dexterity) to parry an enemy strike.
II In one-on-one combat, a speed competition occurs. Periodically, the opponent will have to spend turns closing the distance.
III A successful parry paralyzes the enemy for one turn.
IV Each successful attack also deals half damage to all nearby enemies.
V The character gains the ability to respond to every single enemy melee attack.
*With each rank, damage dealt (2) and accuracy (2) increase.
Shield

I Allows the use of shields.
II After reflecting an attack, a counter-thrust with the shield is dealt to the enemy, paralyzing them.
III As long as the character does not move, they automatically block ranged (but not magical) attacks from enemies.
IV Two of the character's companions can take cover behind them.
V A successful shield thrust deals damage to the enemy equal to the block percentage of the opponent's current health.
*With each rank, the chance of a successful block increases (5%).
Dual Wielding

I Allows using a weapon in each hand (one-handed).
II Removes half of the penalty.
III Removes the penalty completely.
IV Consecutive attacks in one turn each deal 10% more damage.
V Allows using a weapon in each hand (pistols).
Bow

I Allows the use of bows.
II A successful shot can paralyze the target (success depends on perception).
III The distance the arrow flies determines additional damage (1 after 20).
IV The next attack on a paralyzed enemy will deal triple damage.
V Additional attack.
*With each rank, accuracy (2) and firing range (10) increase.
Crossbow

I Allows the use of crossbows.
II A successful hit slows (1/3 of current value) the enemy for 3 turns; subsequent attacks refresh the timer and increase the effect.
III The first shot deals percentage damage to the enemy based on their maximum health equal to the perception stat.
IV Successful attacks have a chance (perception) to knock back the enemy.
V Attacks deal area-of-effect damage.
*With each rank, accuracy (2) and armor penetration percentage (10%) increase.
Musket

I Allows the use of muskets.
II An aimed attack outside of combat deals ten times damage. x2
III Hitting an enemy whose health is less than 35% deals a lethal blow. x2
*With each rank, accuracy (6) increases.
Pistol

I Allows the use of pistols.
II Additional attack. x2
III Additional attack. x2
IV Shooting while running. Accuracy is reduced by 75%.
*With each rank, accuracy (6) increases.
Elemental Magic

Electric Charge. Deals damage to targets with a chance to block them.
Earthquake. All characters take physical damage and have a certain chance to fail their actions.
Ice Graves. Upon successful casting, the character's body is covered in a thick layer of ice, and all internal organs are frozen. The character remains in this state until they are dispelled or take damage (the first attack will deal ten times damage).
Air Blades. The character takes damage and their armor is destroyed.
Wave. The character and everyone near them take damage, and their speed is reduced by 2/3.
Fire. The target and all those nearby take massive damage. They and all other characters on the battlefield lose 25% of their current health every turn.
Healing Tree. A tree grows on the battlefield that restores 10% of maximum health to each allied character.
Reality Manipulation

Teleportation. The character gains the ability to move outside of combat to any previously visited location.
Denial. After use, the character does not require air. During combat, there is a possibility to ignore taking damage.
Levitation. In this state, it is impossible to attack. The character gains immunity to melee attacks and double the chance to evade a ranged attack.
Creation. The character gains the ability to create items (requires knowledge of components or an existing item to create a copy; success chance decreases depending on the importance of the item).
Time Manipulation. Changes the state of the selected target back one hour.
Destruction. The opponent's weapon becomes unusable.
Dark Magic

Servant. A chosen dead person becomes the player's minion, having triple health; however, the quality of their health and abilities depends on the state of the body. Thus, fresh corpses become the best servants, while a pile of bones cannot be raised.
Subjugation. The chosen character comes under the player's command.
Death Mark. The chosen character dies.
Bonds. The character binds the lives of any two people; everything that happens to one also happens to the second.
Soul Chain. The character absorbs 10% health from all characters participating in battle every turn. While casting this spell, no other actions can be performed.
Mind Suppression. Allows changing a character's personality and memories at will.
Secret Magic

Thought Reading. Upon successful application, the player gains the ability to extract any desired information from the target's head.
Veil. Makes oneself or an ally invisible, allowing them to perform any actions (except aggressive ones) without revealing themselves.
Illusion. Creates an illusory image of anything. This could be a weapon, a person, a terrible monster, or a beautiful maiden.
Repose. Plunges the target into sleep, and they remain in this state until any aggressive action is taken against them.
Immersion. The player moves their soul and mind into any desired object.
Healing Magic

Healing. Fully restores lost health. Can only be used outside of combat.
Mental Shield. Protects the character from any effects on the mind.
Restoration. Regenerates a certain amount of health.
Dispelling. Nullifies the effect of a spell.
Salvation. Restores health and magical energy to all allies and also nullifies mind-affecting effects.
Grace. The character cannot perform other actions; allies gain passive regeneration of health and magical energy.
Shamanism

Locator. The character gains the ability to see the location of any other character; it is sufficient to know their name and have an idea of who they are, or have their appearance in memory.
With a personal item of that character and a map of the area, the player can determine their exact location.
Sanctuary. Enchants a room (room, house, etc.) such that any unwanted guest cannot enter until the owner invites them.
Blood Ritual. Given blood—their own or another character's—they can perform a ritual and turn it into a healing potion, or cause the "donor" to suffer a terrible disease.
Transformation. Reveals the character's nature and turns them into the corresponding creature.
Madness. Drives a character insane.
Message. The player gains the ability to mentally send a message to any person they have previously contacted.
Additional Skills
Archaeologist. The character gains the ability to conduct research in specific places, identify items, as well as their approximate cost. x2
Inventor. Ability to improve items and create new ones if blueprints are available. x3
Scout. Ability to quickly gather information about the surrounding territory.
Assassin. Attacking unsuspecting characters kills them. Can be used with one-handed and ranged weapons, or without any weapon at all. x3
Swindler. Bonus to dexterity stats outside of combat (to everything except aggressive actions). x3
Juggernaut. Removes the movement speed penalty when using heavy armor and shields. x3
Duelist. In a one-on-one fight with an opponent, damage dealt as well as hit and evasion chances are doubled. x3
Knight. 50 to health, bonus to melee damage, bonus when using shields. x3
Leader. 25 to health and magical energy for each character in the group, bonus to willpower stats; provided that the character with this skill is appointed as the party leader. x3
Stormtrooper. The character instantly closes the distance between themselves and their target. In heavy armor, use is possible only if they have the Juggernaut skill. x2
Doctor. Grants the ability to use medical supplies. x2
Innocent Sister. Increases the effectiveness of healing spells and the willpower effect. Unlocked for free if the character specifies affiliation with a specific organization.
Inquisitor of the Alissandrian Church. The character gains a spell that allows them to immobilize a follower of any other religion. Unlocked for free if the character specifies affiliation with a specific organization.
Nationality
Dal Shabhet: Additional 8 characteristic points.
Khontai: Additional 4 skill points.
Dal Tarren: Additional 2 specialization points.
Dal Duran: Additional 4 characteristic points, 2 skill points, 1 specialization point.
Dal Karen: Starting capital increased by 5000 R
Anquad: Stats of any one chosen characteristic are doubled; stats of any second chosen characteristic are increased by half.
Helligkait: Each point of constitution gives twice as much health.
Katarian: The character always strikes first. This action always deals critical damage and stuns the opponent.
Vaironia: Two free skill points for any unlocked weapon specialization.
Tyria: Choice of: a free rank 5 specialization in one-handed or two-handed swords.
Free Folk: Free scouting skill, bow specialization with three free skill points.
Overseas Warriors: +4 to strength and constitution, resistance to half of magical damage.
Children of Sanexa/Shadows of Nox (known as Moon's Chosen before the loss of their homeland): free knowledge of rank 3 "Dual Wielding" skill. Dexterity effectiveness and critical damage chance are increased.
Children of the Sun: 4 points in healing magic specialization.
When creating a character, the player has 80 points to distribute among seven characteristics at their discretion; the minimum parameter value is 7, and the maximum is 25.
Strength
Increases the amount of melee damage dealt. 15 points in this characteristic are required to use two-handed weapons and heavy armor. The strength modifier is 1.0 for two-handed weapons, and 0.5 for one-handed weapons and spears.
Constitution
Each unit of this characteristic increases the character's health by 10.
Dexterity
Determines the character's accuracy in melee combat as well as the chance to evade an enemy attack. Points from 1 to 7 add +1 to accuracy and +1 to evasion; from 8 to 15, +2 to accuracy and +2 to evasion; from 16 to 20, +3 to accuracy and +3 to evasion; from 21 to 25> +4 to accuracy and +4 to evasion.
Intelligence
Each unit of this characteristic increases the character's amount of magical energy. 1-7 do not increase magical energy (the base amount of magical energy for any character is 50). 8-15 increase it by 15 units. 16-20 increase it by 30 units. 21-25> increase it by 45. 10-25> increase the critical hit chance by 2%.
Willpower
Determines the probability of success when casting a spell for casters, and for all others—the probability of resisting one. Points from 1 to 7 add +1 to magic power and +1 to resistance; from 8 to 15, +2 to magic power and +2 to resistance; from 16 to 20, +3 to magic power and +3 to resistance; from 21 to 25> +4 to magic power and +4 to resistance.
Speed
Responsible for initiative and the distance covered in battle. Points from 1 to 7 add +1 speed. 8-15, +2 speed. 16-20, +3 speed. 21-25> +4 speed.
Perception
Determines the character's accuracy when using ranged weapons as well as the probability of evading a ranged attack. Additionally, it helps detect traps, disguised characters, etc. The values correspond to the description for dexterity.
Specializations
At the start of the game, each character has 2 specialization points and 6 skill points.
One-Handed Weapons
I Grants a chance (dexterity) to parry an enemy strike.
II Additional attack.
III In the event of a successful parry, there is a chance (strength) to disarm the opponent.
IV Additional attack.
V After a successful disarming, the enemy automatically takes ten times damage (but only if they lack a shield or second weapon).
*With each rank, accuracy (2) and critical damage chance (3%) increase.
Two-Handed Weapons
I Strength additionally influences the accuracy parameter (0.5).
II Each successful hit has a chance (strength) to paralyze the opponent for one turn.
III Each kill in battle restores 20% of the character's health.
IV Hitting an enemy whose health is less than 35% deals a lethal blow.
V Additional attack.
*With each rank, damage dealt (4) and critical damage chance (3%) increase.
Polearms
I Grants a chance (dexterity) to parry an enemy strike.
II In one-on-one combat, a speed competition occurs. Periodically, the opponent will have to spend turns closing the distance.
III A successful parry paralyzes the enemy for one turn.
IV Each successful attack also deals half damage to all nearby enemies.
V The character gains the ability to respond to every single enemy melee attack.
*With each rank, damage dealt (2) and accuracy (2) increase.
Shield
I Allows the use of shields.
II After reflecting an attack, a counter-thrust with the shield is dealt to the enemy, paralyzing them.
III As long as the character does not move, they automatically block ranged (but not magical) attacks from enemies.
IV Two of the character's companions can take cover behind them.
V A successful shield thrust deals damage to the enemy equal to the block percentage of the opponent's current health.
*With each rank, the chance of a successful block increases (5%).
Dual Wielding
I Allows using a weapon in each hand (one-handed).
II Removes half of the penalty.
III Removes the penalty completely.
IV Consecutive attacks in one turn each deal 10% more damage.
V Allows using a weapon in each hand (pistols).
Bow
I Allows the use of bows.
II A successful shot can paralyze the target (success depends on perception).
III The distance the arrow flies determines additional damage (1 after 20).
IV The next attack on a paralyzed enemy will deal triple damage.
V Additional attack.
*With each rank, accuracy (2) and firing range (10) increase.
Crossbow
I Allows the use of crossbows.
II A successful hit slows (1/3 of current value) the enemy for 3 turns; subsequent attacks refresh the timer and increase the effect.
III The first shot deals percentage damage to the enemy based on their maximum health equal to the perception stat.
IV Successful attacks have a chance (perception) to knock back the enemy.
V Attacks deal area-of-effect damage.
*With each rank, accuracy (2) and armor penetration percentage (10%) increase.
Musket
I Allows the use of muskets.
II An aimed attack outside of combat deals ten times damage. x2
III Hitting an enemy whose health is less than 35% deals a lethal blow. x2
*With each rank, accuracy (6) increases.
Pistol
I Allows the use of pistols.
II Additional attack. x2
III Additional attack. x2
IV Shooting while running. Accuracy is reduced by 75%.
*With each rank, accuracy (6) increases.
Elemental Magic
Electric Charge. Deals damage to targets with a chance to block them.
Earthquake. All characters take physical damage and have a certain chance to fail their actions.
Ice Graves. Upon successful casting, the character's body is covered in a thick layer of ice, and all internal organs are frozen. The character remains in this state until they are dispelled or take damage (the first attack will deal ten times damage).
Air Blades. The character takes damage and their armor is destroyed.
Wave. The character and everyone near them take damage, and their speed is reduced by 2/3.
Fire. The target and all those nearby take massive damage. They and all other characters on the battlefield lose 25% of their current health every turn.
Healing Tree. A tree grows on the battlefield that restores 10% of maximum health to each allied character.
Reality Manipulation
Teleportation. The character gains the ability to move outside of combat to any previously visited location.
Denial. After use, the character does not require air. During combat, there is a possibility to ignore taking damage.
Levitation. In this state, it is impossible to attack. The character gains immunity to melee attacks and double the chance to evade a ranged attack.
Creation. The character gains the ability to create items (requires knowledge of components or an existing item to create a copy; success chance decreases depending on the importance of the item).
Time Manipulation. Changes the state of the selected target back one hour.
Destruction. The opponent's weapon becomes unusable.
Dark Magic
Servant. A chosen dead person becomes the player's minion, having triple health; however, the quality of their health and abilities depends on the state of the body. Thus, fresh corpses become the best servants, while a pile of bones cannot be raised.
Subjugation. The chosen character comes under the player's command.
Death Mark. The chosen character dies.
Bonds. The character binds the lives of any two people; everything that happens to one also happens to the second.
Soul Chain. The character absorbs 10% health from all characters participating in battle every turn. While casting this spell, no other actions can be performed.
Mind Suppression. Allows changing a character's personality and memories at will.
Secret Magic
Thought Reading. Upon successful application, the player gains the ability to extract any desired information from the target's head.
Veil. Makes oneself or an ally invisible, allowing them to perform any actions (except aggressive ones) without revealing themselves.
Illusion. Creates an illusory image of anything. This could be a weapon, a person, a terrible monster, or a beautiful maiden.
Repose. Plunges the target into sleep, and they remain in this state until any aggressive action is taken against them.
Immersion. The player moves their soul and mind into any desired object.
Healing Magic
Healing. Fully restores lost health. Can only be used outside of combat.
Mental Shield. Protects the character from any effects on the mind.
Restoration. Regenerates a certain amount of health.
Dispelling. Nullifies the effect of a spell.
Salvation. Restores health and magical energy to all allies and also nullifies mind-affecting effects.
Grace. The character cannot perform other actions; allies gain passive regeneration of health and magical energy.
Shamanism
Locator. The character gains the ability to see the location of any other character; it is sufficient to know their name and have an idea of who they are, or have their appearance in memory.
With a personal item of that character and a map of the area, the player can determine their exact location.
Sanctuary. Enchants a room (room, house, etc.) such that any unwanted guest cannot enter until the owner invites them.
Blood Ritual. Given blood—their own or another character's—they can perform a ritual and turn it into a healing potion, or cause the "donor" to suffer a terrible disease.
Transformation. Reveals the character's nature and turns them into the corresponding creature.
Madness. Drives a character insane.
Message. The player gains the ability to mentally send a message to any person they have previously contacted.
Additional Skills
Archaeologist. The character gains the ability to conduct research in specific places, identify items, as well as their approximate cost. x2
Inventor. Ability to improve items and create new ones if blueprints are available. x3
Scout. Ability to quickly gather information about the surrounding territory.
Assassin. Attacking unsuspecting characters kills them. Can be used with one-handed and ranged weapons, or without any weapon at all. x3
Swindler. Bonus to dexterity stats outside of combat (to everything except aggressive actions). x3
Juggernaut. Removes the movement speed penalty when using heavy armor and shields. x3
Duelist. In a one-on-one fight with an opponent, damage dealt as well as hit and evasion chances are doubled. x3
Knight. 50 to health, bonus to melee damage, bonus when using shields. x3
Leader. 25 to health and magical energy for each character in the group, bonus to willpower stats; provided that the character with this skill is appointed as the party leader. x3
Stormtrooper. The character instantly closes the distance between themselves and their target. In heavy armor, use is possible only if they have the Juggernaut skill. x2
Doctor. Grants the ability to use medical supplies. x2
Innocent Sister. Increases the effectiveness of healing spells and the willpower effect. Unlocked for free if the character specifies affiliation with a specific organization.
Inquisitor of the Alissandrian Church. The character gains a spell that allows them to immobilize a follower of any other religion. Unlocked for free if the character specifies affiliation with a specific organization.
Nationality
Dal Shabhet: Additional 8 characteristic points.
Khontai: Additional 4 skill points.
Dal Tarren: Additional 2 specialization points.
Dal Duran: Additional 4 characteristic points, 2 skill points, 1 specialization point.
Dal Karen: Starting capital increased by 5000 R
Anquad: Stats of any one chosen characteristic are doubled; stats of any second chosen characteristic are increased by half.
Helligkait: Each point of constitution gives twice as much health.
Katarian: The character always strikes first. This action always deals critical damage and stuns the opponent.
Vaironia: Two free skill points for any unlocked weapon specialization.
Tyria: Choice of: a free rank 5 specialization in one-handed or two-handed swords.
Free Folk: Free scouting skill, bow specialization with three free skill points.
Overseas Warriors: +4 to strength and constitution, resistance to half of magical damage.
Children of Sanexa/Shadows of Nox (known as Moon's Chosen before the loss of their homeland): free knowledge of rank 3 "Dual Wielding" skill. Dexterity effectiveness and critical damage chance are increased.
Children of the Sun: 4 points in healing magic specialization.