Initially, each player has 120 HP. They can spend them on either characteristics or skills. The player's class is determined by the sum of the base costs of the taken skills; additional class skills cost one third more. A player cannot take skills from more than 2 classes.
Characteristics:
Characteristics cost 2 HP
Strength.
Each unit of strength increases damage by 6% for one-handed and throwing weapons, 10% for two-handed, 15% unarmed, and 2% for bows. Strength above 10 does not add damage to short bows, and above 18 to longbows. Additionally, each weapon has a strength requirement. If the character's strength is lower than required, penalties will be applied to damage and accuracy depending on how many units of strength are missing.
Endurance
Each unit of endurance increases the health pool by 10%. When a character's health drops to 75%, 50%, and 25%, penalties are applied. With high endurance, these penalties are significantly reduced.
Agility
Each unit of agility increases evasion and attack by 10. Every 2 units of agility increase speed by 1 unit.
Intelligence
Intelligence determines the character's turn order and affects many skills. Each unit of intelligence increases magical energy by 25.
Will
Each unit of will from 1 – 10 increases magic power and resistance by 5 units. Each unit of will from 10 – 15 increases magic power and resistance by 7 units. Each unit of will from 15 – 25 increases magic power and resistance by 10 units. Each unit of will from 25+ increases magic power and resistance by 15 units. Each unit of will reduces the chance of spell failure by 1%. To clarify: almost every spell has its own failure chance, upon which the spell fails and half of the required mana is consumed. For example, with a base failure chance of 40% and will of 20, casting will fail in 20% of cases.
Luck
Each unit of luck increases crit chance by 2%, evasion and accuracy by 2.
Classes and Skills.
Warrior.
120 health units, ability to use any armor and weapons without penalty.
Parry 1
Grants a chance to parry an enemy strike. Depends on weapon type and agility. Cannot parry more than (agility/5) attacks per round.x8
Parry 2
After parrying, there is a chance (agility x2.5) to perform a counterattack. Counterattack damage for two-handed weapons is reduced by 40%. X8
Fortitude
The endurance effect when calculating wound penalties is doubled. Each point of endurance provides 3 additional health units. X10
Fight to the Last
When a warrior's health drops to zero, they receive additional penalties to evasion, damage, and accuracy, but continue fighting until their health level drops to -50%. X10
Bloodlust
After killing an enemy, the warrior restores 10% health and gains an additional attack with 150% damage.X10
Armor Wearing
Speed penalty is reduced by 50% when using armor and shields. X10
Disarm
Chance (intelligence*1.5) to disarm an enemy. Can be used intelligence/5 times per battle. The move deals no damage.X8
Second Wind
Recharges all moves, restores 15% health, and cancels all physical debuffs. Does not consume a turn. Once per battle.X10
Duelist
In one-on-one combat, hit and evasion chances are doubled X10
Juggernaut
Evasion chance drops to zero, damage increases by 50%, health by 100%. X18
Berserker
+50% damage, parry, block, evasion -50%, damage resistance +20% X14
Defender
+25% to evasion, blocking, parrying, and health. X12
Mobility
After delivering a strike, the character's turn does not end, and they can move some further distance. +3 to speed and initiative. X8
Assault
The character instantly covers the distance to the target (but no more than 50). Once per battle. Not applicable in heavy armor.X14
Critical Strike
+5% crit chance. Critical strikes ignore armor and deal triple damage instead of double.X10
Leader
+4 to accuracy and evasion, +2 to magic resistance, +2% damage per unit of intelligence, +1 to initiative and speed for every 5 units for all allies.X12
Iron Will
Magic resistance x1.5 X10
Combat Master
+25% accuracy, damage, hits, and evasion, +10% crit chance, additional attack for one-handed and pole weapons; if the target's constitution is less than the character's strength, damage increases by 10% per unit of difference, but no more than +100% (for two-handed weapons), can use a one-handed weapon in each hand X24
One-Handed Weapon 1
Additional attack. X14
One-Handed Weapon 2
Additional attack.X18
Two-Handed Weapon 1
+10% crit chance, +25% parrying, +30 accuracy, chance to disable enemy pole weapons (swords) / strength effect is increased by 1.5 times (axes and hammers) X14
Two-Handed Weapon 2
Once per battle, the ability to deal damage to all enemies standing on adjacent cells appears.
Chance to deliver a strike with triple damage (strength+intelligence)X18
Pole Weapon 1
The chance to perform an additional attack before an opponent's strike and deflect it increases by 1.5 times (initially this chance exists for all pole weapons and depends on intelligence and agility), ability to use a light spear with a shield appears. X12
Pole Weapon 2
Additional attack. X16
Shield 1
After deflecting an attack, a shield strike is delivered, dealing 15 damage and having a chance (strength) to paralyze the enemy for 1 turn. The character ends each series of attacks with a shield strike with similar properties. X10
Shield 2
Block chance x1.5 X16
Unarmed Combat (brass knuckles and gloves are not considered weapons)
1.Accuracy in unarmed combat x2, strike cannot be parried. X6
2.Additional attackX8
3.Additional attack X8
4.Base damage +6 X10
Whirlwind of Strikes
Number of attacks is doubled. X20
Light-Footed
+50% speed and evasion if fighting without armor X8
Stunning Strike
The character delivers a critical strike; the opponent, failing an endurance check against strength, is paralyzed for 2 turns. The character cannot perform other actions in this round except movement. Intelligence/5 times per battle.X8
Mighty Strike (only with brass knuckles/gloves)
+8 to base damage.X12
Wind Fist (only completely unarmed)
With each attack, there is a chance (intelligence) to paralyze the enemy for two turns. +10% crit chance. Additional attack. X12
Rogue
90 health units, only ranged, throwing, one-handed weapons and light armor.
Cheat.
Out-of-combat agility x2. X10
Scout.
The character gains the ability to quickly gather information about the nearby territory. X6
Lockpicker
Ability to pick locks appears. Success chance depends on agility and intelligence. X6
Vulture.
Loot is doubled when searching a corpse.X8
Assassin 1
Allows instantly killing a target that does not see the character. Unarmed use only with strength 18 X16
Assassin 2
Allows instantly killing a target that sees the character but does not expect an attack. Success chance depends on agility and intelligence. Cannot be used with bows. Unarmed use only with strength 18 X10
Stealth
Out of combat. Chance to remain unnoticed depends on agility and intelligence. X12
Gambler
Can reroll a failed result (only in gambling games) X6
Trading
The character sells and buys 40% more profitably. X6
Escape
The character instantly leaves the battlefield. X10
Feign Death
After activation in battle, enemies stop paying attention to the character, but they continue to receive half damage from area spells. The character can exit this state at any time; upon deactivating the skill, they receive one additional turn. X8
Backstab
Damage against an opponent bound in melee combat is increased by 30%. X6
Bleeding
Each strike has a chance (intelligence) to inflict a bleeding wound, which removes 5% of the opponent's initial health each turn. Intelligence/4 turns X6
Crippling Strike/Shot
Each strike/shot has a chance (intelligence) to reduce the enemy's agility by 4 and strength by 2. X8
Combat Mastery 1
+3 speed, +10% crit chance.X10
Combat Mastery 2
Allows using a one-handed weapon in each hand. X10
Shooter
90 health units, one-handed, throwing, ranged weapons, light armor.
Snap Shot
Number of attacks x2, damage -20%, crit chance -10%, accuracy -25% X8
Aimed Shot
The character always moves last but gains +25% damage and accuracy, +15% crit chance. If the character has more than one shot, the bonus applies only to the first two X8
Headshot
Instantly kills an enemy, and their head explodes like an overripe watermelon. Shot accuracy -50%. Chance equals intelligence*4. Chance decreases if the opponent wears a helmet. Ability available intelligence/10 times per battle.X12
Firing on the Move
Can move and shoot in one turn (not required for throwing weapons). X14
Crippling Shot
Each shot has a chance (intelligence, doubled for crossbows) to reduce the enemy's agility by 4 and strength by 2. X8
Bow 1
Additional attack/ +25% damage, +20% accuracy, +5% crit chance, +12 range (longbows)X12
Bow 2
+20% to damage and accuracy, +10% crit chance.X12
Bow 3
Additional attack. X14
Beast Hunter
+100% damage to animals and +50% to monsters.X12
Concentration
For one round, all attacks automatically hit and deal critical damage. X12
Crossbow 1
+50% armor penetration. X6
Crossbow 2
+40% accuracy, +20% crit chance. X12
Crossbow 3
+50% initiative, ability to hit multiple targets in a straight line appears, critical strike deals x4 instead of x2 damage and ignores armor. X14
Critical Shot
Automatically deals critical damage, paralyzes the enemy for one turn, ignores armor, target receives -6 agility and -3 strength penalty, additionally removes (intelligence*100%) health. X12
Binding Shot
Each shot has a chance (intelligence*1.5) to paralyze the enemy for 2 turns.X8
Throwing Weapon 1
+20% accuracy, +10% crit chance, +20% damage. X10
Throwing Weapon 2
Additional attack.X12
Specialization: Throwing Spears
+2 range, +30 damage, critical strike has a chance (intelligence*2.5) to instantly kill the enemy.X10
Specialization: Throwing Knives
Additional attack, +1 range, +30% accuracy, +15% crit chance, crit ignores 50% armor.X10
Specialization: Throwing Axes
+10 damage, +5% crit chance, +1 range, additional attack.X8
Mage(class available only for illithids, lerbergs, liarums, dagors, todalens, vilasundians, arifians, ustads and werebeasts).
70 health units, only one-handed weapons and crossbows, only light armor. Cannot take skills from more than two schools of magic. R -- means a resistance roll can be made.
Expert
-10% failure chance for all spells.X10
Magical Power
+30% to magical strength. X10
Destroyer
+50% damage.X16
Quick Mind
Can cast 2 spells per turn. X24
Mental Endurance.
Mana pool +40%. X10.
Blood Magic 1
Health is used for casting instead of mana. Spell cost -75%. Failure chance -30%. Cannot be taken together with Light magic. X10
Blood Magic 2
Spell power +50% when casting using health. Damage +20% X12
Elemental Magic
Fire Magic
Fire Arrow
30+will units of damage, chance (will+intelligence) to ignite the opponent; they will take 15 damage for 3 turns.R. 30. 25%.X6
Fireball
100+will units of damage in a 4x4 area, area can be reduced to 2x2, chance (will+intelligence) to ignite the opponent; they take 30 damage for 4 turns. R. 120. 50%X8
Fire Shield
Selected character gains 100% fire resistance, and the opponent takes 50 units of damage per attack on them and 40 for being on an adjacent cell. 80. 35%.X6
Flaming Weapon
Selected character's weapon deals an additional 20+will units of fire damage. 70. 25%.X8
Fire Wall
A fire wall appears on a section of specified shape with a total area of 10 or fewer cells; passing through it, the opponent takes 80 units of damage, there is a chance (will+intelligence) to ignite the opponent; they take 20 units of damage for 2 turns. R. 50%. 120. X8
Fire Storm
All characters in a 30x30 area take 170+will damage, chance (will+intelligence)*2 to ignite (5% of initial health +20 units of damage for 3 turns). R. 250. 70%. X12
Incineration
Opponent takes 70% damage from initial health +60+will, chance (will+intelligence)*2 to ignite the opponent (10% of initial health for 2 turns). Must approach the opponent closely. R. 250. 70%. X12
Cold Magic
Ice Shield.
Selected character gains 100% resistance to ice magic and 50% resistance to physical damage. 80. 35% X8
Ice Spear
Deals 60 units of damage. R. 25. 30%.X4
Ice Block
Selected character gains full immunity to damage and is paralyzed until someone breaks the block or the caster wishes to release them. R. 120. 60%. X10
Slippery Ground
On a section of specified shape with a total area of 30 or fewer cells, the ground is covered in an ice crust. Each character passing through this section must pass an agility check, otherwise they will be paralyzed for one turn. 100. 45%.X8
Hail
In a 6x6 area, all characters take 80 - 110 damage. 90. 40%. X8
Freeze
Selected character is paralyzed for 4 turns.R. 140. 50%.X8
Frost Breath
Character takes 120 damage and is paralyzed for 1 turn. The next attack on them will deal fivefold damage. If the target was previously affected by "Wave", "Downpour" or "Water Sphere", the paralysis lasts 3 turns and escaping the spell will be twice as difficult. R. 170. 55%. X8
Air Magic
Flight
Selected character gains the ability to fly. Aggressive actions cannot be performed while flying. 50. 30%. X8
Air Barrier
Selected character gains 100% resistance to the air element and a 75% chance to deflect ranged attacks. 70. 35%. X6
Lightning Strike
60+will + 1-200 damage, chance (will+intelligence) to stun the target for 2 turns. R. 150. 45%. X8
Chain Lightning
Same as lightning strike, but hits up to 4 additional hostile targets with damage 40+will+1-100. R. 200. 60% X10
Storm
On a 40x40 area, all characters for 10 turns are subjected to lightning strikes. Cannot be used indoors. R. 260. 65%. X10
Tornado
A vortex unfolds over a rectangular area of 40x7. Characters in the area take 25%-85% damage from their initial health +50-150 and with a chance (will+intelligence)*2 are paralyzed for 1-4 turns. Cannot be used indoors. 300. 75%. X12
Wings of Wind
Mage gains +100% speed and +50% initiative. Passive. X10
Thunder Halo
Selected character's weapon deals an additional 20+will units of electricity damage. 70. 25%. X8
Earth Magic
Stone Skin
Selected character gains 40% resistance to all types of damage. 120. 35%.X8
Rift
Characters in an area of 12x3 of specified shape will be paralyzed for 1 turn if they fail an agility check. If on the next turn they fail a similar check, they take 350 units of damage.220. 60%. X10
Incredible Power
Damage and health of selected character increase by 50%. 160 45%X8
Stone Fist
Deals 70+will units of damage; the target, failing an endurance check, fails their action. R. 80. 35%. X6
Water Magic
Wave
40-140 damage to all in a 20x8 cell area ahead of the caster. If targets fail an endurance check, they are paralyzed for 1 turn. 80. 45%. X8
Deadly Steam
Surrounds enemy with a cloud of hot steam. In the first turn it removes 15% health from initial, in the second 30%, in the third 45%, and on the fourth they die. R. 200. 65%. X12
Water Sphere
Encloses opponent in a water sphere; after endurance/5 turns, they drown and die. The sphere can be destroyed, releasing the prisoner. Can be applied to oneself or allies, then the sphere will not be filled with water from inside and the ability to breathe underwater and ignore pressure appears. R. 70. 45%. X8
Dehydration
Pulls water out of opponent's body. Target receives -50% to strength and agility. Also, the opponent must pass an endurance check, otherwise they die on the spot. R. 140. 60%. X10
Downpour
Gives all allies immunity to ignition effect and gives 50% fire resistance (except "Incineration"). 40. 10%. X4
Light Magic
Healing
1 health unit per 1 mana unit. 35%. X12
Purification
Removes all negative effects, poison and diseases. 80. 40%. X10
Clarity
Removes all negative influences on the mind, gives +100% resistance to these effects. 100. 55%.X10
Blinding Light
Paralyzes enemy for one turn and reduces their accuracy and evasion by 40% for three turns.R. 80. 50%. X8
Resurrection
Revives a recently deceased character with 1 health unit. 350. 75%. X12
Meditation
Fully restores health and magical energy. Out of combat.X8
Shield of Light
Gives immunity to everything for 10 turns; movement is possible, but other actions are not. Used on oneself and all allies. The shield can be removed at any time. 140. 60%. X10
Dark Magic
Corruption
Luck of selected character -40, each action has a failure chance of 25%. In non-combat periods, the spell gains many other interesting effects.R. 100. 50%. X8
Necromancy
Revives a corpse (only fresh) and forces it to serve the caster. The higher the will, the more durable the corpse. 120. 60%.X10
Hand of Death
Selected character dies. R. 200. 70%. X12
Subjugation
Selected target is forced to obey the caster's orders. A resistance check will be rolled every half hour. R. 180. 65%. X12
Life Drain
- 70 health units from selected target, which transfer to the caster; 10 units are added permanently. R. 80. 50%.X8
Destruction
Can be applied directly to an enemy, or to a weapon/shield/armor. When applied to a character, they receive -50% to damage, accuracy and evasion; the item will be destroyed.R. 100. 60%. X8
Horror
Target is paralyzed for one turn, there is a chance (will+intelligence) that they lose their memory, a chance (will+intelligence) that they go insane, and a chance (will+intelligence*1.5) that the paralysis lasts 4 turns. R. 120. 55%. X8
Mind Reading
Can read thoughts of another character. R. 80. 50%. X8
Phylactery
Character moves their soul into a selected item. If they are killed, they continue to exist as a ghost and can possess the body of another character. If the item is destroyed, the ability disappears. X10
Transformation Magic
Monstrous Transformation
Character modifies their body; for example, they can grow wings temporarily or turn a hand into a huge clawed paw. However, for the duration of the skill, the character receives -1 to strength, agility and endurance. 120 60%. X12
Mutability
Physical characteristics can be redistributed; an additional 4 points of physical characteristics are acquired. 80. 30%. X8
Change Appearance
Can take the form of any humanoid creature, including simply changing appearance without taking the form of a specific character. Lasts about an hour. 100. 60%. X12
Transformation 1
Can transform into an animal or inanimate object. 140. 65%. X12
Transformation 2
Can use transformation on other characters. R. 200. 65%. X12
Size Alteration[/B
Allows changing the size of a selected item or character, in either direction. Success chance and duration depend on the item and the percentage change in size. R. 180 X14
Nature Magic
For resistance to nature magic, an endurance roll is made instead of will.
Friend of Nature
Animals do not attack the character and their allies. Passive. X6
King of Nature
Ability to command animals appears. Passive. X6
Creeping Death
A huge number of insects attack a selected enemy; they lose 60 health units each round and have a 40% chance to fail their action. R. 180 50%. X12
Entanglement
Deprives character of the ability to move. 5 turns. R.90 45%. X10
Ent
Can animate a tree (but not too large). 140 60%. X10
Merge with Nature
Mage dissipates physical shell, temporarily moving spirit into surrounding nature, fully controlling every part of it. 200 50%. X12
Meteomancer
Can change the weather. Success chance and cost depend on the complexity of the request. X6
Renewal
Character ages five times slower, does not need water or food, gains +2 to all physical characteristics, health regeneration out of combat, immunity to diseases; poisons act 50% weaker and are removed faster from the body. Passive. X10
Arcane Magic
Invisibility
Out of combat. Aggressive actions cannot be performed. 100. 50%.X10
Phantom
Creates an illusory image of something.100. 45%. X8
Teleportation
Character gains the ability to move out of combat to any previously visited location. 120. 65%. X12
Rest
Plunges target into sleep for 1 hour. R. 100. 50%. X10
Time Stop
Everything in a radius of 50*50 freezes for 4 rounds. 250. 80%.X16
Mage's Eye
Can observe a certain item or character from a distance. 60. 45%. X6
Scholar
70 health units, only one-handed weapons, bows and crossbows, only light armor. The power of all skills (except combat training) depends on intelligence.
Combat Training 1
+25% to accuracy, health units and evasion, chance to parry a strike, can wear medium armor.X8
Combat Training 2
Additional attack/ +15% crit chance, +20 accuracy, +30% armor penetration (crossbow or longbow)X10.
Medic 1
Can use a first aid kit to treat poisons, wounds and diseases. X8
Medic 2
Ability to heal a character whose health has dropped below zero, but not lower than -20%, appears; overall efficiency of the skill is increased. X10
Medic 3
+25% damage to humanoids, +15% crit chance against them, chance (intelligence*1.5) to inflict a bleeding wound, chance (intelligence*1.5) to inflict a crippling injury, +20 to own base health. X16
Toxicologist
Can make poisons and antidotes.X6
Chemist
Can make narcotics.X8
Alchemist
Can make potions with various effects. At the start, character knows intelligence/5 potions. The player chooses which ones. X14
Inventor
Can manufacture many different devices. At the start, there are intelligence/6 blueprints.X12
Archaeologist
Character gains the ability to conduct research in specific places, identify items as well as their cost. Also gives the ability to speak other languages. X12
Zoologist
Knowledge of wild animal habits, ability to recognize their tracks. Deals +50% damage to animals personally, group deals +25%. X6
Botanist
Can identify plants used for potions, narcotics, poisons or in raw form. X8
Monstrologist
Character can determine abilities and characteristics of various creatures that cannot be classified as humanoids or animals. Deals +50% damage to monsters personally, group deals +25%.X10
Blacksmith 1
Can repair armor and weapons. X4
Blacksmith 2
Can create and improve weapons and armor. Forge required. X10
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