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Basic Skills
Combat Training
+30 health
+2 reaction, +2 accuracy
+1 speed, +2 will
+Skill
Reconnaissance
+10 health
+2 will
+2 speed
+10 stealth
Firearms
+Skill
+1 accuracy
+1 reaction
Thrown Weapons
+Skill
-40% damage from area-of-effect attacks
Assassin
+10 stealth
+3 reaction
+100/250 dmg units - ranged/melee.
Martial Arts
+Unarmed combat (15x3)
+3 reaction
+3 accuracy
+20 health
+Disarm (accuracy -5)
Combat Magic
+5 chi, +1 magic
+Damage conversion to chosen element (1 chi/hit)
+Additional damage (magic*10)
One-Handed Weapons
+Skill
+2 reaction
+2 accuracy
+Parry
Two-Handed Weapons
+Skill, +25 health.
+Cleave. 33% chance to deal double damage to the enemy.
+Concussion. 33% chance to paralyze the enemy.
Polearms
+Skill
+4 reaction
+1 attack range
+Precise Strikes. 33% chance to paralyze the enemy.
Archery (bow)
+Skill
+Additional attack
+33% chance for damage to be tripled
+100% firing range
+2 accuracy
Antimagic
-3 magic
Magic damage -50%
Resistance to negative magical effects is three times higher
Shooting (crossbow)
+Skill
+4 accuracy (ranged combat)
+Armor penetration (20)
+33% chance to paralyze
Armor and Shield
+50 health
+Block
+Armor proficiency skill
Medicine
+15 health
+Bandaging
+Disinfection
+Surgery
Leadership
+Offensive Tactics. +3 accuracy, +1 speed.
+Deep Defense. -1 speed, +3 reaction, +3 will.
+Retreat. +5 speed, -4 reaction
Heavy Weaponry
The character can use stationary weapons as well as Asvald's arsenal
Slayer
+Bleeding (-10% current health/turn, -20%/hit, -5%/cell)
+20% critical damage chance
-3 speed of the chosen target
Magic
Fire
+3 spells, +1 magic, +3 chi
+30% magical damage
  • Explosion. Deals 30+magic*15 dmg units. 10-[3x3]
  • Fire Shield. The character attacking the target receives 30+magic*20 dmg units
  • Heat. Character's will -3-magic*2
  • Fire Rain. All characters on the battlefield receive (25+magic*25)x3 dmg units (accuracy=3).
  • Fire Trap. The chosen cell explodes as soon as anyone steps on it. 100+magic*50 dmg units.
  • Fire Spear. Chosen character receives 20+magic*10 dmg units. If the target dies, the caster restores spent energy and can use this spell again in the same turn.
Electricity
+3 spells, +1 magic, +3 chi
+1 speed, immunity to movement-limiting effects.
  • Shock. Paralyzes target for (magic*1) turns
  • Teleportation. Instant movement of (magic*5) cells.
  • Tension. Target loses (8*magic) percent of magic energy.
  • Lightning Strike. Deals 40+magic*20 dmg units.
  • Chain Lightning. Deals 40 dmg units to the chosen enemy. Another character in range (7) receives the same damage. Bounces 1+magic times, attempting to choose new targets.
  • Telekinesis. Character can move small objects with their mind.
Water
+3 spells, +1 magic, +10 chi
  • Renewal. Restores character's health by 10+6*magic.
  • Healing Water. Removes negative effects of non-magical origin from the character.
  • Water Shot. Deals chi*5*magic dmg units.
  • Water Body. Immunity to water element, resistance (magic*10) to fire and physical damage.
  • Wave. Deals 20+magic*10 dmg units. 10-[1x3]
  • Calmness. Character's will +3+magic*2
Earth
+3 spells, +1 magic, +3 chi
+10 natural defense
  • Surge of Strength. Chosen character's health +20*magic percent.
  • Strength of Mountains. Chosen character's melee damage +20*magic percent.
  • Rift. Paralyzes characters in range and deals them 30+magic*10 dmg units [8x8]
  • Slipping Earth. Paralyzes characters in range for 2+magic*1 turns 15-[8x8]
  • Earth Control. This spell allows destroying various obstacles and structures. Also, using this spell one can create a bridge, stairs, wall, etc.
  • Schism. Destroys cells [8x8]; those who fail the check will leave the battle and most likely die.
Air
+3 spells, +1 magic, +3 chi
+3 speed.
  • Air Wall. Blocks all targeted spells and shots coming from outside.
  • Air Blades. Deals 20+magic*10 dmg units. Critical damage chance 25%. Magic*10% chance to destroy an enemy's equipment item.
  • Levitation. Character can float in the air. Immunity to melee attacks.
  • Suffocation. 20%*magic paralysis, 7%*magic death, 25%*magic 50 dmg units.
  • Wind Speed. Chosen character receives 2*magic speed.
  • Squall. Character's speed in the area of effect -magic*2, 15-[6x6]
Cold
+3 spells, +1 magic, +3 chi
+30 health, +3 will.
  • Freeze. Paralyzes a character until they receive damage. First attack modifier +50%*magic.
  • Ice Armor. Resistance 20%+magic*7 to damage.
  • Ice Spear. Deals 30+magic*15 dmg units. 15-[3x1]
  • Glaciation. Freeze on all characters on the battlefield (will -3).
  • Ice Prison. Immunity to any actions and paralysis, durability equals magic*100.
  • Sliding. +magic*1 speed (passive).
Creation
+3 spells, +1 magic, +3 chi
  • Healing. Restores character's health by 12*magic.
  • Purification. Removes negative effects from the character and heals injuries.
  • Empowerment. Chosen character's damage and health +10*magic percent.
  • Creation. Character can create ammunition, simple items, and gear.
  • Restoration. Raises a fallen ally (threshold = -10%*magic of max HP).
  • Wisdom. +1 to all (passive).
Energy
+3 spells, +2 magic, +3 chi
  • Magic Barrier. 1 chi = 10 health units.
  • Entropy. Dispels magical and other supernatural effects. Steals (4*magic) percent of chi.
  • Negation. Chance to ignore received damage.
  • Disintegration. Deals 50+magic*30 dmg units [10x1]
  • Invisibility. Stealth +magic*5.
  • Black Hole. Devastating damage in the area of effect (8x8). Requires fifth level of magic.
Religious Skills
Servant of Arcadia
+100% health
+Regeneration (a quarter of lost health per turn).
+Touch of Arcadia. Restores chosen character's health (will*4), heals wounds, injuries and purifies the organism. Cooldown: 4
+Gift of Arcadia. Raises a fallen ally (threshold = -50%). Cooldown: 8
+Unity with Nature. Character possesses the ability to heal land, forests and rivers from the consequences of drought, human activity, etc.
Servant of Ninsharra
+1 magic, +2 reaction, +2 accuracy, immunity to fire and poisons.
  • Sun Beam. Deals magic*44 dmg units 15-[7x1]. Cooldown: 6
  • Ninsharra's Heat. Combat magic (fire) is always active and requires no energy. +4 to magic for this spell.
  • Blinding Light. Paralyzes all enemies provided there are no obstacles in the path of light. Cooldown: 6
  • Ninsharra's Warmth. Removes all negative effects from allies in range and fully heals them. Fallen comrades rise from the dead (threshold = -50%). Spell range: 1-[9x9], cooldown: 10.
Priest
+8 will
+Purification of Soul. Damage to non-humans in melee or via spells is doubled.
+Purification of Mind. Removes negative effects from the character and gives a bonus to will (priest's will) against negative effects. Cooldown: 4
+Righteous Might. 10%*will=damage bonus for the next hit or spell of the chosen character. Cooldown: 4
+Salvation. 6%*will=elemental resistance (aura) [9x9].
+Prayer. Restores chosen character's health (will*2). Cooldown: 0
Servant of Rosario
+1 accuracy, +1 reaction, +1 will, +1 magic, +1 speed.
Purchase -0.1
  • Magnate
    Purchase -0.1
    +Wealth.
    +Companion.
  • Traveling Merchant
    Purchase -0.2
    +Fortune.
    +Two bodyguards with lowered stats.
  • Mage-Scholar
    +Eagle Eye. Character remembers spells used in battle. Success is determined randomly from the caster's will and Rosario's servant's will.
    +Research. Player can create up to two unique spells.
Warrior of Ansgar
+50 health, +2 accuracy, +2 reaction, +2 will.
+Hardening. Magic damage -40%. Immunity to stealth attacks
+Path of Blood. Character can use a weapon in each hand (one of them can be two-handed)
Warrior of Agnar
+3 accuracy, +1 magic.
+Immunity to electricity.
+Fire resistance (50%)
+Combat magic (electricity) is always active and requires no energy.
+Leadership bonus.
Krieger
+40 health, +1 accuracy, +1 reaction, +4 will
+Taunt. Enemies (11x11) who fail the will check are forced to attack the Krieger by any means convenient for them. Duration and cooldown: 3.
+Battle Cry. Will/2=will bonus for all allies (11x11). Will*5=additional melee damage for allies (%). Duration: 3 turns. Cooldown: 6.
+Frenzy. +1 attack for two-handed weapons and +2 for one-handed.
Warrior of Ain
+3 accuracy, +3 reaction, +2 speed
+1 attack for two-handed weapons and crossbows.
+2 attacks for bows, one-handed and polearms.
-1 cooldown.
+Immunity to critical hits.
Servant of Gavellus
+3 accuracy, +3 reaction, +3 will, +65 health.
  • Superiority Tactics for leadership. +4 reaction, +4 accuracy, +4 will, +3 speed, +1 magic, +50 health for all allies under the character's command.
  • Suppressive Fire for shooting (bow, crossbow, firearms). The character's next attack will deal no damage to the enemy but will force them to skip a turn (accuracy*2.5).
  • +100 health units for armor and shield.
  • An Ilinarian Legionnaire can choose effects of two legions instead of one.
  • +6 accuracy and +6 reaction for one-handed weapons.
  • +50 health units and +5 accuracy for two-handed weapons.
  • +3 accuracy, +3 reaction, +17% paralysis chance for polearms.
Warrior of Shameimaru
Requirements: samurai origin.
+4 accuracy, +4 reaction, +2 speed, +4 will.
  • Additional turn if the character's attack was lethal (once).
  • Enhanced Tao-ryu skill or 'hitokiri' ability (lethal attack, -8 accuracy, cooldown: 4 turns) for Ken-ryu.
  • Second skill for Tao-ryu or +2 accuracy, +2 reaction, +1 speed, +2 will for Ken-ryu.
Servant of Shai
  • Enhanced version of any traditional magic spell and 5 spell points.
  • +2 magic, +500 energy.
  • Fairytale World. If the target fails the will check, the following may occur (choice):
    a) The character falls into a state of sleep.
    b) The character is forced to fight a follower of Shai "in their own head". In this case, the follower of Shai can use any type of weapon and has +20 accuracy, +20 reaction, +20 will, +20 speed.
    c) The follower of Shai learns desired information about the character.
    d) The character rests and gathers strength. Health and magic energy are restored to maximum.
    e) Negative effects are removed from the character.
  • The character's melee attacks deal magical damage.
Shadow of Tilla
Requirements: assassin or slayer
+4 accuracy, +4 reaction, immunity to poisons, stealth attacks, and critical hits.
Stealth attacks do not deal additional damage but kill the enemy.