+25 health
+10% melee damage
+5% physical resistance
+Available number of implants (strength/2)
+15 Stamina
Agility
+4 character melee accuracy
+2 evasion
+1% chance of critical damage in melee
+Reaction
+Stealth
Speed
+1 initiative
+1 action points
+1 movement speed
Intelligence
+Critical damage chance +3% (spells cannot deal critical damage)
+5 targeted spell accuracy
+25 magical energy
Willpower
+3 magic resistance
+3 magic power (non-targeted)
+additional skill points (for every 4)
Perception
+4 character ranged combat accuracy
+2 evasion
+30% driving quality
+1% chance of critical damage in ranged combat
+Alertness
Starting characteristics: 48, distributed manually, 3 is the minimum value.
Skills (6 at start)
Ranged Combat. Accuracy +20, evasion (ranged) +20.
— Pistol. Accuracy +20, AP -1.
— Assault Rifle. Accuracy +20, firing speed and range +50%.
— Shotgun. Damage +50%.
— Ability to use sniper rifles.
— Ability to use energy weapons.
— Ability to use heavy weaponry (grenade launchers, machine guns, etc.).
— Rapid Fire (activatable skill). Accuracy is halved, evasion is tripled.
— Aim (activatable skill). Fully consumes AP reserve; excess is converted into additional accuracy and damage (+20%).
Melee Combat. Accuracy +35, +5 movement speed, +5 initiative, +20 evasion (melee).
— Allows using two melee weapons simultaneously.
— Character performs two attacks instead of one.
— Once per battle allows avoiding an attack that would lead to death
— If the target fails a strength check - maims them.
— Evasion +40
— Duelist. In combat against other melee warriors, gains +40 evasion, 40% chance to parry enemy attack, 40% to disarm.
Military Training. Evasion +25, health +100.
— Allows using heavy armor.
— Sprint. Movement speed +10
— Allows using stimulants without harm to health, double effectiveness.
— +2 strength, +50 health.
— Unarmed Combat. +35 accuracy, +100% damage.
— Throwing Weapons. +30 accuracy, range depends on strength.
— Commander. Squad members receive +4 AP.
Medicine. +3 intelligence.
— First Aid (restores 25% of lost health, disinfection of wounds, etc.).
— Doctor (restores 75% of lost health, allows performing complex operations). Requires knowledge of first aid.
Engineer. Knowledge of technologies and ability to repair them, +3 intelligence. x2
Player. Character gains the ability to replay a failed result.
IT Specialist. Ability to hack systems. x2
Drone control. x2
Trading. -30% cost of items in shops. x2
Infiltrator. x2
Swindler. Bonus to agility stats outside of combat (to everything except aggressive actions). x2
Assassin. Attacking unsuspecting characters kills them. Can be used with one-handed and ranged weapons, as well as without any weapon. x2
Destructive Magic I
— Explosion. Damage (10*intelligence) over a small area. AP: 3, cost: 10
— Shock. Damage (15*intelligence) to a single target, also paralyzes it. AP: 3, cost: 10
— Ice Spears. Damage (8*intelligence) three times. AP: 5, cost: 20.
Destructive Magic II
— Chain Lightning. Damage (5*intelligence) to the first target, (10*intelligence) to the second, (15*intelligence) to the third, (20*intelligence) to the fourth, (40*intelligence) to the fifth. AP: 6, cost: 40
— Burn. Damage (40*intelligence) to a single target. AP: 6, cost: 40
— Air Wave. Pushes enemies and objects away. AP: 4, cost: 15
Destructive Magic III
— Earthquake. Damage (1-50*intelligence), interrupts actions of all characters in the hit area. AP: 8, cost: 80
— Storm. Hinders movement speed of characters (-75%), reduces accuracy (-75%). AP: 5, cost: 50
— Lightning Strike. (Damage 60*intelligence) to a single target and 25% of this to those standing nearby. AP: 6, cost: 60
Dark Magic I
— Upon successful application, the player gains the ability to extract any desired information from a character's head. AP: 1, cost: 5
— Peace. Plunges the target into sleep and they remain in such state until some aggressive action is applied against them. AP: 5, cost: 20
Dark Magic II
— Veil. Makes oneself or an ally invisible, allowing any actions (except aggressive) without revealing oneself. AP: 2, cost: 30
— Denial. During battle, provides the ability to ignore receiving damage. AP: 2, cost: 30
Dark Magic III
— Subjugation. The chosen character comes under the player's command. AP: 8, cost: 50
— Death Mark. The chosen character dies. AP: 5, cost: 40
— Wave of Fear. Paralyzes all enemies in the hit area for 1-3 turns. AP: 8, cost: 80
Healing Magic I
— Restoration (10*intelligence). AP: 2, cost: 20
— Healing poisons, infections, etc. AP: 2, cost: 5
— Haste. Speed of the chosen character +50%. AP: 3, cost: 35
Healing Magic II
— Concentration. Damage of the chosen character +50%. AP: 4, cost: 40
— Healing (25*intelligence). AP: 4, cost: 20
— Mental Shield. AP: 2, cost: 10
Healing Magic III
— Mass Haste. All team members receive +3 speed. AP: 8, cost: 50
— Salvation. Healing all team members (10*intelligence). AP: 4, cost: 30
— Damage received by the team is reduced by 50%. AP: 7, cost: 70.
Psychic
— Locator. Character gains the ability to see the location of any other character; it is enough to know their name and have an idea of who they are, or have their appearance in memory.
With a personal item of this character and a map of the area, the player can determine their exact location.
— Madness. Drives a character insane.
— Message. Player acquires the ability to mentally send a message to any person they have previously contacted.
— Exorcism. Expels spirits and demons.
Demonology. The caster offers a sacrifice to a demon and expresses their wish. Accordingly, the better the sacrifice, the better the demon's "service" will be.
Perks (two available, only at the start of the game).
— Charm (persuasion).
— Keen Eye. Increases chance of dealing critical damage threefold.
— Flawless Reflexes. Evasion +150%.
— Sniper. Accuracy when using ranged weapons +200%.
— Robust Health. Health +50%
— Genius. +2 to all characteristics.
— Jack of All Trades. +3 skill points.
— Magical Traditions. Character uses magical energy instead of stamina.
— Enchanting Beauty.
— Buff -3 intelligence, +5 strength. Each point of strength gives +18% melee damage instead of +10%
— Bookworm -2 strength, -2 perception, -1 speed, +5 intelligence. Character receives 2 skill points for every 4 points of willpower.
— Nimble +3 speed, character receives 2 units of movement speed instead of 1.
— Stubborn: +3 willpower, immunity to immobilizing actions
— Mongoose: +3 agility, character receives 5 units of evasion for each unit of agility instead of 2.
— Eagle Eye: +3 perception, character acquires a 10% chance to learn some skill or ability used by an opponent.
— Lazy -1 strength, -1 agility, -1 intelligence, -1 willpower, -1 perception, higher chance to stay alive.
— Hardy: high resistance to diseases, faster recovery, +number of implants, resistance x2
— Member of Black Ice. Magic resistance +75%
— Vampire: characteristic bonuses x2, cannot stand light, can suck blood to restore vital energy.
— Intuition.
— Lightning: all actions cost 1 AP less.
— Adrenaline: when health drops below 30%, the character's number of AP and accuracy are doubled.
— Favorite of Luck.
— Increases effect of healing actions by 50%
— Second Wind.
Helligkite
— Health +100%.
— Damage resistance +30%, +3 strength.
Katarian
— Katarian Assassin. Assassin skill, infiltrator, +2 speed, +2 agility, character always strikes first, stunning the enemy.
— Magical traditions, +4 intelligence, destructive magic II.
Vyronia
— 5 Skill points for abilities related to military affairs
— Vyronian training, +50% accuracy, +50% evasion, +2 to all characteristics.
Tyria
— Noble. Charm (persuasion), -2 strength, +2 agility, +2 speed, +4 intelligence, +2 willpower, +2 perception.
— Landowner (very large starting capital).
— Swordmaster. Melee combat, duelist. Damage +75%, accuracy +75%
Free Folk
— Friend of the Forest. Ability to communicate with animals and use their help.
— Eagle Vision. Sniper, keen eye, eagle eye.
Northern Reach.
— Moon Warrior. Melee combat, dual weapons, +25% chance of critical damage in melee, any melee damage dealt is converted into a moon barrier that protects the character.
— Servant (spell). The chosen dead becomes the player's minion, has tripled health, however the quality of its health and abilities depend on the state of the body. Thus, fresh corpses become the best servants, while a pile of bones cannot be raised. AP: 5, cost: 50
Solar Republic
— Intelligence +7, effectiveness of healing spells and medical actions +100%
Eastern Empire
— Strength -2, agility +2, speed +2, intelligence +2, willpower +2, perception +2, +2 skill points, +1 perk.
— Martial Art. +2 strength, +2 agility, +2 speed, +100% accuracy, +250% damage. Not compatible with unarmed combat.
Areumdaun
— Enchanting beauty, charm, trading skill.
— -4 strength, IT specialist, drone control, genius.
Tan
— Nuker. Magic training becomes unavailable, while half as many skill points are spent on weapon handling skills.
Korania
— All positive actions directed at the character have a double effect.
White Lands
— 50% magic resistance, +5 strength, stubborn, buff.
Southern Reach
— Zoomorph.
— Survivor. +6 skill points, +1 perk.
Religion:
Tyrian Church: +1 to all characteristics, +1 perk.
Church of Lucian: immunity to dark magic.
Alissandra: 20% health regeneration per turn.
Nox: infiltrator/assassin/swindler skill.
Gyurdir: each warrior defeated (killed) in battle increases the character's health by 10 units.
Amrita: Character gains the ability to fully restore health outside of combat. Every 30 units of health restored this way have a 10% chance to unlock an additional characteristic point.
Moon: character deals 50% more damage during nighttime.
Sanexa: Enhanced charm (persuasion) towards the opposite sex.
Ways of the Yangtze Empire (available only to corresponding nation):
— 25% health regeneration per turn, character gains the ability to fully restore health outside of combat. Every 15 units of health restored this way have a 10% chance to unlock an additional characteristic point.
— 25% accuracy, 25% evasion.
Dalla: Willpower effect is doubled.
Banafrit: +40% maximum health, immunity to poisons and diseases, positive effects directed at the character have a twofold better effect.
Ataraxian Faith: +1 to all characteristics, +3 skill points, immunity to mind-affecting actions.