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8 years ago
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About the game:
A direct sequel to the previous game;
Accordingly, in order to better understand the setting, it is advisable to familiarize yourself with the previous game;
In addition, certain events and changes have occurred over the past few years, but I will mention them separately if necessary – you can draw conclusions about everything else from the description of the Factions and the latest events of 762;
The time period of the game is summer of 765;
When creating a character, the player must choose an origin, faction, belief, and perk, in addition to distributing skills and characteristics;
The first part of the game will be individual (or almost) – the characters will work for the faction they chose;
Characters within Onryo start on the northern island of Raizyu, the rest start in the capital;
If desired, you can continue playing with old characters, but, of course, they may not fit into the new system, so you will have to decide individually about the state of their skills and abilities;
Recipes in the cook's skills are conditional; do not try to repeat them at home.
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8 years ago
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Sonata Reime's Faction is a conventional name for the active supporters of the Empress who in some way support the imperial administration. Among them are many government members, entrepreneurs, people of science and culture, and other citizens of the empire involved in various fields of activity. The majority of Sonata Reime's supporters are not directly connected to one another, but since the center of this faction is the legitimate heir to the throne and the de facto ruler of the empire, it represents the most influential organization of all.
Faction Goals
The transformation of Reimean society under the leadership of the imperial family in such a way that all its members, regardless of origin or status, can enjoy equal economic, legal, and political opportunities. In Sonata's opinion, any other social structure is not only unfair but also counterproductive, as it hinders the development of the entire country.
Faction Leaders
Sonata Reime
A graduate of the capital military academy, traveler, writer, composer; since 762, the eleventh Empress of the Reimean Empire and the first woman to inherit this title. She enjoys immense popularity among the people of the empire but is very disliked by the aristocrats.
Larian Twice
Duke of Larian, owner of a controlling stake in the "Reimeford" company, First Minister of the Imperial government, and closest supporter of Sonata Reime. Many state services (including intelligence) report directly to Twice; therefore, it is difficult to overestimate this man's influence within the country and beyond.

Legacy of the Empire. After what happened on the day Emperor Olivia Lapis Reime appointed an heir, the emergence of a faction of aristocrats opposing the current imperial government was inevitable. The representatives of the empire's influential families present during the ceremony not only witnessed an impermissible violation of the country's laws and traditions but also suffered a serious insult from the future Empress and her associates — something they will not forget for a very long time.
Since the trust of the aristocrats was betrayed and because the leaders of the "Legacy of the Empire" faction and their allies see a threat to their interests in the current imperial government, they will take any measures necessary to achieve their goals.
Faction Goals
Weakening the power of the imperial family and dissolving the central government; granting large landowners absolute power within their lands.
Faction Leaders
Thalassius Semis Dame
Duke of Laitia, archaeologist, historian, and according to unofficial sources — the father of modern alchemy, demonology, and Necromancer arts based on the works of Reisen Reime and the science of the ancient alchemists of the south.
He believes that through her actions, Sonata Reime violated ancient agreements between the imperial family and its vassals; he considers that the empire's lands are not something the Empress and central government can dispose of, as they do not belong to them. Accordingly, the landowners of the empire will not wait until they are robbed and deprived of what belongs to them by right.
Faith Gillingston
Duke of Brightwin, one of the strongest warriors in the empire. He disagrees with many of Thalassius Semis Dame's views and is negative toward the practical application of his research; however, as an ally in the struggle against the impostor, he is ready to provide the faction with all his assistance.
Noblesse Oblige. Members of this faction are those aristocrats who do not support Sonata Reime, but also disagree with the methods and goals of "Legacy of the Empire".
Faction Goals
Preservation of the empire's cultural values.
Faction Leaders
Jean Elenheim
Count of Enheim. Founder of the faction and its ideological inspiration. In his opinion, at the core of aristocratic interests is the care for the inhabitants of the territories entrusted to their families, and no one can know better about the desires and needs of common people than a lord living side by side with them. His views are based on uncertainty regarding the competence of the central government in local matters and distrust of politicians who come and go on waves of modern fashion and pursue their own personal interests, whereas a lord is tied to his land and interested in its prosperity.
Beryl S. Tessen
Young Duke of Darkiria, master of the "shining sword", close friend of Jean Elenheim.
His father renounced his title in favor of his son after the events at the imperial palace in 762:
"My views oblige me to support other dukes and subdue the madness of the insane Empress, but I do not wish to drag the inhabitants of my lands into war because of my probably outdated view of the world; therefore, I entrust this burden to you, Beryl — you are young and know better than I what the inhabitants of Darkiria in this era want and demand in their lives."
Ikigai. Unlike other religious currents common in the empire, followers of Ikigai ideas do not worship gods or religious objects. Instead, they place at the center of their faith the purity of mind and spirit from destructive ideas of materialism and the chaos of modern life. The majority of Ikigai followers are people from technologically backward regions of the empire, as well as those who for some reason have despaired in life — whether due to some misfortune, problems in personal life, or simply depression. Following the advice of a wise mentor, they are healed physically and spiritually, achieve a state of complete serenity, and find meaning in life.
Faction Goals
Promotion of spiritualism. Restoration of balance and harmony in nature and the daily lives of the people inhabiting the empire. Prohibition of the use of magic and unnatural energy sources (for example, erinium and alait stones), and consigning all relevant information to oblivion.
Faction Leader
Usami Kyoko
Until 746, Usami Kyoko was the abbess of one of the Yanagi temples in Nihon, but after her country's defeat in the war, she moved to the empire, where for many years she gathered new followers around her, through which she gradually spread her religious views across the territories of the empire and increased her influence.
Followers of Ikigai ideas strictly follow Kyoko's orders and call her "Mentor", "The Great One", "Mistress", and other elevating names.
Prosperity. Initially, this faction was an association of numerous entrepreneurs in the empire interested in lowering taxes and expanding opportunities in the imperial market, but as a result of ideological clashes between other political giants, in recent years this faction has attracted the attention of the country's non-aristocratic intelligentsia, tired of conflicts that hinder the growth of the empire's economy.
Faction Goals
Maximization of citizens' autonomy and minimization of the state's role in social life.
Faction Leader
Ipomoea Phlox
As the daughter of a wealthy owner of a restaurant and hotel chain from Eren, Ipomoea Phlox never lacked anything and was able to receive the best education and upbringing that could be bought with money, which allowed her at a young age to start her own business and make her own fortune, which only increased every year until finally the value of her property, bank accounts, and shares exceeded her father's fortune.
In mid-763, one of the leading engineers from "Reimeford" joined her company, and just two years later "Citrus" became a serious competitor to the empire's largest company in the market for high-tech non-military goods.
Free League. This organization handles various requests and assignments from citizens of the empire. The work is very diverse and can range from searching for a lost kitten to serious matters like murder investigations. To avoid paperwork and problems with obtaining permits for certain actions, members of the "Free League" act unofficially, which in emergency situations allows them to react quickly regardless of circumstances. For this reason, the activity of this organization is illegal, but due to the prolonged conflict with other factions within the country, as well as the proven effectiveness of the "Free League", the current government turns a blind eye to their methods of work. The people of the empire, in turn, generally view them positively — not least because members of this organization provide their assistance completely free of charge; although it is customary to pay monetary or other equivalent rewards for completing a contract, no one will demand it from those who cannot afford it. Primarily, the "Free League" exists through donations.
Faction Goals
Assisting citizens of the empire.
Faction Leader
Verbena Rain
Formerly an agent of the empire's foreign intelligence and a spy. He played an important role in preparing the empire's military intervention into the internal affairs of Areid in 762, after which he retired for unknown reasons. His older brother Rudbecks Rain and younger sister Liria Rain are members of the empire's liberation front, because of which Verbena is under close government surveillance.
Onryo. Time moves forward, one era is replaced by another, but the spirit of Nihon warriors does not fade — even after twenty years they continue to fight for their country's independence and, apparently, even time, which no human can control, will not stop them, as even those who did not experience the war with Reime and did not live in a free Nihon are joining the ranks of the onryo.
The invasion of oni and yokai that began in 762 and continues to this day has claimed the lives of many members of the group; however, their fearlessness in the struggle against the supernatural won the onryo the much-needed trust and support from the neutrally-minded population of the region.
Faction Goals
Liberation of Nihon from the Reimean Empire.
Faction Leaders
Shiratori Kyosuke
One of the distant relatives of the imperial house of Nihon; after the death of the last princess at the hands of oni in 762, he proclaimed himself the heir to the imperial will and was approved by the Onryo, thus becoming their new leader.
Tokita Yoichi
Founder of the united resistance forces of Nihon, ideological inspiration, and previous leader of the Onryo.
Inari
A mysterious Sorceress patronizing the cause of the onryo; she practices the use of long-forgotten spells, curses, and rituals.
Before the occupation of Nihon by the Reimean Empire, she served as an ommyoji at the court of Emperor Akahito.
Kamiya Kyohei
Also known as Yubin Reime — one of the few foreigners in the ranks of the onryo and the only one holding a commander's position.
Imperial Liberation Front.
The center of this organization is the "Ideal Prince" of the Reimean Empire — Tiary Reime, one of the sons of Olivia Lapis Reime and a man who many believed should have become the next ruler of the empire. After the unexpected and unlawful coronation of Sonata Reime, Tiary planned to unite representatives of the offended aristocracy around himself and use his authority as governor of the Nihon region to suppress the alliance of the newly minted Empress and take her place; however, the chaos caused by the invasion of oni and yokai in Nihon did not allow him to do so, and when the situation more or less stabilized, it was already too late — he was stripped of his authority and forced to flee in haste, since due to the actions of the onryo, his support among the Nihon population was minimal and he had no one to rely on in large-scale conflicts. After this, Tiary Reime and his followers began anti-government activities, sabotaging production, threatening the families of Sonata Reime's faction members, etc., as a result of which they were eventually branded dangerous criminals and same lethal measures were authorized against members of the liberation front.
Faction Goals
Appointment of Tiary Reime as Emperor of the Reimean Empire.
Faction Leader
Tiary Reime
In Alice Corundure's book "Children of the Emperor — Tiary Reime", the leader of the imperial liberation front was given the following description:
«Extraordinarily gifted, achieving success in everything he undertakes, reserved and diplomatic, speaks several languages, a remarkable tactician and strategist, same unparalleled in his handling of the sword. Tiary is loved by the people and receives an exclusively positive assessment in high society; no one doubts that it is precisely he who should become the next ruler of the empire.»
Now, however, very many would disagree and call him a despicable criminal undermining peace in the empire.
Tiary is always accompanied by a mysterious Nihon woman named Yachiru Hakumei, but no one knows who she is or where she comes from, nor what her relationship with the ex-prince is.
Arcanum — this is a closed community of the empire's mages, whose goal is the perfection of magical arts and keeping their secrets hidden from the public. Members of this organization include both officially recognized Wizard (teachers in academies, casters within the empire's armed forces, etc.) and those who practice the study of magical science away from prying eyes (hermits and simply those who for some reason wish to keep it secret). The mages of Arcanum do not belong to other political forces and pursue their own interests, namely — the ability to conduct research without hindrance and freely exchange information with their colleagues, regardless of the laws and etiquette of the empire.
The head of Arcanum is the Grandmaster, who presides over the small (first) circle of mages — great masters who have achieved recognition in some direction of magic. Below them are the Stars of Arcanum (second circle) — twenty mages who have access to the organization's secret archives. Below them are the adepts (third circle) — mages who have proven their talents and loyalty to the organization's ideas, and disciples (fourth circle) — students of other Sorceress or new members of the organization.
Faction Goals
Development of magic and preservation of magical secrets from the public.
Faction Leader
Dicentra Di Monard
Grandmaster of Arcanum, master of light and water magic, Countess of Monardia in Darkiria.
Enclave.
The Enclave advocates for the interests of non-humans in the empire — snake-people, fairies, lamias, arids, and half-dragons. There are many different political factions in this country, but in the chaos of colliding ideals, it becomes clear that none of them care about the issues of freedom and rights of non-humans — the people of the empire by force took lands that had belonged to other peoples since time immemorial, keep arids and snake-people in reservations, and never mention other non-humans in their political plans. The non-humans who joined the Enclave want to change this. They study human culture, trying to understand it and use it in their own interests.
Faction Goals
Achievement of freedom and recognition for all peoples of the empire.
Faction Leader
Taipan
Initially, the methods and goals of the Enclave were exclusively peaceful, and members of the Enclave relied heavily on the help of sympathetic Reimeans; however, the state of affairs changed sharply when Taipan — a powerful, cunning, and cruel warrior from the Day Snake clan — seized leadership by force. He rejected the comprehensive educational program offered by the Reimeans and instead focused exclusively on military craft and human weaponry. Ultimately, almost all representatives of the fairy people left the Enclave, and the atmosphere within the organization shifted heavily toward hatred for humans and blind obedience to the leader — Chief Taipan.
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8 years ago
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Characteristics
130 characteristics to distribute at the start, 5 minimum, 40 maximum.

Strength
+10 Health
+1% melee damage
+1 Immunity (resistance to poisons and diseases).

Intelligence
+1 Magic Power
+10 Magical Energy

Will
+1 to Will checks.

Agility
+1 Evasion
+1 Initiative

Perception
+1 Accuracy
+1 Observation

Wisdom
+10 Spiritual Power
+1 Insight

Charisma
Useless characteristic.

Skills
1 skill point and 3 ability points.
Cost of a basic skill is 1, ultimate is 3, special is 2, independent is 2.


Imperial Sword Art
Katana or one-handed sword.
+1 Evasion for each unit of Perception
+1 Accuracy for each unit of Agility
+3 Movement Speed
+0.5% critical damage chance for each unit of Intelligence
  • Sword Dance
    Successful attacks can prevent the opponent from using active abilities on the next turn and remove all positive effects (Intelligence -> Will).
  • Crescent Moon
    Attacks deal damage to all enemies standing in front of the character.
  • Dash
    The character deals damage to all enemies along a straight line of movement. +3 Movement Speed, critical damage chance for this attack is doubled. Cooldown: 2 turns.
  • Quick Sword
    Two additional attacks (75% damage).
  • Ultimate Ability — Moon Dance
    All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
    Concentration: 4
  • Special Technique — Full Moon
    Barrier: the character's magical energy protects them from damage. If the barrier is destroyed, remaining damage is nullified.
    Discharge: the character adds a certain amount of their magical energy (at least 100) to the weapon's base damage and deals damage to all enemies in a straight line (10). Combines with “Sword Dance” and “Crescent Moon”. Cooldown: 1
    Regeneration: the character can skip a turn to restore (Intelligence*1)% magical energy.
  • Special Technique — Night Flowers
    Active ability: the character attacks a chosen opponent and reduces their maximum health by (Charisma)%. Does not stack. Speed for this attack is twice as high; the character overcomes obstacles in their path.
    Concentration: 2
  • Special Technique — Elegance
    +50% final damage from critical attacks
    +10% critical attack chance
    The character can parry opponent attacks (Accuracy).
  • Special Technique — Nobility
    The character can use an ephemeral pistol or revolver in the second hand and always fires a counter-shot when an opponent misses them.
  • Special Technique — Dual Sword Mastery
    The character uses two swords and performs an additional attack when using any ability. Standard: two attacks instead of one; Dash: two attacks instead of one; Quick Sword: four additional attacks instead of two; Moon Dance: six additional attacks with the second sword.
    Not applicable to katanas.
  • Special Technique — Reality Slash
    Single attack with a (Wisdom-10) chance to instantly kill the opponent.
    Cooldown: 2

Way of the Warrior
Katana.
+50% armor penetration
+50% Accuracy
+4 Movement Speed
  • Iai do
    The warrior can deliver a surprise strike to an opponent they are next to. If successful, such a strike deals ten times more damage. Stealth from Agility (1.0) for this attack is 1.5 times higher. Only outside of combat.
  • Battojutsu
    +50% Accuracy
    The warrior can parry enemy attacks and shots.
  • Meijin
    +50% armor penetration
    +Additional attack
  • Suiren
    Damage (444% base damage) in a 3x3 area. Movement speed for this attack is 1.5 times higher.
    Concentration: 2
  • Ultimate Ability — Hanafubuki
    The character strikes every opponent in a 7x7 area.
    Concentration: 2
    Cooldown: 4
    Iai do: 25% chance of a lethal strike
    Battojutsu: ignores parrying
    Meijin: additional attack
    Suiren: effect area increases to 9x9
  • Special Technique — Sasameyuki
    Active ability: the character attacks a chosen opponent and reduces their evasion and accuracy by 33%. Stacks up to two times.
    Cooldown: 0
  • Special Technique — Akatsuki
    The character's attacks deal additional percentage fire damage equal to their Wisdom.

Radiant Sword
Two-handed sword.
+1 Accuracy for each unit of Strength
+1% damage for each unit of Strength
Counterattack if the opponent misses.
+10 Health for each unit of Agility.
+2 Movement Speed.
  • Seismic Wave
    Deals damage in a 3x9 straight line, destroys obstacles. Characters who fail a strength check (against character's Strength) will be paralyzed for 1 turn. If the strength check is successful, their speed is reduced to three units for 3 turns. Cooldown: 3 turns.
  • Blade Radiance
    Deals 100% damage to a chosen target and reduces its physical damage resistance by 25%. Effect is cumulative. Cooldown: 1
  • Luminous Hurricane
    Deals damage to all opponents around the character and blinds them (-95% Accuracy) for 1 turn. Cooldown: 1
  • Warmth of Light
    The character restores 25% health every turn for four turns (starting from the next). Physical and magical damage resistance +25% during this time. Cooldown: 4
  • Ultimate Ability — Omen of Dawn
    Destroys the armor and weapon of one opponent, nullifies effects on them. Paralyzes (until strike) if the opponent fails a will check (against character's Charisma). Deals 1000% damage.
    Concentration: 4 turns.
  • Special Technique — Brilliance
    +2% damage for each unit of Charisma
    +1 Evasion for each unit of Perception and Wisdom
    Seismic Wave paralyzes for 3 turns.
    Blade Radiance has no cooldown.
    Luminous Hurricane paralyzes.
    Warmth of Light cooldown is reduced by 1, damage resistance effect stacks up to 50%.
    Omen of Dawn is replaced by a cooldown (5 turns).
  • Special Technique — Source of Light and Heat
    The character performs 6 strikes in a 5x3 area
    First strike: 750% damage, paralysis.
    Second and third strikes: 500% damage, damage is converted to health.
    Fourth, fifth, and sixth strikes: 200% damage, armor penetration.
    Concentration: 5 turns

Officer
Officer abilities do not combine with each other but work with other styles.
  • Leadership
    Allies under the character's command receive the following bonuses:
    +1 Accuracy for every 2 units of Charisma
    +1 Evasion for every 2 units of Charisma
    +1 Initiative for every 2 units of Charisma
  • Special Technique — Takemikazuchi
    Charisma/2 = chance (%) of an additional turn for characters under the officer's command. Limit: 50%
  • Special Technique — Domination
    Charisma/2 = bonus (%) to damage, accuracy, and evasion for characters under the officer's command. Charisma/2 = initiative bonus.
  • Special Technique — Terror
    Charisma = minus (%) to evasion and will checks, plus to damage, accuracy, and (Charisma/2) critical damage chance.
  • Special Technique — Honor
    Charisma/2 = minus (%) to received damage, limit: 50%. Charisma = bonus to will checks.
  • Special Technique — Righteousness
    Characters under the officer's command receive a 25% bonus to evasion and accuracy for each opponent exceeding the number of allies, and deal (Charisma)*1% more damage if opponents outnumber them by at least one.

Revolver
Critical damage chance +20%
  • Eagle Eye
    +(Perception)% damage.
    +50% Accuracy.
  • Roll
    Immunity to targeted actions until the start of the next turn (active ability).
    Cooldown: 1
  • Sprint
    +2 Movement Speed
    Movement speed is twice as high (active ability)
    Cooldown: 1
  • Aimed Shot
    Evasion and movement speed -50%, accuracy +50% (active stance).
  • Ultimate Ability — Execution
    The character fires the remaining cartridges in the cylinder at a chosen opponent.
    Cooldown: 5
  • Special Technique — Wanderer
    +2 Shooting Range.
    Critical damage chance +10%
    Eagle Eye effect is twice as high.
    Using Roll or Execution automatically reloads the weapon.
    Using Sprint removes negative effects.
  • Special Technique — Specialist
    Critical attacks deal 100% more damage (i.e., 300% instead of 200%).

Pistol
+1 Evasion for each unit of Perception
+3 Movement Speed
  • Hand Speed
    Additional shot.
  • Persistence
    Each consecutive attack in battle deals 25% more damage (limit: 250%). In case of a miss, this effect is nullified.
  • Disarm
    Active ability: single shot with a chance (Perception vs Strength) to disarm the opponent. Deals no damage.
    Cooldown: 1
  • Reflexes
    +1 Accuracy for each unit of Agility.
  • Ultimate Ability — Concentration
    Active ability: starting from the next turn, the character receives doubled accuracy and evasion, as well as an additional shot.
    Duration: three turns
    Cooldown: 3 (after effect ends)
  • Special Technique — Mirage
    The character covers a chosen distance and deals damage to all opponents (provided there are enough cartridges in the magazine). Lethal shot chance: 20%
    Effect area: 1:3-8:3
    Cooldown: 2
  • Special Technique — Peacemaker
    +2 Shooting Range.
    Critical damage chance +10%
    Hand Speed effect is twice as high.
    Disarm has no cooldown and higher efficiency (+50%).
    Reflexes give +1 Accuracy for each unit of Perception.
    Concentration removes all negative effects from the character and grants immunity to them for the duration of the ability.
  • Special Technique — Expert
    Reloading does not cost a turn, counterattack in case of successful evasion.

Rifle
+1 Accuracy for each unit of Perception.
  • Headshot
    Active ability: -50% final accuracy, +200% base damage
    Cooldown: 1
  • Aimed Shooting
    +1% critical damage chance for each unit of Intelligence
  • Leg Shot
    Damage -50%, target speed drops to one.
    Cooldown: 1
  • Prone Position
    Evasion and movement speed -80%, accuracy +80% (active stance).
  • Ultimate Ability — Sniper
    Shooting range is increased three times.
  • Special Technique — Reaper
    Kills refresh the character's turn.
  • Special Technique — Warning Shot
    Active ability: deals no damage, paralyzes for one turn.
  • Special Technique — Professional
    Reload speed -1
    Accuracy penalty from Headshot is 30% instead of 50%.
    Critical damage chance bonus from Aimed Shooting is 2% instead of 1%.
    Leg Shot deals normal damage.
    Evasion and movement speed penalty in Prone Position is -50% instead of -80%.

Shotgun
Damage received by the character is 25% lower
  • Piercing Shot
    Attacks deal damage in a 3x1 area (3x3 if Spread Shot is present).
    Spread Shot
    Attacks deal damage in a 1x3 area (3x3 if Piercing Shot is present).
    Armor-Piercing Shot
    Attacks ignore 75% of opponent's armor.
    Support Shot
    The character loads a special cartridge into the weapon and fires it over a 3x3 area. Characters in the zone restore 25% health and magical energy. Only in combat.
    Cooldown: 3
  • Ultimate Ability — Devastating Shot
    With a 25% probability, destroys equipment of characters hit by the shot (separate roll for each item).
    Cooldown: 3
  • Special Technique — Suppressive Shot
    Reduces initiative of characters hit by the shot to 1.
    Cooldown: 2
  • Special Technique — Connoisseur
    Shooting range +2
    Movement speed +1
    Piercing Shot effect area increased to 5x1 (5x5 if Spread Shot is present).
    Spread Shot effect area increased to 1x5 (5x5 if Piercing Shot is present).
    Armor-Piercing Shot ignores 100% armor.
    Support Shot effect area increased to 5x5.
    Equipment destruction probability of Devastating Shot increased to 40%.

Two-Handed Weapon
+2% damage for each unit of Strength.
  • Cleave
    Strength/2 = chance to deal double damage.
  • Concussion
    Strength/2 = chance to paralyze the opponent for one turn.
  • Whirlwind
    Attack all opponents around the character.
    Cooldown: 2 turns.
  • Ram
    Active ability: +10% damage for each cell traveled in a straight line (cannot move backward during attack). Movement speed for this ability is 1.5 times higher.
    Cooldown: 1
  • Ultimate Ability — Frenzy
    Additional attack, +1% damage for each unit of Strength, +3 Movement Speed.
  • Special Technique — Mastery (Two-Handed Weapon)
    Effects of other abilities are enhanced:
    Cleave — Strength/1.5 = chance to deal double damage.
    Concussion — Strength/1.5 = chance to paralyze the opponent for one turn.
    Whirlwind — Cooldown 1
    Ram — +15% damage per cell traveled
    Frenzy — two additional attacks instead of one.
  • Special Technique — Defender
    The character takes attacks directed at a chosen character, then immediately counterattacks (provided the character is on an adjacent cell; the second part applies only to melee).
  • Special Technique — Warrior
    The character can parry melee attacks (Accuracy).

One-Handed Weapon
+1 Accuracy for each unit of Perception.
  • Parrying
    The character can parry opponent attacks (Accuracy).
  • Light Step
    +1 Evasion for each unit of Agility.
  • Movement Speed
    +1 additional attack.
  • Piercing Strikes
    +1% critical hit chance for each unit of Intelligence.
  • Ultimate Ability — Stun
    Character attacks can paralyze the opponent with a 25% probability.
  • Special Technique — Mastery (One-Handed Weapon)
    Effects of other abilities are enhanced:
    Parrying bonus is 0.5 higher
    Light Step adds 2 Evasion per unit of Agility instead of 1.
    Movement Speed adds 2 attacks instead of 1.
    Piercing Strikes add +2% critical hit chance per unit of Intelligence instead of +1%.
    Stun paralyzes the opponent with a 33% chance.
  • Special Technique — Grace
    Counterattack and automatic crit on successful parry.
  • Special Technique — Onslaught
    Reduces attack speed of the targeted target to 0 for 1 turn.

Polearm
+1 Accuracy for each unit of Perception, +1 Evasion for each unit of Agility, +1% damage for each unit of Strength.
  • Piercing Strike
    Pierces opponent's armor. Cooldown: 1 turn.
  • Slashing Strike
    Final damage from this attack is 100% higher. Cooldown: 1 turn.
  • Ranged Attack
    +1 to attack range; in some cases, it is not considered melee combat.
  • Precise Strikes
    33% chance to paralyze the opponent.
  • Ultimate Ability — Hurricane
    Deals 125% air damage to all opponents around the character +2, blinds them for one turn (-95% Accuracy).
    Cooldown: 3
  • Special Technique — Mastery (Polearm)
    Effects of other abilities are enhanced:
    Cooldown of Piercing and Slashing strikes is reduced to 0.
    Ranged attacks deal critical damage with a 25% chance.
    Precise Strikes paralyze the opponent with a 45% chance
    Hurricane deals 150% air damage and blinds for 2 turns.

Traditional Archery
Bow
Shooting range +10 (standard: 10)
  • Sleight of Hand
    Additional shot
  • Bullseye
    Critical damage chance +20%
  • Piercing Shots
    +40% armor penetration
  • Fire Arrows
    Character attacks set the opponent on fire (-10% of maximum health over three turns).
  • Ultimate Ability — Serenity
    +2 Accuracy for each unit of Perception.
  • Special Technique — Mastery (Traditional Archery)
    Effects of other abilities are enhanced:
    Sleight of Hand — additional shot
    Bullseye — critical damage chance +20%
    Piercing Shots — +40% armor penetration
    Fire Arrows — -15% of maximum health over four turns.
    Serenity — +1 Accuracy for each unit of Perception.
  • Special Technique — Kyudo
    +1 Accuracy for each unit of Wisdom
    +1 Evasion for each unit of Wisdom
    +1 Evasion for each unit of Perception
    +4 Movement Speed
    +10 Shooting Range
  • Special Technique — Zazen
    The character restores their health and is healed from negative effects outside of combat.
  • Special Technique — Kyujutsu
    +50% damage dealt
    +20% critical damage chance
    +Additional shot
  • Special Technique — Forbidding Shot
    Removes all effects from a chosen character and forbids them from using active abilities.
    Cooldown: 1 turn

Knight of Camellia
One-handed sword.
+10 Health for each unit of Charisma
+1 to Will checks for each unit of Charisma
+30 Accuracy
+30 Evasion
  • Unwaveringness
    Damage received -(Will)%, but not more than -50%.
    +1 to Will checks for each unit of Will.
  • Piercing Strikes
    +(Agility) to critical hit chance. Critical attacks deal 80% more damage.
  • Challenge
    +500 Health.
    Chosen opponent must attack the character if they fail a will check against their Charisma.
    Range: 8
    Cooldown: 3
  • Duelist
    In one-on-one combat +50 Accuracy, +50 Evasion, +100% final melee damage.
  • Ultimate Ability — Weapon Mastery
    The character can use two-handed weapons, katanas, two one-handed swords, or a sword + shield. Additional chance to avoid any negative action directed at the character: 30%.

Daikyo
+1 Qi for each unit of Wisdom
+1 to Will checks for each unit of Wisdom
+2 Movement Speed
  • Combat Mastery
    +1 Evasion for each unit of Agility.
    +1 Accuracy for each unit of Perception.
    Melee damage (monk's staff) + Qi*5
    Ignore (Qi)% armor.
    Active ability: character attacks deal damage to all opponents standing in front and to the side of them (cooldown: 1 turn).
  • Binding Flame
    A talisman thrown by the character explodes, deals damage, and paralyzes opponents for one turn in a 3x3 area.
    Damage: Qi*7
    Cost: 100 units of Spiritual Power.
    Range: 12
    Cooldown: 1
  • Movement
    The character moves to any cell within 20 cells of them.
    Requires a monk's staff for use.
    Cost: 3 units of Spiritual Power per cell.
  • Yin and Yang Sphere
    The character launches a Yin and Yang sphere forward, deals damage to opponents and heals allies; on the next turn it returns and repeats its effect. For each hit character, the Daikyo recovers 20 units of Spiritual Power.
    Requires a monk's staff for use.
    Range: 3x10
    Damage: Qi*5
    Recovery: Qi*5
    Cost: 140 units of Spiritual Power.
    Cooldown: 1
  • Ultimate Ability — Eight Trigrams
    Spirit Power (passive)
    Daikyo damage increases by (Qi)%.
    Aura (activation costs a turn, then works passively)
    Allied characters in a 9x9 area with Daikyo at the center deal (Qi)% more damage.
    Cost: 100 units of Spiritual Power/turn.
    Talisman (active ability)
    The character launches 8 talismans in a chosen direction, dealing damage to all opponents (does not hit allies) in their path.
    Each talisman deals Qi*2 water damage and Qi*2 air damage.
    Range: 3x12
    Cost: 400 units of Spiritual Power

Sister of Light
+1 Magic Power for each unit of Charisma
+1 Accuracy for each unit of Charisma
+20 Magical Energy for each unit of Will
+1 to Will checks for each unit of Intelligence
  • Healing Prayer
    Restores (Magic Power)% health to the character, removes negative effects.
    If the chosen target is undead, deals equivalent damage.
    Range: 20
    Cost: 50 (100 in attack) magical energy
  • Aura of Valor
    Allied characters in a 7x7 area with Sister of Light at the center restore (Magic Power/2)% health and receive +(Magic Power/2) to accuracy and evasion.
    Cost: 100/turn
    Sister of Light cannot perform other actions or move while this aura is active.
  • Heavenly Light
    Characters in a 5x5 area take 7*MP light damage. Does not damage allies. Undead take twice as much damage.
    Range: 14
    Cost: 120
  • Resurrection
    Brings a dead character back to life. Only during combat.
    Cost: 200 magical energy
    Range: 10
  • Ultimate Ability — Spear of Victory
    Characters in a 7x7 area (further from the center of impact) take 20*MP light damage. Does not damage allies and restores them (Magic Power*2)% health.
    Cost: 350

Scout
+2 Stealth for each unit of Agility
+2 Speed
  • Kinship with Shadows
    +1 Observation for each unit of Perception
    Immunity to stealth attack modifiers.
  • Silent Kill
    A stealth attack on opponents who fail a perception check kills them (only bladed weapons in melee). Ranged stealth attacks deal five times damage.
  • Fade into Shadow
    The scout spends a turn to restore stealth status.
  • Agent
    During the game, the character can obtain forged documents.
  • Ultimate Ability — Special Training
    +1 Accuracy for each unit of Perception and +1 Evasion for each unit of Agility when using any type of weapon.
  • Special Technique — Liquidation
    +30% critical damage chance
    Final damage from critical attacks is 50% higher
    Character's melee attacks deal 10% of opponent's maximum health bypassing armor.
    +3 attacks for light bladed weapons (short sword).
  • Special Technique — Elusion
    The character can evade non-targeted spells
    +100% Evasion
    Parrying melee attacks
  • Special Technique — Taijutsu
    +10 Health for each unit of Agility and Strength.
    Additional chance to avoid any negative action directed at the character: 30%.
  • Special Technique — Bujutsu
    +0.5 Accuracy for each unit of Perception and +0.5 Evasion for each unit of Agility when using any type of weapon.
    Critical damage chance +20% when using any type of weapon.
  • Special Technique — Killer
    In case of a successful stealth roll, aggressive actions against other characters do not remove the scout's stealth effect. Ranged Silent Kill kills instantly.
  • Special Technique — Persuasion
    In dialogue, the character has the opportunity to convince the interlocutor to join Ikigaya's side (Charisma vs total value of Intelligence and Will).

Enchanter
Melee weapon.
+2% melee damage for each unit of Magic Power. Additional damage has fire, water, or air affinity (choice).
+1 Accuracy and Evasion for each unit of Intelligence.
+10 Magical Energy for each unit of Strength.
+0.5 Magic Power for each unit of Agility and Perception.
Upon taking this specialty, the character receives free mastery of one of the three elements; the other two can be learned for 1 SP each.
  • Affinity
    Fire attacks apply burn (Magic Power/2, % of current health at the end of opponent's turn).
    Water attacks reduce opponent's accuracy and evasion by 10, increase damage they receive by (Magic Power/2)%. Stacks.
    Air attacks pierce (Magic Power)% armor, additional attack.
    10 magical energy/turn
  • Elemental Shroud
    Active ability: immunity to fire, water, or air. Only one shroud can be active at a time.
  • Energy Burst
    Ranged attack in a 3x3 area. Applies affinity.
    Range: 12
    Cost: 50
  • Elemental Aura
    Fire: returns (Magic Power/2)% damage to melee attackers.
    Water: reduces received damage by (Magic Power/2)%
    Air: +(Magic Power) Evasion.
    Cost: 20/turn
  • Ultimate Ability — Cataclysm
    Fire: deals double, fully fire damage to characters in the effect area (5x9), applies burn three times.
    Water: deals normal, fully water damage to characters around the enchanter (+4), reduces accuracy and evasion by 50.
    Air: deals double, fully air damage to characters on a line of action (1x15), with a probability of (Magic Power)% destroys weapons and armor.
    Cost: 400, cooldown: 5

Wizard
The character can restore health, magical energy, and spiritual power to allies outside of combat at the cost of their own magical energy. Conversion: 3 to 1.
+500 Magical Energy.
  • Sleep
    Puts a character into a state of sleep until the end of battle or until an aggressive action is applied to them. Does not affect combat characteristics or ability to defend (Will check).
    Cost: 50
    Range: 6
  • Four-Leaf Clover
    Sets rolls of a chosen character to maximum for one turn.
    Cost: 50
    Range: 6
  • Through the Looking Glass
    Redirects damage and effects from one character to another. Applied only to allies, duration: 1 turn.
    Cost: 100
    Range: 6.
  • Rabbit Hole
    Creates a portal on an adjacent cell.
    The second portal will be linked to the first.
    The third overwrites the first.
    Cost: 100
  • Ultimate Ability — Jabberwocky
    Summons one of several creatures randomly, or by choice if character's Charisma is 35 or higher. Summoned creatures cannot be repeated in a single battle.
    Will-o'-the-Wisp
    Characters within 5 cells of the wisp must move toward it. Will check; resets if the character is subjected to aggressive actions. Health: 50, Evasion: 20, Speed: 3, immunity to physical attacks. Duration: entire battle.
    Leprechaun
    Sets rolls of a chosen character to minimum for one turn (requires 500 rumies, Will check). Health: 100, Speed: 3, Evasion: 40. Duration: entire battle.
    Unicorn
    Moves a chosen allied character to any cell within 16 cells. Health: 400, Evasion: 40. Duration: 4 turns.
    Nyarlathotep
    Paralyzes opponents for 3 turns in a 5x5 area if they fail a will check. Duration: 1 action.
    Nymph
    Restores 200 health to a random ally within 6 cells and removes negative effects. Health: 300, Evasion: 30, Speed: 5. Range: 12.
    Cost: 250

Gang
Leader: allied characters of Areid origin under the character's command receive a +5 bonus to accuracy, agility, and initiative for each member of the group of Areid origin (maximum 25).
Abilities in this branch allow the character to create allies of Areid origin and can be learned multiple times. They do not belong to factions, have no beliefs or perks.
Payment for completing a task is made only to the leader.
Upon taking this skill, one ally is created for free.
  • Shooter
    Shooting skill (Traditional Archery/Revolver/Pistol/Rifle/Shotgun) and 1 SP towards it.
  • Swindler
    Scouting skill or lockpicker/pickpocket ability.
  • Warrior
    Combat skill (One-Handed/Polearm/Two-Handed) and 1 SP towards it.
  • Mage
    Magical skill and 1 SP towards it.
  • Ultimate Ability — Seasoned Comrade
    1 SN, 3 SP, 1 perk, 1 belief.

Traveler
+3 Movement Speed
+250 Health or -25% item cost in the absence of other price modifiers.
These abilities combine with non-unique combat skills
  • Toughness
    +(strength)% to health
  • Professionalism
    +(charisma*2)% to rewards for completing any quests.
  • Bodyguard
    Takes attacks directed at another (pre-selected) character (initiative roll is doubled).
  • Fortitude
    +1% to melee damage for each unit of strength.
    +1 to will checks for each unit of strength.
  • Ultimate Ability — Partner
    An additional partner character created by the player using the same rules as their own character (factions must match).
    Exceptions: Camelia, Dreyeria, Nihon, Legacy of the Empire, Noblesse Oblige, Onryo, Arcanum, Opportunism, Asceticism, Wealth, Dynasty, Possession, Artifact.

Dragoon
+(strength)% enemy armor penetration.
+15% critical attack chance.
+2 to attack range (does not provide an advantage when using flight).
+5 to health for each unit of agility and perception.
  • Piercing Strike
    The character's attacks deal damage to all enemies in the line of attack.
  • Superiority
    Attacks every enemy passing through the dragoon's line of attack, but not attacking him.
  • Raid
    +2 to movement speed.
    Active ability. +10% to final damage for each cell traversed.
    Cooldown: 1 turn.
  • Heartseeker
    Active ability. Auto-crit. Doubled accuracy rating for this attack.
    Cooldown: 1 turn.
  • Ultimate Ability — Cyclone

  • Attacks all enemies around the character three times.
    Paralysis chance (strength/2), double damage chance (strength/2).
    Cooldown: 6 turns.

Inquisitor
The character's weapon is covered in holy flame. +(will*2)% fire damage. 50% chance to inflict burn on the enemy for 1 turn (-20% of max.
health at the end of their turn).
  • Crippling Strike
    Character attacks reduce current accuracy, evasion, and will check values by -25%.
  • Cauterization
    Restores 50% of lost health to self or an ally on an adjacent cell.
    Cooldown: 1
  • Retribution
    Paralyzes a selected character for one turn if they fail a will check against the character's will check.
    Cooldown: 1
  • Spiritual Protection
    +10 defense (extra hp) for each unit of will check.
  • Ultimate Ability — Holiness
    +1 to evasion and accuracy for each unit of will check.

Priest
As long as the cleric prays continuously, allies within 10 cells are immune to negative effects.
  • Blessing
    The cleric removes all negative effects from a character and enhances their parameters (+(wisdom)% accuracy and evasion) for three turns. Cooldown: 0.
  • Restoration
    Brings back to life a character who died from lack of hp. Out of combat.
  • Hand of God
    Deals percentage damage equal to the cleric's wisdom to demons, undead, etc. If the target fails a will check, it inflicts paralysis for 3 turns.
    Cooldown: 0
  • Amulet
    Selected ally receives additional health equal to the cleric's wisdom (%).
    Cooldown: 0.
  • Ultimate Ability — Grace
    Brings back to life all of the character's allies who died from lack of hp and restores 100% of their health within 10 cells of the cleric.
    Cooldown: 8

Dreyerian Martial Arts
Skills used by Dreyerian martial arts abilities: two-handed weapons, one-handed weapons, polearms, traditional archery.
+50 to accuracy and evasion
  • Infusion
    The warrior converts weapon damage into a light or dark element of their choice. While using the selected element, the character gains immunity to attacks of that element.
  • Vessel: Darkness
    When using darkness infusion, the character can move twice as fast; at the end of the turn, all negative effects are removed from them.
  • Vessel: Light
    When using light infusion, final damage dealt to the character is halved, and initiative is doubled.
  • Touch of Chaos
    Confusion, paralysis, sleep, poison, freeze, or burn on hit (100%).
  • Ultimate Ability — Last Breath
    +333% damage to all enemies around the character twice. When using a bow, the attack occurs at range.
    Cooldown: 5

Sohei
Katana or Naginata.
+1 to accuracy and evasion for each unit of wisdom
+3% to health for each unit of will
+2 to movement speed
  • Conversion
    The Sohei may, at will, convert the damage type or a part of it into water/air of their choice. +30% to final damage.
  • Empowerment
    The Sohei can use up to 33% of their spiritual power to empower a strike (base damage). In the event of a successful attack on an enemy, 50% of the spent power is returned.
  • Dragon's Tail
    Naginata: The Sohei deals damage to all characters standing on adjacent cells.
    Water: Characters who fail a strength check (against will) will be paralyzed for one turn.
    Air: Characters who fail a strength check (against will) will be pushed back 2 cells in the opposite direction of the sohei.
    Katana: The Sohei deals damage to characters standing on four cells in front of him.
    Water: Damage to an enemy on the second cell is increased by 30%, on the third - by 60%, on the fourth - by 90%, but only if there is an enemy on the first cell from the sohei.
    Air: (wisdom-10)% chance to destroy enemy weapon
    Cooldown: 1 turn.
  • Dragon's Flight
    The character can attack enemies in the air, jump over obstacles, etc..
    Air: Jump distance is doubled
    Water: After landing, the sohei deals 300% damage to the character on the cell beneath them and 150% damage to characters on adjacent cells.
    Cooldown: 2 turns.
  • Ultimate Ability — Yamabushi
    +50% to all parameters

Kensei
Katana and wakizashi.
+1 to evasion for each unit of agility
+1 to accuracy for each unit of perception
+4 to movement speed
  • Ikazuchi
    The character covers a distance of 1:3-10:3, paralyzes everyone in their line of movement (will check) for one turn, destroys enemy equipment and delivers two attacks — the katana attack deals physical damage, while the wakizashi damage is converted to the air element.
    Cooldown: 3
  • Tsubame Gaeshi
    A single katana strike on a selected target; does not miss, deals critical damage.
    Cooldown: 3
  • Suigetsuto
    Skip turn. While using this ability, the character gains full immunity to external influences, removes negative effects from themselves and fully restores health.
    Cooldown: 3
  • Murasame
    The character deals damage to all enemies around them (+2) with katana and wakizashi, or skips a turn and reduces the cooldown of their other abilities by 1.
    Cooldown: 3
  • Hasso Happa
    Alternating attack wakizashi-katana-wakizashi, forcing the enemy to skip the next turn if all three strikes are successful.
    Cooldown: 3
  • Special Technique — Seiryu
    The character covers any distance on the map in a straight line and deals combined katana and wakizashi water damage to all enemies in their path.
    Cooldown: 3
  • Special Technique — Suzaku
    Three katana strikes, each inflicting burn for one turn (-20% of maximum health at the end of the turn).
    Cooldown: 3

Fire Magic
  • Ignition
    Inflicts a burn effect on the selected character. -10% maximum health for 1-3 turns. Stacks.
    Cost: 20
    Range: 9
  • Fire Storm
    Characters in a 5x5 area take 8*SM units of damage.
    Cost: 70
    Range: 9
  • Fire Shield
    Characters attacking the target lose 0.4*SM% of current health. Cost: 60
    Range: 3
  • Agartha's Flame
    Selected character takes 20*SM units of damage.
    Cost: 200
    Range: 7
  • Inferno
    Characters in a 10x10 area take 9*SM units of damage over three turns.
    Cost: 400
    Range: 18
  • Special Technique — Might
    Spells deal 25% more damage

Water Magic
  • Healing
    Restores 1*SM % health to the selected character.
    Cost: 50
    Range: 10
  • Purification
    Removes all negative effects from the selected character.
    Cost: 100
    Range: 10
  • Freeze
    Freezes the selected character for 2-6 turns. Each turn they lose 5% of maximum health.
    Cost: 100
    Range: 10
  • Wave
    Characters in a 3x3 area take 4*SM units of damage, their speed and initiative are reduced to 1 for 2 turns.
    Cost: 100
    Range: 10
  • Rain
    Movement speed of characters across the entire map is reduced to three. Fire element damage is reduced by 50%. Duration: 5 turns. Cost: 220
  • Special Technique — Serenity
    +40% to magical energy

Air Magic
  • Wings of Wind
    Selected character gains immunity to slow, immobilize, and paralysis effects for three turns.
    Cost: 50
    Range: 5
  • Air Blades
    Characters in the spell's line of action take 5*SM units of damage and gain 20% vulnerability to any damage for 1-3 turns. Stacks.
    Cost: 120
    Range: 12
  • Levitation
    Selected character gains the ability to hover in the air or is forcibly lifted up. In this state, they are unavailable for melee attacks, but cannot perform melee attacks themselves.
    Cost: 50/turn
    Range: 5
  • Breakthrough
    Pushes characters along a line x3 by 0-4 cells in the opposite direction of the caster.
    Cost: 100
    Range: 6
  • Hurricane
    Slows all characters in an 8x8 area to 2 units of speed. Each turn it directs air blades at every character within the zone of effect. Duration: 3 turns.
    Cost: 350
    Range: 18
  • Special Technique — Illusion
    +1 to evasion for each unit of intelligence.

Earth Magic
  • Stone Skin
    The next damage to the selected character will be reduced to 0.
    Cost: 100
    Range: 5
  • Gift of Nature
    Increases health of the selected character by 1*SM % for 4 turns.
    Cost: 100
    Range: 5
  • Projectile
    Selected character takes 4*SM units of damage and will be paralyzed for 2 turns.
    Cost: 50
    Range: 14
  • Shell
    Reduces physical damage received by the character by 1*SM %. Duration: 3 turns.
    Cost: 150
    Range: 6
  • Earthquake
    Characters in a 10x10 area take SM*1-10 units of damage and may be paralyzed for 1-6 turns.
    Cost: 400
    Range: 20
  • Special Technique — Barrier
    The first negative spell/attack/other effect per day directed at the character is nullified.

Dark Magic
  • Subjugation
    In case of success, the caster can read the target's thoughts, plunge them into a state of sleep, or force them to obey their will.
    Cost: 60
    Range: 4
  • Beam of Darkness
    Drains SM*1% of current health from enemies in the spell's line of action.
    Cost: 60
    Range: 8
  • Reflection
    If the enemy fails the caster's will check, damage is reflected back at them. Duration: 5 turns
    Cost: 150
    Range: 3
  • Invisibility
    Stealth +SM*2 in a 5x5 area of effect.
    Cost: 200
    Range: 10
  • Teleportation
    Movement
    The character moves to any cell on the map.
    Cost: 3 units of magical energy per cell.
  • Special Technique — Black Hole
    Characters in a 5x5 area of the spell lose SM*0.8% of maximum health (but no more than 99%) and cannot evade this spell.
    Cost: 400
    Range: 12

Light Magic
  • Beam of Light
    Restores SM*1% of lost health to self and allies in the spell's line of action.
    Cost: 75
    Range: 8
  • Mental Shield
    Selected character gains immunity to mind-affecting influences for three turns.
    Cost: 50
  • Energy Shield
    The character's magical energy serves as additional health for the character.
  • Dematerialization
    Invulnerability to everything for four turns and inability to perform actions other than movement. The character restores 25% health each turn. The spell effect can be interrupted at any time.
    Cost: 200
    Range: 5
  • Illumination
    Stealth of characters on the map is lower by magic power*2.
    Cost: 200
  • Special Technique — Archon Metabolism
    Duration and effectiveness of negative effects on the character are halved. The mage ages three times slower than normal.
Alchemy

The use of alchemy consists of three stages — drawing a magic circle on the ground, distributing the necessary components, and reading an activation spell.
  • Golem
    Intelligence*50=health
    Intelligence*1=evasion
    Intelligence*1=accuracy
    Intelligence*10=damage
    Intelligence*1=percentage resistance to physical damage
    Movement speed is three, the golem is immune to negative effects, attacks deal area damage 3x3.
    Material: clay. When using a ruby, the golem gains immunity to fire; sapphire — water; emerald — air.
    Number of simultaneously active golems: will/10.
  • Homunculus
    Intelligence*2=number of characteristic points
    Intelligence/10=number of ability points
    Intelligence/25=number of skill points
    Intelligence*1=chance for any magical properties
    Material: human blood, seed, salt, mercury, jasper, quartz.
  • Gargoyle
    Intelligence*20=health
    Intelligence*2=evasion
    Intelligence*2=accuracy
    Intelligence*20=damage
    Intelligence*1=percentage resistance to physical damage
    Intelligence/3=movement speed
    The gargoyle is immune to negative effects.
    Material: clay. When using a topaz, the gargoyle deals damage to all enemies in its line of movement; amethyst — gains 10% chance of instant kill; amber — gains regeneration of 25% health per turn.
    Number of simultaneously active gargoyles: will/10.
  • Transfusion
    Restores health to one character at the expense of others.
    Can be used on corpses to transfer their characteristics to oneself or another character. Works only if the deceased's characteristics are higher than the living person's, but the alchemist's will is higher. Maximum limit: 3
  • Experiment
    Used on self or another character
    10% Lose up to -50 or gain up to +50 random characteristics
    10% Forget 1-2 abilities or receive 1-2 AP
    30% Die
    10% Random change of gender and appearance
    10% Change of race
    10% Inability to use magic
    10% Immunity to critical hits
    10% Energy -500 <-> +500
    10% Additional turn
    10% Immunity to negative effects
    10% Immunity to magic
    10% Memory loss
    10% Gain 1 perk

Serenity
+1 to will checks for each unit of will
+1 to accuracy for each unit of perception
+1 to evasion for each unit of agility
+1 to evasion, accuracy and will checks for each unit of wisdom.
+3 to movement speed.
Kicks: (strength+agility)*4
Rage: every hit on an enemy or oneself adds 1 unit of rage.
  • Dragon's Touch
    The character curls the fingers of an open palm, charges them with ki energy, and then with a lightning-fast hand movement touches the opponent's solar plexus. After the strike, it destroys armor if any was present.
    Damage: (strength+agility)*20
    Cost: 5 rage.
  • Snake's Tail
    Character strikes can paralyze an enemy. Chance equals strength-10.
  • Running Leopard
    Additional attack.
  • Immovable Turtle
    Blocking enemy attacks (accuracy)
  • Ultimate Ability — Fluid Shadow
    10 attacks on a single target.
    Cost: 10 rage.

Necromancy
  • Summon Skeleton
    The character spends 10 units of magical energy to revive the skeleton of an undead character.
    Number of simultaneously active skeletons: will/2.
    Health: 100
    Damage: depending on weapon
    Accuracy: 30
    Evasion: 30
    Speed: 5
  • Corpse Explosion
    If the necromancer's intelligence is 40 or higher, they can explode corpses, dealing damage to characters around them +2. Damage equals the deceased's maximum health. Up to will/10 corpses can be exploded in one turn.
  • Soul Siphon
    If the necromancer's will is 40 or higher, they can suck the life energy of other characters. After activation, all characters on the map lose 10% of current health in favor of the necromancer.
  • Authority
    If the necromancer's charisma is 40 or higher, they can give orders to other characters (will check)
  • Finger of Death
    If the necromancer's wisdom is 40 or higher, they can kill a selected character (will check)
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Demonology
+5 Intelligence
  • Pact
    At the start of the game, the character will have the opportunity to enter into a pact with a certain demon — which one specifically will become clear after the summoning. Before the summoning, the player can review potential demons and choose one of them (the chance to summon the desired one depends on the character's Will). Each subsequent demon summoning will drain a specific characteristic from the character associated with that demon. The demon's power will depend on both its own potential and the player character's potential as a summoner.
  • Resilience
    The character's Charisma is added to the chance of summoning the desired demon.
  • Affinity
    The character's potential as a summoner is 50% higher.
  • Cancellation
    The character can cancel the pact with the first demon they summon and enter into one with another.
  • Ultimate Ability — Demonic Manifestation
    The character becomes one with the summoned demon for the duration of one day. The cost of summoning is ten times higher.

Imperial School of Magic
+1 to Will checks for every unit of Intelligence.
  • Clarity
    +0.5 Accuracy for every unit of Will and Intelligence.
  • Magical Theory
    All spells are 20% cheaper.
  • Utilization
    +(Magic Power/2)% to magical energy.
  • Entropy
    Dispels magical and other supernatural effects (Will check).
    Range: 10
    Cost: 100
  • Ultimate Ability — Seventh Element
    Initiative drops to 0 during the next turn. On the following turn, it deals 400 units of true damage in a 6x6 area at any distance from the character (limit: battlefield). This spell cannot be dodged.
    Cost: 500
    Cooldown: 2 turns

Scholar
+5 Wisdom
  • Archaeologist
    Ability to determine the purpose and effects of artifacts.
  • Topographer
    The character can sketch a map of the area (locations nearest to the group). Determines terrain and the presence of any structures, and also detects traces of other people and animals.
  • Linguist
    The character can communicate with representatives of other cultures without the need for a translator.
  • Philosopher
    Once per day, the character can make a philosophy roll.
    9% to get +1 Wisdom
    8% to get +1 to any other characteristic
    7% to get +1 HP
    6% to get +1 SP
    5% to change one belief for another
    4% to get 1 random perk
    3% to write a book
    2% to set their lowest characteristic equal to the Wisdom value
    1% to commit suicide
  • Engineer
    Ability to repair modern equipment and weapons. Additionally, the character can improve the base stats of ephemeral weapons, but in that case, any other improvements will be impossible.
    Damage — +(percentage of Intelligence)
    Range: +1 if Intelligence is 20 or higher, +2 if Intelligence is 40 or higher.

Medic
+5 Wisdom
  • Therapy
    Ability to restore health to other characters and cure them of diseases/poisoning (out of combat).
  • First Aid
    Brings back a character who died from lack of HP. Only out of combat.
    Success chance is equal to the inverse percentage value of the character's current health.
  • Psycho-emotional Support
    Ability to cleanse characters of mental effects out of combat.
  • Bone Setting
    Ability to heal injuries and other non-mental negative effects.
  • Rescue
    Brings back a character who died from lack of HP. Only during combat. One use per day.
    Success chance is equal to the inverse percentage value of the character's current health.

Swindler
+5 Agility.
  • Lockpicker
    The character can pick locks.
  • Pickpocket
    +30 Agility when attempting to steal from other characters.
  • Scoundrel
    The character's first attack (which must start the battle) has an Accuracy modifier of +25 and deals critical damage. Modifiers from other abilities are not taken into account.
  • Vulnerability
    Out of combat, a swindler can stun another character (Agility check against Strength).
  • Stealth
    +1 to stealth for every unit of Agility.

Merchant
+5 Wisdom
  • Barter
    Chance to exchange one item for another. Success depends on the comparison of the estimated value of both items + character's Charisma divided by two.
  • Resourcefulness
    -(Charisma/2)% cost of items. Limit: 30%
  • Trader
    Selling items for 40% of original value (usually 10%).
  • Caravanner
    Additional goods for sale at the start of the game.
  • Investor
    Investments bring in twice as much income.

Cook
Upon taking this recipe, the character can learn up to two basic recipes; they already know the faction recipe. Acquiring other recipes costs 1 SP.
  • Onigiri
    Rice, tuna, seaweed
    Restores 100 units of health
  • Apple Risotto
    Apple, rice, lemon, onion
    Restores 60 units of magic energy
  • Soufflé Omelet
    Egg, cream, tomato
    Removes negative effects from the character
  • Curry
    Rice, beef, carrot, onion
    +50 to Initiative at the start of the next battle.
  • Pastries
    Flour, egg, chocolate, succubus milk
    Brings back a character who died from lack of HP.
  • Semifreddo
    Sonata Reime Faction
    Egg, milk, lemon, sugar
    5% chance to get +1 SP
  • Terrine
    Empire Legacy
    Chicken liver, egg, carrot, cabbage
    10% chance to get +3 to one of the characteristics
  • Venison Steak
    Nobles Oblige
    Venison, onion, garlic
    In the next battle, final physical damage is 20% higher.
  • Miso Soup
    Ikigai
    Egg, seaweed, tuna, carrot
    In the next battle, the first negative effect on the character will have no effect.
  • Ice Cream
    Prosperity
    Cream, milk, chocolate
    Fire immunity in the next battle
  • Pizza
    Free League
    Flour, egg, tomato, cheese
    Restores 50 units of health, 40 units of energy, gives a 30% Accuracy bonus for the next battle.
  • Ramen
    Onryō
    Noodles, egg, pork, seaweed
    40% Evasion for the next battle
  • Snake Soup
    Empire Liberation Front
    Snake, chicken, ginger, carrot
    +3 Speed and 20% Accuracy and Evasion for the next battle
  • Mysterious Coffee
    Arcanum
    Coffee, sugar, succubus milk
    In the next battle, spell damage is increased by 30%
  • Roasted Chicken
    Enclave
    Chicken wings, black pepper
    At the start of the next battle, the character starts with 150 additional health points.

Businesslike
+(Charisma)% to rewards for completing any quests.
  • Endurance
    +8 Strength
  • Quick-wittedness
    +8 Intelligence
  • Stubbornness
    +8 Will
  • Mobility
    +8 Agility
  • Observational Skills
    +8 Perception
  • Insight
    +8 Wisdom
  • Imposing Presence
    +8 Charisma

Musician
The character can use musical instruments.
  • Flute
    Active ability: the character's allies within 10 cells of them receive (Charisma/10) to movement speed and (Charisma/2) to Initiative.
  • Violin
    Active ability: the character's allies within 10 cells of them restore (Charisma)*5 units of energy and spirit every turn.
  • Lute
    Active ability: the character's allies within 10 cells of them restore (Charisma)*5 units of health every turn.
  • Drum
    Active ability: 50% chance that enemies within 10 cells of the character will miss a turn if they fail a Will check against the character's Charisma.
  • Shamisen
    Active ability: the character's allies within 10 cells of them can take an additional turn (Charisma/2).

__________________
Independent Abilities
__________________

Enhancers
The character can tune enhancers and use a closed slot. Minimum Intelligence: 20.

Antimagic
Magic resistance (and damage from it) -50%. Inability to use magic and magical items.
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8 years ago
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Origin
Akkervald+5000 rumies, +2 SP
Kingdom of AlaitSpellbook (three spells of choice), +1 to Intelligence for every 3 units of Intelligence. Spell effectiveness is 20% higher
Duchy of LarianWeapon improved up to +3; +20 Strength or +20 Will
Duchy of BrightwinAdditional resources; +20 Will or +20 Perception
Duchy of DarkiriaAccess to the "Radiant Sword" skill tree; +20 Wisdom or +20 Charisma
Duchy of LaitiaUnique item; +40 to random characteristics
Eren"Gambling" perk if desired; +10 to Agility and Perception.
NihonAccess to Nihon skills, +1% melee damage for each unit of Agility, +1 SP.
Peoples of the EmpireSerpentfolk (snake)
Intelligence and Charisma points cost twice as much; limit is halved. +40 to Agility and Perception; +50 to Immunity.
Serpentfolk (crocodile)
Intelligence and Charisma points cost twice as much; limit is halved. +40 to Agility and Strength; +50 to Immunity.
Fairy
Access to wizard abilities. Creative actions are 50% more effective. Duration of positive effects on allies from spells and similar character abilities is doubled. Does not increase the effectiveness of wizard abilities.
Lamia
+50% to Health, Magic Power, Accuracy, and Evasion. +50 to Immunity.
Arid
+20 to Will. +20 to Agility, +20 to Perception. +40 to Immunity. +4 Movement Speed. Claw attack (Strength*9), bleeding (Strength/2 % of victim's current health).
Half-Dragon
Immunity to fire. Ability to fly. +5 Movement Speed.
+40 to Strength. +20 to Agility and Perception. Access to Dragoon abilities.
Other CountriesHoly See of Tanarsis
Free Inquisitor or Priest skill and two ability points for it.
Asteya
If the character has the Priest skill, they can use Holy Scripture. +7 Charisma, +7 Will, +7 Wisdom.
Serafol
+1 SP, +10 Charisma. Access to Enchanter abilities.
Areid
-50 HP. No starting money. Access to "Gang" skills.
Hem
+16 Strength, +16 Will, access to Traveler abilities.
Camelia
Access to Camelian skills, +10 Charisma, +10 Wisdom.
+2 Movement Speed, +10 Evasion (x1)
Immunity to negative effects, diseases, and aging (x3)
Beliad
30000 rumies or access to "Liquidation" and "Evasion" abilities.
Dreyeria
Access to Dreyerian skills. +50 characteristic points, +3 SP, +1 HP.

Faction
Faction
Effect
Additional
Sonata Reime Faction
+1 skill point, +2 ability points, +20 characteristic pointsAccess to abilities: Full Moon, Night Flowers, Domination, Mirage, Reaper, Serenity
Legacy of the Empire
+75000 rumies or artifactAccess to abilities: Elegance, Terror, Alchemy, Demonology, Necromancy
Noblesse Oblige
+10000 rumies, companion or 40 characteristic pointsAccess to abilities: Nobility, Brilliance, Source of Light and Heat, Honor, Defender, Grace
Ikigai
Immunity to mind influence, spiritual barrier regeneration 30% per turn, +7 to all characteristics.Access to abilities: Reality Slash, Akatsuki, Forbidden Shot, Persuasion, Seiryu
Prosperity
+100% to quest reward amount, halved cost of studying imperial school of magic, scholar, medic, swindler, merchant, cook, business acumen, musician, and enhancers.Access to abilities: Specialist, Expert, Professional, Connoisseur, Killer
Free League
+20 Charisma, -25% cost of legal goods and services, enhancer, ability to call for help in any major city of the empireAccess to abilities: Wanderer, Peacemaker, Warning Shot, Suppressive Shot, Warrior, Onslaught
Onryo
+1% melee damage for each unit of Agility and Wisdom, +1 to Accuracy and Evasion for each unit of WillAccess to abilities: Sasameyuki, Takemikazuchi, Kyudo, Zazen, Kyujutsu, Taijutsu, Bujutsu, Suzaku
Imperial Liberation Front
Additional perkAccess to abilities: Art of Dual Sword Wielding, Righteousness, Mastery (two-handed weapon), Mastery (one-handed weapon), Mastery (polearm), Mastery (traditional archery)
Arcanum
+1 HP for magic schools, +3 SP for abilities within themAccess to abilities: Might, Serenity, Illusion, Barrier, Black Hole, Archon Metabolism
Enclave
Non-humans can study skills not permitted for them (except special and ultimate abilities)Access to abilities: ...
Beliefs
Enclessian Faith+50 to Will
Church of FurijiaAbility to remove negative effects and restore health to other characters outside of combat, +10 Charisma.
Yanagi+1 to Will checks for each unit of Will, +1 to Evasion for each unit of Agility, ability to deal full physical damage to yokai and other supernatural enemies
MuneshigeImmunity to air and water elements, +8 Wisdom, +8 Will.
KirishimaImmunity to darkness element, +20 Intelligence, Agility or Charisma; +1 SP or +1 HP.
Harmony+7 to all characteristics
Traditions+30 to chosen characteristic
Innovations+1 SP, +10 HP.
Nihilism+1 HP, 25% chance to avoid death after combat ends.
OpportunismAbility to use effects of one faction while being a member of another
AnimismTwo effects of choice: immunity to chosen element except light and darkness; +10 to chosen characteristic; +40% Health; +50% Magic Energy; conversion of physical damage into chosen elemental; +3 Speed; +30% melee damage; +30% ranged damage; +20% spell damage; self-spell damage -40%; animal companion; immunity to diseases; immunity to poisons; Evasion +30; Accuracy +30; +10 HP; escape from combat; animal taming; +2 SP for magic schools.
SuperiorityCharacter receives twice as many SP and HP, +2 to a random characteristic for each victory.
Asceticism+3 SP, +1 HP, +20 HP, +3 Movement Speed, refusal of rewards and inability to use money except for satisfying the character's basic needs.
PhilanthropyFor every 1000 rumies donated to good causes, the character receives 1 HP; for every 25000, 1 SP; and for every 50000, 1 HP.
MisanthropyDamage to humans and non-humans +20%, +3 to a random characteristic for each killed enemy; 5% chance to receive +1 SP.
Perks
Physical Strength+10 Health for each unit of Strength
+1% melee damage for each unit of Strength
+1 Evasion for each unit of Agility
Mental Strength+40% Magic Energy
+15 Magic Power
+30% Magic Power
Spiritual Strength+20 Barrier (Health) for each unit of Wisdom
+1 to Will checks for each unit of Wisdom
Additional chance to avoid any negative action directed at the character: 20%
Mental DisorderAbility to choose an additional belief
Wealth+30000 rumies
Attractiveness+50 Charisma checks in specific situations
Creativity+1 SP or +1 HP
CraftsmanAbility to repair damaged equipment outside of combat
DynastyAfter the character's death, all their property is transferred to the player's new character
ObsessionFrom time to time, the character performs actions randomly or according to the GM's wish
Aggressiveness+50% to Accuracy, Evasion and Will checks if the character initiates combat
-50% to Accuracy, Evasion and Will checks if the character is attacked
Pacifism-50% to Accuracy, Evasion and Will checks if the character initiates combat
+50% to Accuracy, Evasion and Will checks if the character is attacked
Nimbleness+5 Movement Speed
Eagle Eye+4 to shooting and spell range
RetributionIn case of a successful evasion, the character performs a counter-attack; this attack never misses and always deals critical damage.
AmbitionCost of new abilities is halved.
Greed+100% to quest reward amount
DexterityCharacter can shoot or cast spells and move simultaneously.
GamblingCharacter can replay the result in gambling games, -25000-50000 rumies, -25-50 characteristic points, -1-2 SP.
ArtifactRare item received as a gift from the faction leader (will not be received immediately).
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8 years ago
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Nano

[350/350][200/200]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

-
Beliefs

+20 to charisma, -25% cost of legal goods and services, enhancer, ability to call for help in any major city of the empire
Perks

The character can shoot or cast spells and move simultaneously.

Characteristics
Strength: 35
Intelligence: 20
Will: 5
Agility: 40
Perception: 40
Wisdom: 5
Charisma: 35


Parameters
Health: 350
Melee damage +35%
Immunity: 35
Magic power: 20
Magical energy: 200
Will checks: 5
Evasion: 40
Initiative: 40 (70)
Accuracy: 40 (80)
Observation: 40
Spiritual power: 50
Insight: 5
Movement speed: 5 (7)
Critical hit: 30% (40%)

Skills

Critical damage chance +20%
Eagle Eye
+(perception)% damage (80%)
+50% to accuracy.
Roll
Immunity to targeted actions until the start of the next turn (active ability).
Cooldown: 1
Sprint
+2 to movement speed
Movement speed is doubled (active ability)
Cooldown: 1
Special Technique — Wanderer
+2 to shooting range.
Critical damage chance +10%
Eagle Eye effect is doubled.
Using roll or execution automatically reloads the weapon.
Using sprint removes negative effects.

+(charisma)% to rewards for completing any quests.

Meridians
First meridian: ☆ Earth
Second meridian: ☆ Earth
Third meridian: ☆ Fire
Fourth meridian: ☆ Air
Fifth meridian: ☆ Fire

Equipment
Ammo
12 of each type
Corundum (revolver)
Damage: 250 (450)
Cylinder: 6
Reload time: 1
Range: 8
Barrel: ✧ Discordia
Confusion, paralysis, sleep, poison, freeze or burn on hit (100%)
Pistol, rifle, revolver, shotgun
Cylinder: ✧ not installed
Additional slot: ✧ Venus
Ability to threaten a potential opponent with a weapon so they surrender without a fight (charisma check vs will).
Pistol, revolver, rifle, shotgun

Dominion (Revolver)
Manufacturer: Reymford
Damage: 250 (450)
Cylinder: 5
Reload time: 2
Range: 8 (10)
Crit +10%

Third-generation Enhancer
First slot: ☆ Colossus
Final damage received is lower by 200
Second slot: ☆ Turtle
Active ability: movement speed drops to 0 for four turns, each turn the character restores 35% health, incoming damage is reduced by 50%. Cooldown: 3 turns after
Third slot: ✧ Flame
Melee and ranged combat. +50% additional fire damage (base weapon damage).
Fourth slot: ⊗ closed
Fifth slot: ✖ absent

Hephaestus IV (armor)
Manufacturer: Reymford
Physical damage -35%
Magical damage -35%
Ephemeral damage -35%
Checks against negative effects are twice as high.

Business Suit [F]
+30% to the reward amount for completing a quest.

Telescopic Baton
Damage: 60 (75)
Paralysis on attack (perception vs strength), one turn.

Mechanical Watch
+30 to initiative

Hephaestus II (armor)
Manufacturer: Reymford
Physical damage -25%
Magical damage -25%
Ephemeral damage -25%

Protective Goggles
50% chance to avoid blindness

"Free League" Emblem

Photo of Ipomoea Phlox

Weapon Care Kit
1/1
Ability to restore destroyed ephemeral weapons. Out of combat.

Leather Boots
Physical damage -5%
Magical damage -5%
Ephemeral damage -5%
Movement speed +2

Second-generation Enhancer
First slot: ☆ Colossus
Final damage received is lower by 200
Second slot: ☆ Turtle
Active ability: movement speed drops to 0 for four turns, each turn the character restores 35% health, incoming damage is reduced by 50%. Cooldown: 3 turns after deactivation. Can be cancelled at will.
Third slot: ⊗ closed
Fourth slot: ✖ absent
Fifth slot: ✖ absent

Money
0

Halmeldir

[2190/2190][50/50]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

Additional perk
Beliefs

+30 to selected characteristic
Perks

+10 health per unit of strength
+1% melee damage per unit of strength
+1 evasion per unit of agility
In case of a successful evasion, the character performs a counterattack; this attack never misses and always deals critical damage.

Characteristics
Strength: 53 (73)
Intelligence: 5
Will: 26
Agility: 66 (96)
Perception: 12 (42)
Wisdom: 15
Charisma: 30

Parameters
Health: 1460 (2190)
Melee damage +146%
Immunity: 73
Magic power: 5
Magical energy: 50
Will checks: 26
Evasion: 264 (274)
Initiative: 96 (101)
Accuracy: 105 (125)
Observation: 12 (42)
Spiritual power: 150
Insight: 15
Movement speed: 6 (8)
Critical hit: 2% (22%) (17%)

Skills

Katana or one-handed sword.
+1 evasion per unit of perception
+1 accuracy per unit of agility
+3 to movement speed
+0.5% critical damage chance per unit of intelligence
Ultimate Ability — Moon Dance
All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
Concentration: 4
Special Technique — Art of Dual Wielding
The character uses two swords and performs an additional attack when using any ability. Standard — two attacks instead of one; dash — two attacks instead of one; Fast Sword — four additional attacks instead of two; Moon Dance — six additional attacks with the second sword.
Not applicable to katanas.
Special Technique — Perfection
The character's attacks drain 10% of opponents' maximum health.
The character can parry opponent attacks (accuracy).

Meridians
First meridian: ☆ Darkness
Second meridian: ☆ Light
Third meridian: ☆ Water
Fourth meridian: ☆ Fire
Fifth meridian: ☆ Nature

Equipment
Argent
One-handed sword
Damage: 100 (206)
Pierces armor.
Indestructible.
+5% to critical damage chance.
+20 to accuracy.

Chaos (long one-handed sword)
Blade forged from unusual dark-tinted steel; hilt decorated with a diamond.
Damage: 100 (206)
+50 darkness damage
+50 light damage
Confusion, paralysis, sleep, poison, freeze or burn on hit (100%) (once per turn).

One-handed sword +1 (Camelian steel)
Damage: 100 (206)
Crit: 20%

One-handed sword (Camelian steel)
Damage: 80 (164)
Crit: 15%

Third-generation Enhancer
First slot: ✧ Life
Health +50%
Second slot: ✧ Eye
Perception +30
Third slot: ✧ Gloom
Agility +30
Fourth slot: ⊗ closed
Fifth slot: ✖ absent

Hephaestus V (armor)
Manufacturer: Reymford
Physical damage -40%
Magical damage -40%
Ephemeral damage -40%
True damage -40%
Checks against negative effects are twice as high.

Medium Armor +1
Physical damage -25%

Leather Pants
Physical damage -10%
Magical damage -10%
Ephemeral damage -10%
Evasion +10

Leather Boots
Physical damage -5%
Magical damage -5%
Ephemeral damage -5%
Movement speed +2

Officer's Cloak
Charisma +5

Sunglasses
50% chance to avoid blindness

Desert Boots
Immunity to quicksand, no movement penalty on sand.

Leather Boots
Physical damage -10%
Magical damage -10%
Initiative +5

Antidote
Removes poison

Healing Ointment
5/5
Heals the character from injuries (out of combat)

"Night Cool" Tea
Removes negative mental effects (out of combat)
5 cups.

Imperial-Dreyerian Dictionary

Demons of Agartha — Succubi

Countries of the South — Evan

Melaria's Medallion

Piece of cake made from succubus milk
50% chance to bring back a character who died from lack of HP.
25% chance to kill again.

Healing Potion (1)
Restores all of the character's health

Flaming Heart (ruby amulet)
+20 to strength

Money
0

Elrina

[690/690][200/200]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

+1 skill point, +2 ability points, +20 characteristic points
Beliefs

+30 to selected characteristic (perception)
Perks

After the character's death, all their property is transferred to the player's new character

Characteristics
Strength: 19
Intelligence: 20
Will: 20
Agility: 45
Perception: 68
Wisdom: 29
Charisma: 45 (48)

Parameters
Health: 190
Melee damage +19%
Immunity: 19
Magic power: 20
Magical energy: 200
Will checks: 20
Evasion: 44
Initiative: 65 (95)
Accuracy: 68 (102)
Observation: 68
Spiritual power: 290
Insight: 29
Movement speed: 8
Critical hit: 20% (55%)

Skills

Critical damage chance +20%
Eagle Eye
+(perception)% damage (+68%)
+50% to accuracy.
Roll
Immunity to targeted actions until the start of the next turn (active ability).
Cooldown: 1
Sprint
+2 to movement speed
Movement speed is doubled (active ability)
Cooldown: 1
Special Technique — Rapid Fire
Additional shot
Aimed Shot
Evasion and movement speed -50%, accuracy +50% (active stance).


+5 to wisdom
Resourcefulness
-(charisma/2)% cost of items (30%). Limit: 30%
Investor
Investments bring double the income.


The character can configure enhancers and use a closed slot. Minimum intelligence: 20.

Meridians
First meridian: ☆ Fire
Second meridian: ☆ Time
Third meridian: ☆ Nature
Fourth meridian: ☆ Fire
Fifth meridian: ☆ Nature

Equipment
Ammo
13 of each type
Revolver +3
Manufacturer: Reymford
Model: Dominion
Damage: 546 (917)
Cylinder: 5
Reload time: 2
Shooting range: 8
Crit +25%

Pistol
Manufacturer: Reymford
Model: Sylphid
Damage: 165
Magazine: 8
Reload: 1
Shooting range: 10 (12)
Year of release: 757

Tincture of Camelian Herbs
Brings back a character who died from lack of HP, removes negative effects, heals diseases, restores 50% health.

Seymour Family Signet Ring

Jewelry
+3 to charisma

Elrina's Clothing
+5 to charisma, +5 to intelligence

Hephaestus IV (armor)
Manufacturer: Reymford
Physical damage -35%
Magical damage -35%
Ephemeral damage -35%
Checks against negative effects are twice as high.

Mechanical Watch
+30 to initiative

Will of the Spider King (onyx ring)
Immunity to mind-affecting effects. 8% chance to kill opponent with any attack.

Third-generation Enhancer
First slot: ✧ Flame
Melee and ranged combat. +50% additional fire damage (base weapon damage).
Second slot: ✧ Acceleration
Additional turn
Third slot: ✧ Health
Health +500
Fourth slot: Skillfulness
Concentration and cooldown -1
Fifth slot: ✖ absent

Money
0

Alaria Doran

[1440/1440][200/200]
Origin: Holy Throne of Tanarsis
Free inquisitor or priest skill and two ability points for it.
Faction

+1 skill point, +2 ability points, +20 characteristic points
Beliefs

The character receives twice as many SP and XP, +2 to a random characteristic for each victory.
Perks

+10 health per unit of strength
+1% melee damage per unit of strength
+1 evasion per unit of agility

Characteristics
Strength: 72
Intelligence: 20
Will: 51
Agility: 47 (77)
Perception: 50
Wisdom: 27
Charisma: 73


Parameters
Health: 1440
Melee damage +360% (410%) [Two-handed weapon] /// 124 (194%) [Inquisitor]
Immunity: 52
Magic power: 20
Magical energy: 200
Will checks: 51
Evasion: 154 (224)
Initiative: 77 (107)
Accuracy: 50 (120)
Observation: 50
Spiritual power: 270
Insight: 27
Movement speed: 6 [Two-handed weapon] /// 3 [Inquisitor]
Critical hit: 0% (5%)

Skills

+2% damage per unit of strength.
Cleave
Strength/2=chance to deal double damage.
Concussion
Strength/2=chance to paralyze opponent for one turn.
Cooldown: 1
Ultimate Ability — Frenzy
Additional attack, +1% damage per unit of strength, +3 to movement speed.

The character's weapon is covered in holy flame. +(will*2)% fire damage. 50% chance to burn the opponent for 1 turn (-20% of max health at the end of their turn).
Crippling Strike
Character attacks reduce current accuracy, evasion and will checks by -25%.
Cauterization
Restores 50% lost health to self or an ally in an adjacent cell.
Cooldown: 1

Upon taking this recipe, the character can learn up to two basic recipes; they know the faction recipe from the start. Acquiring other recipes costs 1 SP.
Omelette Soufflé
Egg, cream, tomato
Removes negative effects from the character
Pastries
Flour, egg, chocolate, succubus milk
Brings back a character who died from lack of HP.
Semifreddo
Sonata Reime Faction
Egg, milk, lemon, sugar
5% chance to get +1 SP

The character can configure enhancers and use a closed slot. Minimum intelligence: 20.

Meridians
First meridian: ☆ Air
Second meridian: ☆ Light
Third meridian: ☆ Air
Fourth meridian: ☆ Darkness
Fifth meridian: ☆ Unknown

Equipment
Dignity (claymore)
Larian steel; richly ornamented claymore.
Damage: 200 (920) /// (448)
Additional attack, armor ignore.

Triton +1 (two-handed sword)
Damage: 187 (953) [Two-handed weapon] /// 568 [Inquisitor]
Crit: 5%
Pierces armor, +50% to melee damage. Indestructible.

Plate Armor (Alivar steel)
Incoming damage -60%
Movement limit: 3
Cannot use ranged weapons.
Strength: 40

Mechanical Watch
+30 to initiative

Hephaestus IV (armor)
Manufacturer: Reymford
Physical damage -35%
Magical damage -35%
Ephemeral damage -35%
Checks against negative effects are twice as high.

Purification Potion
Removes all non-physical negative effects from the character.

Two-handed Hammer (Alivar steel)
Damage: 140
Strength: 32

Children of the Emperor — Luciola Reime

Business Suit [F]
+30% to the reward amount for completing a quest.

Alaria's Clothing
10% chance to prepare an excellent dish (either enhanced effect or additional).

Omelette Soufflé (3)
Egg, cream, tomato
Removes negative effects from the character

Omelette Soufflé EX (1)
Egg, cream, tomato
Removes negative effects from the character, restores 50% health.

Night Sky (amethyst bracelet)
Immunity to attacks and effects that lead to instant death

Third-generation Enhancer
First slot: ✧ Zephyr
Evasion +70
Second slot: ✧ Restoration
Active ability: Brings back a character who died from lack of HP. Out of combat.
Third slot: ✧ Aquilon
Accuracy +70
Fourth slot: ✧ Gloom
Agility +30
Fifth slot: ✖ absent

Eggs (0), milk (0), lemon (0), sugar (0), cream (0), tomato (0)

Money
0

One-Eye

[960/960][220/220]
Origin: Origin: Areid (-50 XP. No money at start. Access to "Gang" skills)
Faction

Additional perk
Beliefs

+1 HP, 25% chance to avoid death after the end of combat.
Perks

+10 health per unit of strength
+1% melee damage per unit of strength
+1 evasion per unit of agility
Cost of new abilities is halved.

Characteristics
Strength: 23
Intelligence: 22
Will: 22
Agility: 25
Perception: 23
Wisdom: 12
Charisma: 20

Parameters
Health: 460 (960)
Melee damage +46%
Immunity: 23
Magic power: 22
Magical energy: 220
Will checks: 22
Evasion: 50 (125) (162) [Scout] /// 75 (175) (227) [One-handed weapon]
Initiative: 25 (55)
Accuracy: 23 (93) (143) (214) [Scout] /// 46 (166) [One-handed weapon]
Observation: 18
Spiritual power: 120
Insight: 12
Movement speed: 8 [Scout] /// 6 [One-handed weapon]
Critical hit: 0%
Stealth: 50 (75)

Skills

+2 to stealth per unit of agility
+2 to speed
Silent Kill
A stealth attack on opponents who failed a perception check kills them (only bladed weapons in melee). Stealth ranged attacks deal fivefold damage.


+1 accuracy per unit of perception.
Light Step
+1 evasion per unit of agility.
Movement Speed
+1 (2) additional attack.
Special Technique — Mastery (one-handed weapon)
Effects of other abilities are enhanced:
Parry bonus is higher by 0.5
Light Step adds 2 to evasion per unit of agility, instead of 1.
Movement Speed adds 2 attacks, instead of 1.
Piercing strikes add +2% critical hit chance per unit of intelligence, instead of +1%.
Stun paralyzes the opponent with a 33% chance.

Meridians
First meridian: ☆ Nature
Second meridian: ☆ Nature
Third meridian: ☆ Water
Fourth meridian: ☆ Air
Fifth meridian: ☆ Time


Equipment
Ammo
13 of each type
Fourth-generation Enhancer
First slot: Aquilon
Accuracy +70
Second slot: ☆ Colossus
Final damage received is lower by 200
Third slot: ✧ Passion
3 to movement speed, +30% to evasion.
Fourth slot: ✧ Health
Health +500
Fifth slot: ⊗ closed

Theseus (Rifle)
Damage: 200 (300)
Range: 14
Reload: 2
Magazine: 6
Barrel: ✧ Eirene
Shots make no noise.
Sight: ✧ Diana
+50% to accuracy
Magazine: ✧ not installed
Additional slot: ✧ Vulcan
+50% to damage
One-handed sword
Damage: 80 (112)

Camelian Tea (2)
4 cups
+5 to wisdom (once)

Elixir of Life (5)
Multipurpose medicine. Restores health, removes negative effects, heals injuries, dulls the intensity of diseases. Brings back a character who died from lack of HP. Restores lost memories, restores will.

M.B. (10)
The character begins to obey everything those around them say and get pleasure from it.
Will roll: 20, -5 after each subsequent use.

Meta (Pistol)
Damage: 80
Magazine: 10
Reload time: 1
Range: 10

Business Suit [M]
Cost of items and services -10%.

Tincture of Camelian Herbs
Brings back a character who died from lack of HP, removes negative effects, heals diseases, restores 50% health.

Knife
Damage: 30 (42)

Leather Armor
Physical damage -20%

Pipe and Tobacco

Equitas (Pistol) (x4)
Damage: 125
Magazine: 16
Reload time: 0
Range: 16
Two additional shots

Hephaestus V (armor)
Manufacturer: Reymford
Physical damage -40%
Magical damage -40%
Ephemeral damage -40%
True damage -40%
Checks against negative effects are twice as high.

Exile (one-handed sword)
Camelian steel; the blade of the sword is decorated with various runes.
Damage: 100 (146)
+50 to accuracy
+50 to evasion

Nox
With scout skill, +1 to evasion and stealth per unit of agility.

Justice+ (Revolver)
Manufacturer: Reymford
Damage: 560
Cylinder: 6
Reload time: 1
Range: 10

Police Chief ID Card

Gold Ring

Meta (Pistol)
Damage: 80
Magazine: 10
Reload time: 1
Range: 10

Lockpicks

Cloak with Mask and Hood

Corundum (revolver)
Damage: 250
Cylinder: 6
Reload time: 1
Range: 8
Barrel: ✧ not installed
Cylinder: ✧ not installed
Additional slot: ✧ not installed

Mechanical Watch
+30 to initiative

Money
0

Sirocco

[600/600][120/120] (1620/1620)
Origin: Camelia
Access to Camelian skills, +10 to charisma, +10 to wisdom.
Faction

+20 to charisma, -25% cost of legal goods and services, enhancer, ability to call for help in any major city of the empire
Beliefs

+30 to selected characteristic

+3 SP, +1 HP, +20 XP, +3 to movement speed, waiver of rewards and inability to use money except for satisfying the character's basic needs.
Perks

Ability to choose an additional belief

Characteristics
Strength: 10
Intelligence: 12
Will: 11
Agility: 26
Perception: 40
Wisdom: 81
Charisma: 25

Parameters
Health: 100 (600)
Melee damage +10%
Immunity: 10
Magic power: 12
Magical energy: 120
Will checks: 173
Evasion: 52
Initiative: 26
Accuracy: 80 (150)
Observation: 40
Spiritual power: 810
Insight: 810
Movement speed: 8
Critical hit: 0%
Qi: 81

Skills

+1 to qi per unit of wisdom
+1 to will checks per unit of wisdom
+2 to movement speed
Martial Arts
+1 evasion per unit of agility.
+1 accuracy per unit of perception.
Melee damage (monk staff) + qi*5 (405)
Ignore (Qi)% armor.
Active ability: character's attacks deal damage to all opponents standing in front and to the side of them (cooldown: 1 turn).
Binding Flame
A talisman thrown by the character explodes, deals damage and paralyzes opponents for one turn in a 3x3 area.
Damage: qi*7 (567)
Cost: 100 units of spiritual power.
Range: 12
Cooldown: 1
Ultimate Ability — Eight Trigrams
Spirit Power (passive)
Daikyo damage increases by (qi)%. (81)
Aura (activation costs a turn, then works passively)
Allied characters in a 9x9 area with daikyo at the center deal (qi)% more damage.
Cost: 100 units of spiritual power/turn.
Talisman (active ability)
The character launches 8 talismans in a chosen direction, dealing damage to all opponents (allies are not hit) in their path.
Each talisman deals qi*2 water damage and qi*2 air damage.
Range: 3x12
Cost: 400 units of spiritual power

+5 to wisdom
Philosopher
Once a day, the character can make a philosophy roll.
9% get +1 to wisdom
8% get +1 to any other characteristic
7% get +1 HP
6% get +1 SP
5% change one belief for another
4% get 1 random perk
3% write a book
2% equate their lowest characteristic to the wisdom value
1% commit suicide
Equipment
Staff made from a flaming tree branch
Damage: 100 (758)
Melee damage +qi*3
Monk's meditation beads
Active ability: immunity to mind-affecting effects on self and adjacent cells
Second-generation Enhancer
First slot: ✧ Health
Health +500
Second slot: ✧ Aquilon
Accuracy +70
Third slot: ⊗ closed
Fourth slot: ✖ absent
Fifth slot: ✖ absent
User Avatar
8 years ago
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Ah, yes, just like in the previous game, many skills have dependencies on the faction. They haven't changed much overall, but I think it would be better if I provided a table showing what skills are available to which faction.
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8 years ago
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I'm in. I'm not sure yet if I'll be inspired to create a new character or if I'll have to adapt the half-dragoness I didn't play last time for this.
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8 years ago
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Mysterious Coffee
Arcanum
Coffee, sugar, succubus milk
Increases spell damage by 30% in the next battle.
:smile20:
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8 years ago
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I want to conclude the story of my aristocratic family. I haven't had any inspiration or new ideas for over a year, and the old ones have completely run out in Nebka's expansion. If this continues, I think this will be my last participation in Heroes competitions.
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8 years ago
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Don't rush through this story too quickly.
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8 years ago
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It will depend on too many factors to predict anything right now.

Added 1 hour 34 minutes ago
1 skill point and 3 ability points.
The cost of a basic skill is 1, an ultimate skill is 3, a special skill is 2, and an independent skill is 2.
So, independent skills cost 2 points to learn, but don't consume any, right?
Access to abilities:
If there is no access, does that mean they cannot be obtained? But the cost to learn remains the same?

And this, how do skill bonuses combine? Because I seem to remember that weapon skills didn't stack with each other.
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8 years ago
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How many years have passed there? I will probably continue with my character if possible. How many perks can be taken? Just one? The same question as Heroist. How do the bonuses from skills and specializations interact with stats now? You were planning to make it so they don't stack with each other.
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8 years ago
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I don't really feel like playing right now, but I need to continue and finish the story, especially since there are some good options in the plot. The main thing is to redistribute the build.
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8 years ago
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You can't do that so often; let's give our hands a rest.
This will be my last participation in Heroes competitions.
Are you switching to real-life competitions?

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