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Each character has 2 specializations and 7 skill points. Each magic specialization unlocks one spell of the chosen category for free.
Combat Mastery

Vitality. Each unit of endurance additionally gives +10 health x3
Quick Reflexes. Each unit of speed additionally gives +2 evasion (both in melee and ranged combat)
Iron Will. Magic Resistance +25. x2
Ingenuity.+5 AP
Experience. Each unit of endurance reduces all incoming damage by 1%
Quick Aim. The character gains the ability to move and shoot in the same turn (for ranged weapons) x2
Leadership. For each unit of wisdom, the character's companions gain 5 health, +1 accuracy, evasion, and magic resistance. The character must be appointed as the squad leader. x2
Armor Proficiency.Removes the movement speed penalty when using heavy armor and shields x2
Sorcery

Familiar Methods.Each unit of magic resistance additionally reduces incoming magic damage by 0.5%. x2
Destructiveness.Each unit of magic power additionally increases outgoing magic damage by 0.5% x2
Mind Protection.Resistance to mental attacks is doubled. x2
Optimization. Spell cost is reduced by 25% x2
Versatility.Additional magic specialization. x2
Reflection.The character gains a chance to reflect a targeted damage-dealing magic spell back at the enemy. x3
Rogue

Swindler.Bonus to agility stats outside of combat (everything except aggressive actions). x2
Lockpicker. The character gains the ability to use lockpicks to pick locks.
Assassin. Attacking unsuspecting characters kills them. x2
One-Handed Weapons

1st rank.Removes penalty when using one-handed weapons. +2% critical hit chance, accuracy +2.
2nd rank.Chance to parry an opponent's strike (accuracy vs accuracy). +3% critical hit chance, accuracy +3.
3rd rank.Additional attack. +5% critical hit chance, accuracy +4.
4th rank.Allows using a one-handed weapon in each hand. The probability of a successful parry increases by 50%.
5th rank.In case of a successful reflection, there is a chance (agility*3) to perform a counterattack. +5% critical hit chance, accuracy +5.
6th rank.In case of a successful counterattack, there is a chance (strength*3) to disarm the opponent. +5% critical hit chance, accuracy +5.
Bleeding.The enemy takes normal damage and additionally loses 10% of current health over ten turns. Slashing weapon. 1 AP.
Critical Strike.Automatically deals critical damage to the opponent. Bludgeoning or piercing weapon. 1 AP.
Concentration.Chance of successful parry and counterattack increases to 85% until the end of the next turn. 3 AP.
Two-Handed Weapons

1st rank.Removes penalty when using two-handed weapons.
2nd rank. Each unit of strength increases the accuracy parameter by 1
3rd rank.Each successful hit has a chance (strength*2.5) to paralyze the opponent for one turn.
4th rank.Gains a chance to deal critical damage (strength)
5th rank.Chance to deal triple damage (strength).
6th rank.The character performs an attack beyond the limit on opponents passing by, as well as on opponents standing in adjacent cells but attacking another target.
Assault.The character instantly closes the distance between themselves and their target. 2 AP
Whirlwind. Deals damage to all surrounding opponents. 3 AP.
Cleave.Deals fivefold damage to the opponent. 5 AP.
Polearms

1st rank. Removes penalty when using polearms.
2nd rank.Chance to parry an opponent's strike (accuracy vs accuracy).
3rd rank.In case of a successful reflection, there is a chance (speed*3) to paralyze the opponent.
4th rank. Damage to paralyzed opponents is doubled.
5th rank.Additional attack.
6th rank.Speed additionally increases the damage modifier by 0.03
Concentration.During the next turn, the character will parry all incoming attacks and counterattack with an 85% chance. 3 AP.
Whirlwind. Deals damage to all surrounding opponents. 3 AP.
Deadly Throw.Chance to deal deadly damage by throwing the weapon at an opponent (strength+wisdom+perception). 3 AP.
Shield

1st rank. Shield Proficiency. Block (agility). Successful block chance +5%
2nd rank.After reflecting an attack, a counter-thrust with the shield is delivered to the enemy, paralyzing them if it hits. Successful block chance +5%
3rd rank.A successful shield thrust deals damage to the enemy equal to the block percentage of the opponent's current health. Successful block chance +5%
4th rank.Two companions can take cover behind the character. Successful block chance +5%
5th rank.As long as the character does not move, they automatically block ranged weapon attacks. Successful block chance +5%
6th rank.Successful block chance +15%
Shield Bash.Paralyzes the opponent if it hits. 2 AP.
Impenetrability. The character remains idle but blocks with a 100% chance during the next turn. 2 AP.
Bow

1st rank.Allows the use of bows.
2nd rank.A successful shot can paralyze the target (similar to critical hit chance).
3rd rank.Additional attack.
4th rank.Gains a chance to deal critical damage (perception)
5th rank.Damage to paralyzed enemies is doubled.
6th rank.Additional attack.
Volley.The character fires six arrows at one or several opponents. Each shot of this attack deals 50% less damage but has the same chance to cause paralysis. 2 AP.
Headshot.The character attacks an opponent with a chance (similar to critical hit chance) to instantly kill them. 4 AP. x2[/COLOR]
Crossbow

1st rank.Allows the use of crossbows. +10% armor penetration.
2nd rank.Chance to deal critical damage appears (perception). +10% armor penetration
3rd rank.The first shot deals percentage damage based on the enemy's maximum health equal to the perception stat. +10% armor penetration.
4th rank.Subsequent attacks on the same target deal 50% more damage. +10% armor penetration.
5th rank.Critical hit chance increases (perception*2). +10% armor penetration.
Mark.Damage received by the character is increased by 25% from any source. 1 AP.
Fire Magic

Ignition.
The selected character instantly takes 40 units of damage + 15% damage from their maximum health, after which they continue to lose health (half of the initial damage) each turn until they die or the spell is interrupted.
50 | 25 | W

Flame of Passion.The mind of the selected character becomes more flighty and excited.
Fire element damage +50%
Resistance to fire spells and effects influencing the mind -50%
30 | 25 | W (-20)

Fire Shield.The caster creates a ring of fire around themselves or an ally, which returns 1% of damage dealt back for every 2units of magic energy (value is set in advance). 10 turns.
Fire element damage -100%
1

Tongues of Flame.All opponents in the area of effect (around the caster) suffer the ignition effect.
200 | 20 | W

Heating.The character takes 45% damage from current health, and their armor is destroyed. The effect also extends to weapons, although the damage dealt is nine times lower. This spell does not work in the absence of heavy armor or weapons.
125 | 25 | W

Water Magic

Tide.Characters in the area of effect (forward from the caster, cells to their sides are not affected) take 50 units of damage and a -75% penalty to accuracy, evasion, and speed for 2 turns.
60 | 15 | E

Water Prison.The selected character becomes paralyzed until they pass a resistance check and takes 20 units of damage each turn, starting from the third.
Water element damage +100%
Resistance to water element spells -50%
75 | 15 | W

Underwater Breathing.The selected character can breathe underwater.
20 | 1

Renewal.Restores 1 unit of health to the character for every 1 unit of magic energy.
5

Water Shield.
Fire and water element damage -100%
Resistance to fire and water element spells +50%
10 turns.
50 | 1

Water Shot.The selected character takes damage equal to the amount of magic energy invested
45 | E

Earth Magic

Fissures. Characters in the area of effect (around the caster (small) or forward from the caster (large)) take 50 units of physical damage and become paralyzed for 2 turns.
100 | 15 - 30 | E

Earth Shield.The selected character gains resistance to physical damage (2.5% per 10 units of magic energy), maximum 85%. 10 turns.
1

Slipping Earth.Characters in the area of effect (circle from center) will be paralyzed until they pass a check or the spell ends (5 turns).
75 | 20 => 15 | E

Stone Rain. Characters in the area of effect (circle from center) take 50*5 units of damage.
300 | 30 => 25 | E

Mountain Strength. The strength of the selected character is set to 25. 10 turns.
75 | 1

Air Magic

Tornado.Characters in the area of effect (circle from center) must pass a resistance check, otherwise they cannot perform an action and take damage equal to 40% of their current health. The spell lasts three turns.
200 | 75 => 35| W

Suffocation.The selected character becomes paralyzed until they pass a resistance check and takes 12.5% damage from their maximum health each turn, starting from the third.
Wind element damage +100%
Resistance to wind element spells -50%
75 | 15 | W

Wings of Wind.The selected character gains +100% movement speed and evasion, cannot be slowed, and takes no damage from falling from great heights. 10 turns.
75 | 20

Air Barrier.The selected character gains immunity to ranged attacks, including damage from targeted spells. 5 turns.
Resistance to wind element spells +50%
Wind element damage -100%
100 | 50

Air Blades.Destroys the character's armor/shield/weapon.
75 | 30 | E

Lightning Magic

Shock.Paralyzes the opponent for one to three turns.
50 | 25 | W

Tension.Drains the opponent's magic energy.
100 | 10 | W

Lightning Strike.The selected character takes 1-400 units of damage.
50 | 50 | E

Electric Barrier.Characters approaching within striking distance may be paralyzed. 10 turns.
Lightning element damage -100%
Resistance to lightning spells +50%
100 | 1
| W
Teleportation.The character moves to another location within a distance of up to 1 km.
100

Cold Magic

Freeze.Completely paralyzes the character until the end of combat or until they take damage (the first attack deals triple damage), after which their evasion/accuracy is halved for the next two turns.
80 | 20 | W

Frostbite.The speed of all characters in the area of effect (forward from the caster, cells to their sides are not affected) is reduced by 80%, and physical damage they receive is increased by the same amount. 3 turns.
80 | 15 | W

Ice Shard.Deals 20-60 units of damage.
20 | 45 | E

Ring of Cold. Deals 50 units of damage to the selected character and 100 to characters near them.
50 | 25 => 5 | E

Ice Armor.The selected character gains 40% damage resistance. 10 turns.
80 | 1

Creation Magic

Healing.Restores 2 units of health to the character (one or several) for every 1 unit of magic energy.
1

Mental Shield.Protects the character from any mental influences. 10 turns.
50 | 1

Purification.Removes all negative effects from the character, cures diseases.
100 | 1

Might. Increases the character's melee damage modifier by 0.1 for every 30 units of magic energy. 10 turns.
1

Serenity.All allies receive the following bonus: strength and magic resistance +25, evasion and accuracy +50% for 10 turns.
225 | 75

Blessing. The health of the selected character is increased by 25% until the end of combat.
50 | 1

Energy Management

Magic Barrier.Magic energy absorbs incoming damage (passive skill). x2[/COLOR]
Dispelling.Nullifies the effect of a spell. ?
Telepathy. Ability to mentally send a message to any person with whom they have previously had contact. Alternatively, the character can read the thoughts of a target directly in their line of sight.
25 | 25 |W

Shroud. The character makes themselves or an ally invisible, allowing them to perform any non-aggressive actions without revealing themselves (opponents with high perception can potentially see through this spell).
50 | 1 | W

Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W

Seals

Seal of Strength.Doubles the melee damage dealt by the character for three turns.
150 | 10

Seal of Five Elements.Elemental resistance +50%, elemental damage 50% for 10 turns.
150 | 10

Seal of Nature.Increases the character's magic energy by 33%
50| 10

Seal of Life.Increases the character's health by 33%
85 | 10

Seal of Sleep.Puts the target to sleep, and they remain in this state until any aggressive action is taken against them.
40 | 10 | W

Seal of Peace.Ends combat. Characters cannot attack or be attacked for one to three turns.
100 | W

Additional Skills (do not require specialization)

Archaeologist.The character gains the ability to conduct research in specific locations, identify items, as well as their approximate value.
Alchemist. The character gains the ability to create various potions. x2
Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor. x2
Hunter. The character is well-oriented in the forest and knowledgeable about wild animals.
Monsterologist. The character can determine the abilities and characteristics of various creatures that cannot be classified as humanoids or animals.
Scout.
The ability to quickly gather information about the surrounding territory. x2
Duelist.In one-on-one combat with an opponent, damage dealt as well as hit and dodge chances are doubled. x3
Healer.The ability to heal wounds, treat diseases, and use medical supplies. x2
Gambler.The character gains the ability to reroll an unsuccessful result.
Cultural Exchange. The ability to learn skills from another culture. x2
Second Wind.The character has the opportunity to survive death once (does not work in all cases).
Wealthy/Aristocrat.Starting capital is increased 50 times; the player can create two followers (the player must roleplay them personally; their stats are 15 lower). x5
Sorcerer.Initiative +20 (when using spells) x2

Statistics

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