The player has 165 characteristic points at their disposal. Minimum – 10, maximum – 65.
Constitution. Each point increases the character's health by 10 units.
Intelligence. Determines the amount of a character's magical energy; increases the character's magical energy by 20 units starting from 11 (the initial amount of magical energy for any character is 50).
Strength. Increases the amount of physical melee damage. Required to wear heavy armor, two-handed weapons, and medium shields (30 units). Strength modifier: for two-handed weapons and hammers - 1.3; one-handed – 0.8; polearms – 1; knives and daggers – 0.3.
Dexterity. Determines melee accuracy; the probability of dodging an enemy attack. 10 units of dexterity: + 5 to accuracy and evasion, each subsequent unit of the stat: +1 to accuracy and evasion.
Speed. Determines the character's initiative and movement speed (similar to the previous characteristic).
Willpower. Determines magic power (probability of success when using spells); probability of resisting spells (similar to the previous characteristic).
Perception. Determines the character's accuracy when using ranged weapons; probability of dodging an enemy attack (similar to the previous characteristic); chance to discover hidden items, hear additional information from NPCs.
Each player starts with 3 skill points and 15 ability points.

One-Handed Weapons
I Proficiency with one-handed weapons.
II Chance to parry an enemy attack (dexterity).
III +10 to melee evasion.
IV Chance to perform a counterattack (dexterity).
V Additional attack.
VI Allows the use of one-handed weapons in each hand (+15 damage), chance to perform a counterattack is increased by 1.5 times.
*With each rank, accuracy (2) and critical hit chance (2%) increase.

Two-Handed Weapons
I Proficiency with two-handed weapons.
II Strength additionally influences the accuracy parameter (0.3).
III Additional attack.
IV Chance to take no damage from an enemy attack (constitution).
V +10 to damage, -5 to melee evasion.
VI Chance to deal triple damage (strength).
*With each rank, damage (3) and critical hit chance (2%) increase.

Polearms
I Proficiency with polearms.
II Chance to parry an enemy attack (dexterity).
III +13 to melee evasion.
IV Chance to perform a counterattack and paralyze the enemy for one turn (dexterity).
V Chance to deal triple damage (dexterity).
VI Chance to deal lethal damage by throwing the weapon at the enemy (perception + critical hit chance).
*With each rank, accuracy (2) and critical hit chance (2%) increase.

Shields
I Proficiency with a shield, block chance (dexterity).
II Chance to perform a counterattack (dexterity).
III After reflecting an enemy attack, a retaliatory strike with the shield is dealt (-20 enemy health units, chance to paralyze the enemy for one turn (strength + critical hit chance)).
IV While the character is not moving, they automatically block ranged weapon attacks.
V Two allies can take cover behind the character's back.
VI Block chance is increased by 1.5 times.
*With each rank, the successful block chance (2%) increases.

Ranged Weapons (Bows | Crossbows)
I Proficiency with ranged weapons.
II +10 to evasion in distance combat.
III Chance to paralyze the enemy for one turn, next attack deals double damage (perception + critical hit chance).
IV Additional attack.
V Chance to fire 4 shots per turn (perception; -20 accuracy) | Chance to deal triple damage to the enemy (perception; -20 accuracy).
VI Critical hit chance is doubled.
*With each rank, accuracy (2) and firing range (10) | armor penetration percentage (10%) increase.

Firearms (Pistols | Rifles)
I Proficiency with firearms.
II Additional attack.
III Additional attack (x2).
IV Critical hit chance is doubled (x4).
*With each rank, accuracy (3) increases.
*Restriction: Madinians, Letians.
Elemental Magic

Lightning (100|50) Hits the enemy with a strong electric charge with a chance to paralyze for one turn (willpower).
Lightning 2 (1-999|150) Hits the enemy with a strong electric charge with a chance to paralyze for one turn (willpower) (x2).
Chain Lightning (150-130-110-90-70-50|250) Lightning hits up to 6 enemies located near the initial target. If there are fewer than 6 enemies, lightning hits allies.
Plasma own Cluster (?|100) The caster summons a plasma ball that hits enemies with an electric charge.
Squall (-|70) Creates a hurricane at the specified location within a radius of 10 meters, reducing enemy ranged accuracy and firing range by 50% for two turns.
Thunder Squall (60|300) Creates a hurricane over a large area, reducing the ranged accuracy and firing range of all characters by 70%; characters take electrical damage for five turns (x2).
*Spells ignore enemy armor.

Ice Shards (100|50) Deals damage to the enemy and reduces initiative by 50%.
Cold (-|100) Freezes the enemy for one turn. A frozen enemy takes triple damage.
Cold Wave (-|200) Freezes all characters within a radius of 10 meters for three turns, or until they take damage. Frozen characters take triple damage.
Ice Rain (120|350) Deals damage to all characters within a radius of twenty meters (x2).
Frozen Blood (-|350) Freezes the enemy's blood. The enemy dies (x3).

Fire Arrow (100|50) Deals fire damage to the enemy, setting them on fire for one turn (-20% enemy health per turn)
Fireball (150|80) Deals fire damage to the enemy, setting them on fire for two turns (-30% enemy health per turn) (x2).
Fire Circle (50|170) The caster surrounds themselves with a ring of fire, which deals damage to approaching enemies for five turns.
Fire Storm (150|350) Deals damage to all characters within a radius of twenty meters and sets them on fire for two turns (-50% health per turn) (x2).
Incineration (-|350) Incinerates the enemy. The enemy dies (x3).
Combat Magic

Thunder Halo (-|-200, -300, -400)
I The character's weapon gains the ability to deal additional electrical damage (willpower).
II A chance appears to paralyze the enemy for two turns (willpower + critical hit chance).
III Electrical damage increases fourfold (x3).
*Spells ignore enemy armor.

Winter's Breath (-|-200, -300, -400)
I The character's weapon gains the ability to deal additional cold damage (willpower).
II A chance appears to freeze the enemy for one turn (willpower + critical hit chance), a frozen enemy takes double damage.
III Cold damage increases fourfold (x3).

Inner Fire (-|-200, -300, -400)
I The character's weapon gains the ability to deal additional fire damage (willpower).
II A chance appears to set the enemy on fire for three turns (willpower + critical hit chance), -10% health per turn.
III Fire damage increases fourfold (x3).
Stone Skin: -50% enemy damage (-150)
Tailwind: +50% speed (-150)
Strength: +50% strength (-150)
Dexterity: +50% dexterity (-150)
*Activatable abilities. After activation, they constantly consume the specified amount of magical energy.
Healing Magic

Healing (out of combat)
I Restores target's health (+1 | 1) (x0.5).
II Restores target's health (+2 | 1).
Antidote (50) Removes negative effects from poisons and diseases (x0.5).
Purification (50) Removes negative effects affecting the mind (x0.5).
Meditation (-) Fully restores the character's health and magical energy; the character cannot perform other actions for a long time (about 2 in-game hours); the ability can be used no more than once per in-game day (x0.5).
Regeneration (100) Restores a certain amount of the caster's health over three turns (willpower).
Regeneration 2 (300) Restores a certain amount of health to all party characters over three turns (willpower) (x2).
Protective Aura (?) The caster creates a magical barrier around themselves or an ally, absorbing damage and preventing the enemy from applying negative effects (barrier health = willpower*10). Characters with high willpower are able to destroy the protective aura. The aura does not protect against the Assassin ability.
Salvation (350) Fully restores health to all allies (out of combat).
Resurrection (450) Brings back to life a recently killed ally (two turns to cast the spell) (x3).
Art of Manipulation
Phantom (?) The caster creates an illusory copy of something.
Telekinesis (?) The caster gains the ability to move objects with the power of thought.
Mind Reading (30) The caster gains the ability to read the target's thoughts.
Suggestion (50) The caster can suggest anything to the target.
Sleep (50) Plunges the target into sleep until some harmful action is applied against them.
Masquerade (70) The caster gains the ability to change their own or someone else's appearance.
Subjugation (100) The caster gains the ability to control the target's actions for some time. In combat, subjugation lasts for 3 turns. No more than 3 enemies can be subjugated. The same enemy cannot be subjugated twice in one battle.
Invisibility (100, 150, 300)
I The caster (or their target) becomes invisible, while the caster loses the ability to see anything.
II The caster gains the ability to see while remaining invisible. Invisibility disappears upon any harmful action applied by the character. Spells not directed at oneself also dispel invisibility (x2).
III The caster gains the ability to perform harmful actions while invisible (the first attack on a target deals critical damage; the second attack deals normal damage, and the spell is dispelled; a character with the Assassin ability kills the target, and the spell is not dispelled) (x3).
Art of Death

Skeleton (100) Raises the skeleton of a killed enemy from the dead.
Undead (200) Raises a killed enemy from the dead.
Weakening (150) Reduces all characteristics of the enemy for two turns (willpower, %).
Decay (-) Extracts remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health amount*2).
Drain (150) Extracts life from an enemy, restoring health to the caster (willpower, %).
Source of Knowledge (300) Extracts knowledge from a recently killed target, giving a chance to increase a random characteristic of the caster by 3 points (willpower; can be used once per in-game day) (x2).
Face of Death (350) Kills the enemy (x3).
Magic of Ravagers

Life Drain (70) Extracts life from an enemy, restoring health to the caster (willpower, %).
Flying Blades (130) The enemy's weapon is ripped from their hands and attacks the owner for three turns.
Armor Destruction (70) Completely destroys the enemy's armor.
Weapon Destruction (100) Completely destroys the weapon currently used by the enemy.
Reverse Damage (300) For three turns, damage dealt to the ravager is returned to the enemy (x2).
Devastation (350) Devastates the enemy, leaving only their skin. The enemy dies (x3).
Magical Energy Theft (passive ability):
I Use of allies' magical energy during battle (x2).
II Use of nearby enemies' magical energy during battle (x4).
*3 skill points for characters with other beliefs. Spells cost twice as many ability points.
Magic of Master Silachemius.

Incorporeality (50) The caster gains the ability to pass through various barriers and objects.
Mental Armor (70) For three turns, the caster takes no physical damage.
Mental Sphere (70) For three turns, the caster takes no magical damage.
Levitation (250) Gives the caster the ability to hover above the ground and move in the desired direction for 5 turns. Immunity to melee attacks (x2).
Pacification (300) Enemies stop attacking the caster and their allies and leave. If an attempt is made to attack an enemy, the spell is dispelled (x3).
*Only followers of the teaching
Art of Golems.

Water/Ice Golem (x2)
Health: amount of caster's magical energy
Mana: amount of caster's magical energy/2
Damage: caster's magic power
Speed: 20
Spells: ice shards; cold
Features: immunity to water element spells

Fire Golem (x2)
Health: amount of caster's magical energy
Mana: amount of caster's magical energy/2
Damage: caster's magic power
Speed: 20
Spells: fire arrow; fireball
Features: Immunity to fire element spells

Stone Golem (x2)
Health: amount of caster's magical energy*2
Damage: caster's magic power*2
Speed: 10
Features: Physical damage and spell damage are halved
*To create any of the golems, a magic power of at least 100 units is required.
Additional Abilities
Trading:
I A discount of 30% at all trading points (x2).
II A discount of 40% at all trading points.
Knife Throwing: +10 to perception (only when using throwing knives), chance to deal lethal damage by throwing knives from a distance of no more than 10 meters (perception); the enemy receives a penalty depending on where the knife hit (x2).
Armor Wearing: removes movement speed penalty when using heavy armor and shields (x3).
Stormtrooper: the character instantly covers the distance between themselves and their target. In heavy armor, use is possible only if the Armor Wearing ability is present. The ability can be used once every 3 turns. (x3).
Duelist: in a one-on-one fight with an enemy, the damage dealt, as well as hit and evasion chances, are doubled (x3).
Berserker:
I Damage is doubled, evasion is halved (x2).
II In battle, the character cannot be immobilized in any way (x2).
III In battle, the character is immune to Subjugation and Sleep spells, the character attacks the nearest target (x3).
Sorcerer:
I +50 to magic power, amount of magical energy is increased by one and a half times (x4).
II +80 to magic power, amount of magical energy is increased by one and a half times (x2).
Mirrorist:
I The character has a chance (70%) to reflect an enemy's spell in a random direction (x3).
II The character has a chance (50%) to reflect an enemy's spell back at them (x4).
Battle Mage: +15 to strength, +15 to dexterity (x3).
Experimenter: the player gains the ability to invent spells for their character independently within schools of magic or outside schools (x4).
Quick Mind:
I The caster is able to use two spells per turn (x3).
II The caster is able to use three spells per turn (x4).
Sniper: +50% to perception when using ranged weapons (x3).
Sly one: the character is able to move and shoot simultaneously (x3).
Scout:
I The character gains the ability to quickly gather information about the nearby territory.
II The character gains the ability to detect camouflaged and hidden items (traps, caches, etc.) (x2).
Skilled Healer: healing spells require 50% less magical energy (x2).
Assassin: attacking an unsuspecting character kills them (x3).
Thief: when stealing, dexterity and perception are increased; the character gains the ability to pick locks.
Inventor: ability to improve items, as well as create new ones if blueprints are available (x2).
Alchemist:
I The character gains the ability to create various potions.
II Creation of enhanced action potions (x2).
Origin
Ryorvalia: damage dealt by enemy spells is halved; free scouting ability.
Seveseptim: each point of constitution after 15 gives twice as much health; free armor wearing ability.
Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.
Heliotria: +5 to dexterity; free knife throwing ability; additional ability - fade into shadow: the character gains the ability to hide from an enemy in the shadow of some object, as well as the ability to move short distances using the shadow of some object.
Heliotria, vampire: additional 15 characteristic points and one skill point; the character gains the ability to teleport short distances; the character loses 5% health every in-game day.
Hysteosia: +10 to constitution; +7 to strength; free combat skill; four free combat ability points.
Hysteosia, Fleshstealers clan: +15 to constitution; +10 to strength.
Hysteosia, White Dragon clan: +10 to willpower; family weapon.
Hysteosia, Daughters of Graccura clan: +10 to intelligence; +5 to dexterity; two free combat skill points.
Halechids: +5 to willpower; additional 4 ability points; free art of death skill; damage/2, damage absorption no more than the value of willpower.
Children of Winter (Orcs): +15 to constitution; +10 to strength; immunity to spells that affect with cold.
Letians (High Elves): +5 to dexterity; +5 to perception; free ranged weapon | firearm skill; three free ranged weapon points | two free firearm points.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт