Skip to content
User Avatar
#2
Auto-translated
Military Craft

Physical Training
MOV +3
HP +(5*endurance). (2)
Equanimity
MEN +(2*consciousness). (1)
Quick Wit
The character gains the ability to move before attacking and move after casting spells. (2)
Scout
Initiative +1
MOV +2
Ability to quickly gather information about the surrounding area.(1) (1)
Attentiveness
Reduces the penalty of gray cells by 15%, red by 30%. (1)
Active Defense
The character automatically attacks anyone passing through their green field of vision (melee). +40% accuracy in such situations. (1)
Muscle Memory
AGI +40%. (2)

Knight

Armor Proficiency
Movement penalty in heavy armor is reduced from three to six. (1)
Vulnerable Point Protection
Crits against self -(endurance-15)% (1)
Shield Technique
Block =ACC*3. Can intercept some targeted spells.
Against ranged weapons =ACC*5. (1)
Ward

The character protects their comrades from targeted spells, arrows, etc., taking them upon themselves. These cells can also be used in combination with the "active defense" skill. (1)
REQ: shield technique
Ram
Each cell traversed in one direction increases the damage dealt for the next attack by 20% (1)
REQ: heavy armor
Tank
All resists except neutral damage +20% (2)

Legionnaire

Light Armor
Movement penalty in light armor is reduced from six to twelve. (1)
Shield Technique
Block = ACC*2. After reflecting an attack, a counter-thrust is dealt to the enemy, paralyzing them (strength vs endurance) for one turn if successful. (1)
Pilum
The character is trained to throw pila; range - strength/3
+15% damage per cell. (1)
Interception
The character can use their previous reserve of speed points (but no more than 12) to intercept an enemy heading toward an ally. In this case, the character either performs a ranged attack (including casting a spell), after which the opponent continues their action (if possible), or reaches the target, attacks them, and takes the opponent's action upon themselves.
It is important to note that both characters traverse the distance simultaneously (the first cell remains with the opponent). (1)
Adrenaline
When the character's health drops below 30%, they automatically restore 100% health over five turns. Once every 10 (0-10)/9(11-20)/8(21-30)/7(31-40)/6(41-50) turns (consciousness). (1)
Battle-Hardened
+5% AGI, +5% ACC, +0.5 speed for each comrade in an 11x11 field with them at the center. +5% health regeneration for each killed enemy. (1)

Scholar

Alchemist
During character creation, the player can create 3(C:20)/4(C:30)/5(C:40)/6(C:50) potion recipes to be used throughout the game.
1. Their availability will depend on the effect and cost. Some may be rejected if deemed inappropriate or unplayable.
2. Potion effectiveness is not linked to anything, but characters with consciousness below 30 may fail to prepare complex recipes.
3. Various recipes can also be found during the game itself. (2) (1)
REQ: Consciousness > 19
Appraiser
Determines item characteristics (characteristics are not listed for most goods sold in shops and items found during adventures). If an item cannot be used, the character can determine its approximate value. (2) (1)
REQ: Consciousness > 19
Merchant
Sell +0.4
Buy -0.2
REQ: Consciousness > 19
With consciousness above 40:
Sell +0.8
Buy -0.3 (1) (1)
Analyst
After a battle, the character (if they participated even as an observer) receives information about the enemies — their stats (health, accuracy, etc.), as well as the skills they used. (1) (1)
REQ: Consciousness > 9
Healer
The character has the ability to diagnose, use medical supplies, treat wounds, fractures, etc. (1) (1)
REQ: Consciousness > 14
Administrator
Resource gathering speed and colony order increase by 3% for each unit of the administrator's consciousness. (1)
Craftsman
Given a forge, the character can either forge ordinary weapons or armor, or upgrade existing ones. (Strength+consciousness)/2=+% to original characteristics.
The character can also increase the maximum number of enchantments on an item.
(strength+consciousness)/25=maximum amount.
For other equipment, a forge is not required and the strength parameter is not considered, but they cannot be enchanted. (1) (1)
REQ: Consciousness > 14

Leader

Oratory
MEN +(consciousness*2)%
ACC +(consciousness)% (2)
Tactical Retreat
Automatically ends the battle after 1 (consciousness=50), 2 (consciousness=40), 3 (consciousness=30), 4 (consciousness=20), 5 (consciousness=10) turns (provided there is a place to run; surrounded characters cannot retreat). (2)
Maneuvers
MOV +(consciousness/10) (2)
Offensive
+1 initiative (2)
Intimidation
MEN -(consciousness)%
ACC -(consciousness/1.5)%
AGI -(consciousness/1.5)%
Condition: more corpses on the enemy's side (2)

Assassin

Stealth
Check: agility+50% against target's perception. Requires one turn to activate, no cooldown.
Stealth attack deals double damage. (1)
Assassination
Target penalties in the gray vision zone increase to 60%, in red up to 100%.
Melee: attacks delivered directly from behind deal four times the damage, ignoring resists and armor. Applicable only with one-handed weapons.
REQ: activated stealth or target's inability to react — they are immobilized or surrounded.
Ranged: attacks delivered from the red vision zone deal two and a half times more damage. Damage does not stack with stealth. (2)
Knowledge of Vital Points
Each attack deals (perception/8)% damage of max HP and target's evasion/accuracy. When used together with Charge, effectiveness is four times lower. (1)
Trickster
Ability to reroll a failed result in gambling. Ability to pick locks. Agility is three times higher out of combat. (1) (1)
Feign Death
The character can pretend to be dead (agility*2 against target's perception). (1)
Poisoner
During character creation, the player can create 2(C:10)/3(C:20)/4(C:30)/5(C:40)/6(C:50) poison recipes to be used throughout the game. (1) (1)
Knife Throwing
The character is trained to throw knives; range - 7.
Damage: (perception/2)% of target's max HP. A critical hit deals four times the damage. (1)

One-Handed Weapons

One-Handed Weapon Technique
Penalty when using one-handed weapons is neutralized. (1)
Parrying
ACC against opponent's ACC. When using a shield in the second hand, a 30% penalty is acquired. (1)
REQ: One-Handed Weapon Technique
Counterattack
Successful reflection of a strike allows for a counterattack (ACC +30%). (1)
REQ: One-Handed Weapon Technique
Parrying

Fluidity of Movement
+40% AGI
+2 MOV (1)
REQ: One-Handed Weapon Technique [/B]
REQ: absence of heavy armor ✗

Alacrity
Additional attack. (1)
REQ: One-Handed Weapon Technique [/B]
Lightning Speed
Additional attack.
ACC +30%
(2)
REQ: One-Handed Weapon Technique [/B]
Bleeding
Character's attacks have a chance (agility+perception/2=%) to cause bleeding. The opponent will lose 10% of current health per turn until they die or are healed. (1)
REQ: One-Handed Weapon Technique [/B]

Combat Magic

Seal of Five Elements (1)
+30% damage (fire)
+5% HP regen/turn.
+10% physical damage resistance.
+3 MOV
+30% ACC
150
Conversion (1)
Converts all weapon damage dealt into neutral.
100
Knockback (1)
Moves the opponent 1-5 cells away if they fail a strength check against consciousness.
50
Balance of Power (1)
Equalizes % of magic energy and health.
25
Energy Burst (1)
Character's attacks gain +5 range and deal neutral damage this turn.
75
Shift (1)
The character traverses 1 cell for every 20 units of magic energy (max: 12). In the same turn, they can move using MOV and perform any action.

Tao-ryu

Kenjutsu
Penalty when using Taoist weapons is neutralized. DMG +40%, additional attack. +10% ACC, +10% AGI, +40% MEN.
Cannot be used with heavy armor.(4)
Crescent Slash (3)
Character's attacks take the following form:

Light Step
The character can run on water (5/turn).
Initiative +1, MOV +5, immunity to movement-slowing effects. (3)
Fallen Petal
The character deals normal damage + 15% of the maximum health of their opponents, ignoring armor (but not shields).
40 (2)
Gust of Wind
+750% DMG, +100% ACC.
This strike cannot be blocked, parried, or counterattacked.
300 (2)
Hesitant Sword
Parrying attacks, shots, and targeted spells.
AGI +100%, ACC +50%
-1 attack.
Style. (2)
Perceptive Sword
Two additional attacks.
ACC -30%
Style. (2)
Heavenly Sword
Character's attacks gain range: 10 (efficiency threshold: 6, thereafter each cell reduces damage by 10% and accuracy by 20%). 10/attack
Style. (2)
Serenity of Spirit
The character skips a turn and restores 100+(consciousness*2) energy (2)
Iai do
Attacking an unsuspecting opponent deals +1000% damage
ACC = chance to reflect a sudden or stealth attack using this technique.
REQ: Taoist weapon (3)

Two-Handed Weapons

Two-Handed Weapon Technique
Penalty when using two-handed weapons is neutralized. (1)
Harbinger of Death
Strength=+% ACC
Strength=+% DMG (2)
Arc

Cooldown: 3 turns (VIT=30), 2 turns (VIT=40), 1 turn (VIT=50). (1)
Execution
Strength=+5% DMG
Cooldown: 5 turns (VIT=30), 4 turns (VIT=40), 3 turns (VIT=50). (1)
Concussion
Strength-15=chance to paralyze the opponent with each strike. (1)
Retribution
The character attacks opponents standing on adjacent cells who are attacking another target. (1)
Cleaving
Strength/2=chance to deal double damage to the opponent. (1)

Polearms

Polearm Technique
Penalty when using polearms is neutralized. (1)
Heart Strike
Critical hits ignore armor. Opponents with health below 20% die.
Cooldown: 2 (Agility=25), 1 (Agility=35), 0 (Agility=45). (1)
Spear Throw
Range - 8. Penetration: strength/10.
Strength=+3% ACC (1) 150
Precise Strikes
Agility-15=chance to paralyze the opponent with each strike. (1)
Parrying
ACC against opponent's ACC. (1)
Charge
Deals 8 strikes to the opponent with 15% damage. Can be used together with Heart Strike.
Cooldown: 6 turns (AGI=25), 5 turns (AGI=35), 4 turns (AGI=45), 3 turns (AGI=50). (1)
Snake Reflexes
Agility=+% ACC (1)

Shooting

Crossbowman
The character is trained to use crossbows. (1)
Archer
The character is trained to use bows. (1)
Kyudo
The character is trained in Taoist shooting. (1)
Precise Shooting
Perception-15=chance to paralyze the opponent with each shot. -10 for medium armor and -20 for heavy. (1)
Bullseye
Perception-20=chance to instantly kill their opponent.
Cooldown: 5 turns (Consciousness=10), 4 turns (Consciousness=20), 3 turns (Consciousness=30), 2 turns (Consciousness=40), 1 turn (Consciousness=50) (1)
Rate of Fire
Additional attack (1)
REQ: Archer [/B]
Expert
Shooting range is doubled
REQ: Archer [/B] (2)
Penetration
+25% armor penetration
REQ: Crossbowman [/B] (1)
Lethality
Consciousness*1.5=+% RDMG.
REQ: Crossbowman [/B] (2)
Mastery
ACC +30%
REQ: Kyudo [/B] (1)
Spirit Arrow.
Prevents the target from using magic until the end of the battle/for several hours. (2)
REQ: Kyudo [/B] 150 (2)

Firearms

Arquebusier
The character is trained to use firearms. (1)
Veteran Shooter
ACC +60% (3)
Quick Fingers
Cooldown -1 (3)

Art of Death

God of Death
Agility+perception/3=chance to instantly kill an opponent in melee.
When used together with Charge, the chance is half as much.(3)
Cheat Death
Allows dodging a strike (or spell) that would lead to the character's death. If this ability triggers, all status effects are removed from the character. Cooldown: three turns. (4)
Blood Mark
Converts 10% of damage dealt into health. (2)
Harvest
Each death in battle (regardless of who the killer was) restores 10% health and energy to the character. (2)
Decapitation
The character's next attack will be lethal (melee).
175 (3)

Paladin

Fanaticism
+2 attacks (one-handed/polearm weapons), +1 attack (two-handed weapon), +5 MOV.
Style (3)
Salvation
+%RSS (fire)=consciousness*2
+%RSS (water)=consciousness*2
+%RSS (air)=consciousness*2
+%RSS (electricity)=consciousness*2
Style (3)
Condemnation
Consciousness-10=-%ACC and AGI of opponents around the paladin (9x9)
Style (3)
Holy Protection
MEN = damage barrier.
Cooldown: three turns. (2)
Prayer
Restores (MEN/16)% of max HP.
Distance: 1 (3)
Righteousness
The paladin restores 15% health every turn (1)
Sanctuary

Characters inside this zone gain immunity to everything, but in doing so, they themselves cannot affect the outside world. Opponents can enter if their MEN is higher than the paladin's.
Range: 5
Duration: three turns
Cooldown: three turns after deactivation. (2)
Punishment
MEN/4=neutral damage to one target + paralysis for one turn if the paladin's MEN is greater than the opponent's.
Range: 10
50 (2)
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия

Statistics

Welcome our newest member: artem

Users Online 3 users 1438 guests