(20) Combat Training +40 health units, +3 accuracy (general), +3 reaction, +2 speed, +5 will, +50% morale. Ability to use combat gear (including light armor and throwing weapons), one-handed weapons, two-handed weapons, shields, polearms, firearms, bows and crossbows, knowledge of unarmed combat (damage 3x15). | (10) Reconnaissance +20 health units +2 accuracy (general) +2 reaction +3 speed +2 will +12 stealth +15% morale. Reaction check against stealth is doubled.
| (10) Firearms Ability to use firearms. +5 accuracy (firearms) +2 reaction +25% critical attack chance. Firearm reload speed is reduced by 1.
| (10) Throwing Weapons Ability to use throwing weapons. +10 accuracy (throwing weapons) +3 reaction Throwing weapons of the hand grenade type do not break and always fly in the selected direction. Throwing weapon damage -25%
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(12) Assassin +3 accuracy (shooting, melee) +3 reaction +3 speed +12 stealth In combat, a reaction check against stealth is performed only by attacked characters and characters within three cells of the hidden enemy. Stealth attacks ignore armor and deal additional damage (300 for melee and 100 for ranged).
| (10) Martial Arts +3 accuracy (melee) +5 reaction +2 speed +40 health units Unarmed combat, damage: 15x3, ignores light armor. Active skill: disarm (accuracy check -8 against enemy reaction). | (10) Combat Magic Conversion of damage into an elemental type of choice. Requirement: melee weapon, melee combat. | (10) One-Handed Weapons Ability to use one-handed weapons. +4 accuracy (melee) +4 reaction +2 speed Parrying attacks (reaction against accuracy). |
(10) Two-Handed Weapons Ability to use two-handed weapons. +3 accuracy (melee) +2 reaction +40 health units Cleave. 33% chance to deal double damage to the enemy. Concussion. 33% chance to paralyze the enemy. | (10) Polearms Ability to use polearms. +2 accuracy (melee) +6 reaction +1 attack range +20% critical attack chance Precise strikes. 33% chance to paralyze the enemy. Piercing strikes. 33% chance to ignore enemy armor.
| (10) Shooting (Bow) Ability to use bows. +5 accuracy (ranged combat) Additional attack +33% chance for damage to triple +100% shooting range
| (10) Shooting (Crossbow) Ability to use crossbows. +5 accuracy (ranged combat) Chance (accuracy*2) to ignore enemy armor. +33% chance to paralyze the enemy.
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(10) Shooting (Bow) Ability to use bows. +5 accuracy (ranged combat) Additional attack +33% chance for damage to triple +100% shooting range
| (10) Antimagic Inability to use magic and anything of magical origin. Magic damage -50% Immunity to various status effects of magical origin. Will checks against magic are twice as high.
| (10) Armor and Shield Ability to use shields and heavy armor. Block when using a shield (reaction against accuracy). +100 health units.
| (5) Medicine +3 speed +30 health units The character can use various medical devices and stop characters' bleeding, thus saving them from probable death.
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(5) Trade Purchase -0.1, income +0.1- Purchase -0.1 (5)
- Purchase -0.1 (5)
- Income +0.1 (2)
- Income +0.1 (2)
- Income +0.15 (2)
- Income +0.15 (2)
- Starting capital +10.0 (1)
- (Will)% chance to encounter a shadow trader in each city (2)
- (Will)% chance of a favorable offer when visiting each city (2)
- The character knows the effects of some items sold in shops, which otherwise remain unknown until their actual purchase (e.g., books; but definitely not artifacts) (4)
| (5) Expert (Potions) Potion effect is stronger (+0.4) The character can brew potions. +4 will. +10 health units.- The character can brew poisons (5)
- After the character drinks a potion, the flask always retains enough for a second time. Doubled duration of poison effects. (5)
- Potion effect is stronger +0.6 (3)
| (8) Leadership +3 will If the character is appointed as group leader, they can freely redistribute accuracy and reaction among those characters (however, one value applies to all and a characteristic cannot be reduced below zero - i.e., someone's zero is the maximum allowable minimum). This action can only be repeated after three turns. Additionally, will can be redistributed into accuracy or reaction or vice versa with a coefficient of 0.5 in both directions. Speed is similar to will, with the difference that the exchange coefficient for other characteristics into speed is 0.25.
| (8) Heavy Weaponry The character can use stationary weapons as well as Asvald's arsenal. +5 to accuracy (heavy weapons).
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(10) Slayer Bleeding (-10% current health/turn, -20%/hit, -5%/cell) (melee, ranged, non-explosive throwing weapons) +20% critical damage chance (melee, ranged, non-explosive throwing weapons) Immobilization (accuracy*2 against reaction; target cannot move to another cell and pass a speed check, but otherwise acts as usual). +2 accuracy (general), +2 reaction, +2 speed, +2 will.
| (20) Erudition -1 cost of skills and perks -0.15 purchase +0.3 income +10% critical attack chance -10% critical attack chance against self +10% chance to resist any negative effect -20% spell cost +25% morale for all characters subordinate to the character if they have the "leadership" skill and are appointed group leader.
| (10) Mercenary +30 health units +3 accuracy (general) +3 reaction +3% chance to find something rare when searching corpses. +(will)% payment for contracts if the character is the leader/representative of the party or if they perform a task alone.
| (10) Self-Development Ten characteristic points for free distribution. Accuracy: 1|1 Reaction: 1|1 Will: 1|1 Speed: 0.5|1 Magic: 0.2|1 Health: 10|1 Energy: 20|1
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