Warrior's Path (Nihon)
— Battodjutsu1. +50% accuracy (3 OU)
2. +50% accuracy (3 OU)
3. Character can parry enemy attacks and shots (3 OU)
— Meijin1. +50% armor penetration (3 OU)
2. +50% armor penetration (3 OU)
3 +1 additional attack (3 OU)
— Iaidō1. Warrior can deliver a surprise strike to an opponent they are adjacent to. If successful, such a strike deals ten times more damage. Stealth vs Perception, only out of combat (2 OU)
2. +20 agility (3 OU)
3. +20 perception (3 OU)
— MasteryFirst rowA. +2 speed
B. +10 agility
C. +10 perception
Second rowA. +3 speed
B. +15 agility
C. +15 perception
Third rowA. +1 additional attack
B. +1 additional attack
Miko (Yanagi)
— Purification1. +15 wisdom (1 OU)
2. +20 spiritual power per unit of wisdom (2 OU)
3. Area of effect: 3x3 at a distance of 8 from the miko.
Applied to yokai, oni, ghosts, demons, summoned creatures, undead, etc. Deals true damage to the health or barrier of the selected target equal to the priestess's current spiritual power value. Can be used on inactive targets to prevent the use of necromancy and similar effects on them. Cost: 5% spiritual power (2 OU)
— Barrier1. Miko uses spiritual energy to protect herself from enemy attacks (2 OU)
2. +2 to will checks per unit of will. Will checks are added to endurance checks (2 OU)
3. Miko creates a barrier over an 8x8 area. Opponents whose will is lower than the miko's cannot pass through it (base will value is used for the miko) (2 OU)
— Shackles1. Miko uses an ofuda paper talisman on a selected opponent. If the character wins the contest of will — their will is reduced by 40%, if they lose — they become paralyzed until the end of combat (base will value is used for the miko) (3 OU).
— Levitation1. +1 evasion per unit of agility (2 OU)
2. Miko can float in the air and is inaccessible to melee attacks (unless the opponent can somehow reach her) (2 OU)
3. +1 evasion per unit of agility (2 OU)
— MasteryFirst rowA. +10 wisdom
B. +10 agility
C. +10 will
Second rowA. +3 speed
B. +3 speed
C. +3 speed
Third rowA. +20 wisdom
B. Detachment from Reality — for one turn, all of the miko's rolls become maximum, while opponent rolls against her are halved; additionally, the miko restores 100% spiritual power. Does not consume a turn and can be used only once per day.
Sōhei (Muneshige)
— Yamabushi1. +1 accuracy and evasion per unit of wisdom, +3 movement speed (3 OU)
2. +6% health per unit of will (3 OU)
3. +50% to all parameters (3 OU)
— Conversion1. Sōhei can optionally convert the damage type or a part of it into water/air as chosen (1 OU)
2. +3% final damage per unit of wisdom (2 OU)
3. -0.5% elemental damage taken per unit of wisdom (2 OU)
— Dragon's Tail1. Naginata: Sōhei deals damage to all characters standing on adjacent cells.
Water: characters who fail an endurance check (against will) will be paralyzed for one turn.
Air: characters who fail an endurance check (against will) will be pushed back 2 cells in the opposite direction of the sōhei. If there is a wall behind the character, they take 200-400% more damage.
Katana: Sōhei deals damage to characters standing on four cells ahead of him.
Water: damage to an opponent on the second cell will be increased by 30%, on the third - by 60%, on the fourth - by 90%, but only if there is an opponent on the first cell from the sōhei.
Air: normal attack with a chance (wisdom) to destroy the opponent's weapon.
Cooldown: 1 turn (4 OU)
— Dragon's Flight1. Character can attack opponents in the air, jump over obstacles, etc. Jump cooldown: 2 turns (2 OU)
2. Air: jump distance is doubled
Water: upon landing, sōhei deals 200% damage to the character on the cell beneath him and 100% damage to characters on adjacent cells (2 OU)
3. Damage increases to 300% and 150% respectively, jump distance increases by two and a half times (2 OU)
— MasteryFirst rowA. +2 speed
B. +30% health
C. +150 health
Second rowA. +25% damage
B. +15 agility
C. +15 perception
Third rowA. +20 wisdom
B. +20 will
Eisai (Yamashiro)
Free switching between katana, naginata, and yumi.
— Chi1. Naginata: all of the character's allies within 7 cells do not take damage until the start of the next turn.
Katana: enhances weapon parameters for three and a half turns: katana gains an indestructibility effect, pierces opponent armor, and has increased base damage by (wisdom)%.
Yumi: deals normal damage and paralyzes for one turn.
Activation effect (only the last is considered): immunity to physical damage until the end of the turn.
Cooldown: 6 turns (3 OU)
— Sui1. Naginata: character gains +1 to will and endurance checks per unit of will and strength for three and a half turns.
Katana: character gains +2 evasion per unit of agility for three and a half turns.
Yumi: character gains +2 accuracy per unit of perception for three and a half turns.
Activation effect (only the last is considered): immunity to water damage until the end of the turn.
Cooldown: 4 turns (2 OU)
— Ka1. Naginata: character deals 200% unit damage to all opponents around them.
Katana: character performs three strikes on a selected target; each strike deals normal damage and additionally removes 7% of the target's maximum health.
Yumi: character gains +1 additional attack when using a bow until the end of combat, stacks up to 5 times.
Activation effect (only the last is considered): immunity to fire damage until the end of the turn.
Cooldown: 3 turns (2 OU)
— Fu1. Naginata: incoming and outgoing attacks (including spells) in a 7x7 area with Eisai at the center deal 50% less damage for three turns.
Katana: first activation — air attack along a 3x9 line, knocks all opponents on the action line into the air (effect similar to paralysis + inaccessible to melee attacks, same as Eisai's will check against target endurance);
second activation — extends the duration of the air paralysis by one turn (similar check);
third activation — deals ten times air damage to all opponents suspended in the air (another check).
Yumi: 500% air damage over a 5x5 area.
Activation effect (only the last is considered): immunity to air damage until the end of the turn.
Cooldown: 6 turns (katana skill countdown starts after first activation, while second and third are continuations of the first and thus do not depend on cooldown, but must be used on the next turn) (4 OU)
— Ku1. Naginata: fully restores health and removes all negative effects for allies in a 7x7 area with Eisai at the center. All allies receive a barrier equal to their maximum health until the end of combat.
Katana: single strike, if successful, increases damage received by the target three times until the start of the next turn.
Bow: 1000% true damage to a selected target.
Activation effect: immunity to everything until the start of the next turn.
Cooldown: 14 turns (5 OU)
— MasteryFirst rowA. +30% health
B. +30% health
C. +30% health
Second rowA. +200 health
B. +200 health
C. +200 health
Third rowA. +20 perception
B. +20 agility
Healer (Akina)
— Potions1. Restores 100% health to a character. Up to 4 portions can be prepared per month (1 OU)
2. Restores 1 point of humanity to a character. Up to 1 potion can be prepared per month (1 OU)
3. Removes negative effects from a character. Up to three doses can be prepared per month (1 OU)
— Medical Treatment1. Brings back to life 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 (3 OU)
2. Character engages in physical training for another character. During this time, the character receives twice as many OU and OX (3 OU)
3. +1 to maximum item capacity (3 OU)
— Akina's TalismansA. Fire Talisman
Character deals (healer's wisdom, max 50%) more damage from any source. Lasts one month. Up to two talismans can be made per month (total).
B. Earth Talisman
Character wearing this talisman takes (healer's wisdom, max 75%) less damage from demons and other same-kind creatures. Lasts one month. Up to two talismans can be made per month (total).
C. Wind Talisman
Character gains +(healer's wisdom) accuracy and evasion. Lasts one month. Up to two talismans can be made per month (total).
D. Water Talisman
Character restores +(healer's wisdom/2, max 25%) maximum health at the start of their turn. Lasts one month. Up to two talismans can be made per month (total).
E. Light Talisman
Character gains +1 to all checks for every two units of healer's wisdom. Lasts one month. Up to two talismans can be made per month (total).
F. Darkness Talisman
Immobilizes a character until the talisman is removed or until one month passes. Healer's wisdom check against target will. Up to two talismans can be made per month (total).
— MasteryFirst rowA. +2 speed
B. +10 wisdom
C. +150 health
Second rowA. +3 speed
B. +15 will
C. +200 health
Third rowA. +1 to maximum item capacity
B. +1 to maximum item capacity
Essential Magic (Soul Stealers)
— Essential Magic Techniques1. +5% magic efficiency per unit of strength (1 OU)
2. +5% magic efficiency per unit of perception (1 OU)
3. +5% magic efficiency per unit of agility (1 OU)
4. +5% magic efficiency per unit of will (1 OU)
— Essential Magic SpellsLife StealRemoves 100 units of health (permanently) from target and transfers it to self until the end of combat.
Cost: 75
Damage type: magic
Caster roll: accuracy
Target roll: will
Range: 10
Energy StealRemoves 75 units of health (permanently) from target and converts it into magic energy (2 energy per unit of health) until the end of combat.
Cost: 75
Damage type: magic
Caster roll: accuracy
Target roll: will
Range: 10
Essence StealRemoves 10 units (max: 30) of one random attribute (permanently) from target and transfers it to self.
Cost: 150
Caster roll: accuracy
Target roll: will
Range: 10
AbyssRemoves 100 health (permanently) and 5 units of random attributes (max: 15 of one random type (permanently)) from target and transfers it to self for all characters (including allies) around them (+2). Half the health is transferred to self until the end of combat, the other half is converted into magic energy at a 1:1 ratio.
Caster roll: accuracy
Target roll: will
Cost: 300
ReplacementCharacter transfers their mind into target's body, retains skills but gains victim's attributes. In case of failure, caster's mind is destroyed.
Caster roll: magic power
Target roll: will
Cost: 300
— MasteryFirst rowA. +10-15 to random attribute
B. +10-15 to random attribute
C. +10-15 to random attribute
Second rowA. +15-20 to random attribute
B. +15-20 to random attribute
C. +15-20 to random attribute
Third rowA. +20-25 to random attribute
B. +20-25 to random attribute
Soldier (Orion)
— Discipline1. +10 accuracy and evasion for each companion in combat (limit: 80) (3 OU)
2. All items consumed by the character out of combat have +1 to number of uses (3 OU)
3. When using a crossbow, the character shoots three times instead of once, but each attack deals only 60% damage.
When using a bow, the character sends opponent: -10% current health, accuracy and evasion until end of combat at turn end, does not stack.
When using two-handed weapon, character gains +1% damage per unit of agility and perception.
When using one-handed weapon, character gains ability to parry enemy attacks; if this ability already exists, +50% accuracy for parrying.
When using a dagger, character's accuracy is added to final damage.
When using ephemeral weapon, character gains +1% critical damage chance per unit of perception.
While wearing any armor, character also takes 10% less damage from any source (first layer) (3 OU)
— Blitzkrieg+5 movement speed
+40 initiative
+1 additional attack for any weapon
Additional turn if character's group is the initiator of a surprise attack (3 OU)
— Diversion1. +1.5 stealth per unit of agility.
First attack from stealth deals double damage and paralyzes opponent (3 OU)
2. Character can make bombs
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month (3 OU)
— MasteryFirst rowA. +10 strength
B. +10 agility
C. +10 perception
Second rowA. +15 strength
B. +15 agility
C. +15 perception
Third rowA. +20% damage from any source per demon point, +10% max health per unit of humanity
B. Free switching of weapons and styles
RangerBow, one-handed sword.
— Elemental ArrowsA. Ice Arrows
Attacks this turn deal water damage and paralyze opponents for 1 turn (archer's perception check vs target endurance). Effect is cumulative (2 OU)
B. Fire Arrows
Attacks this turn deal fire damage and burn opponents for 1 turn (damage received increased by 25% from any source; at the end of their turn, character loses 25% current health). Effect is cumulative (2 OU)
C. Air Arrows
Attacks this turn pierce opponent armor (2 OU)
— Ranger Training1. +25 initiative (1 OU)
2. Switching between bow and sword does not consume a turn (1 OU)
3. +1.5 stealth per unit of agility (1 OU)
4. +1 accuracy per unit of initiative (1 OU)
5. +4 speed (1 OU)
— Subduing1. Two additional attacks when using a sword.
Character's melee attacks remove 5% of opponent's maximum health and reduce accuracy and evasion by 10% from their current value (2 OU)
— Tactical Superiority1. +5% final damage, +5 accuracy and +5 will checks for each ally within 8 cells of the character (1 OU)
2. -5% damage received (limit: 50%), +5 evasion and +5 initiative for each opponent within 8 cells of the character (1 OU)
— MasteryFirst rowA. +10 perception
B. +30% health
C. +30% health
Second rowA. +200 health
B. +15 strength
C. +25% damage
Third rowA. +100% critical damage
B. +1 shooting range and +1% critical damage chance per unit of perception.
Way of the Sword (Way of the Sword)
Two-handed sword.
— Swordsman's Experience1. +1% base damage per unit of strength (2 OU)
2. +10 health and +1 endurance per unit of agility (2 OU)
3. +1 accuracy per unit of strength (3 OU)
— Blade Radiance1. Deals normal damage to a selected character and increases damage they receive from any source by 30% until the end of combat. Effect is cumulative. Cooldown: 1 (1 OU)
— Blade GlintThis skill can be used in two ways.
1. Deals normal damage to a selected character and reduces their evasion and accuracy by the value of own charisma for three turns.
2. Deals normal damage to all opponents around self and reduces their evasion and accuracy by the value of own charisma for one turn.
Cooldown: 3 turns (2 OU)
— Seismic WaveDeals damage along a straight line 3x9, destroys obstacles. Characters who fail an endurance check (against character's endurance) will be paralyzed for 1 turn. In case of successful strength check, their speed is reduced to three units for 3 turns. Cooldown: 3 turns (1 OU)
— Monster SlayerA. +50% critical damage chance and +400% final damage against creatures and characters who have 2000 maximum health or higher (2 OU)
B. +75 accuracy, evasion and will checks against characters whose humanity is lower than 6.
— Insight1. Parrying (accuracy) (2 OU)
2. Counterattack in case of successful evasion or parry (3 OU)
— MasteryFirst rowA. +10 charisma
B. +2 speed
C. +10 strength
Second rowA. +200 health
B. +200 health
C. +200 health
Third rowA. +50% health
B. +50% damage
"Frozen Heart" Mage (Frostrime)
— "Frozen Heart" Magic Techniques1. +1 accuracy and initiative for every 0.5% water element resistance (1 OU)
2. +5% spell efficiency for every 0.5% water element resistance (1 OU)
3. +5% magic energy for every 0.5% water element resistance (1 OU)
— "Frozen Heart" SpellsFrostbiteDeals 50 units of damage to one target four times. Each hit reduces opponent's current evasion, accuracy and will check values by 25%.
Cost: 100
Damage type: water
Caster roll: accuracy/magic power
Target roll: evasion/will
Range: 10
FreezeSelected target is frozen (paralysis until first attack); the first attack on the character will deal more damage (+caster's magic power*5).
Cost: 200
Caster roll: magic power
Target roll: will check
Range: 8
SnowstormAll characters on map (including allies and caster) receive (magic power) more damage.
Cost: 250
Ice SpearDeals 250 units of damage to all characters on the action line. If the spell kills an opponent, caster restores 50% of spent energy and can use ice spear again.
Cost: 100
Damage type: water
Caster roll: accuracy
Target roll: evasion
Range: 16x1
Ring of ColdDeals 300 units of damage to all characters around a selected cell, then paralyzes them.
Cost: 125
Damage type: water
Caster roll: accuracy/magic power
Target roll: evasion/will
Range: 12
— Crystal BarrierPassively converts 1 unit of magic energy into 2 units of health if character's health risks dropping below one (3 OU)
— MasteryFirst rowA. +10 intelligence
B. +150 magic energy
C. +2 speed
Second rowA. +15 intelligence
B. +15 will
C. +15 strength
Third rowA. +50% damage
B. +50% damage
"Frozen Heart" Warrior (Frostrime)
Dagger, spear.
— "Frozen Heart" Combat Techniques1. +1 accuracy and evasion for every 0.5% water element resistance (1 OU)
2. +5 speed (1 OU)
3. +6 health per unit of strength, agility and will (2 OU)
— Searing ColdSpear: character's attacks pierce 80% of opponent armor and can paralyze them (will check vs will).
Dagger: character's attacks reduce opponent's maximum health by 8%, and also reduce all their rolls by 5. Effect is permanent (2 OU)
— HoarfrostSpear: character's attacks deal additional damage equal to 25% of opponent's current health.
Dagger: character's attacks deal additional damage equal to 40% of opponent's lost health (1 OU)
— Winter FuryActive skill (spear): reduces opponent's evasion and accuracy by half (character will check vs endurance), effect is permanent.
Active skill (dagger): reduces opponent's maximum health by half (character perception check vs will), effect is permanent.
Cooldown: 3 turns (2 OU)
— BlizzardSpear: +2 attack range, +20% critical damage chance.
Dagger: +2 additional attacks (2 OU)
— BuranSpear: all character's allies (including self) within 5 cells of them will take 75% less damage until the start of the next turn.
Dagger: all character's allies within 5 cells of them will deal 50% more damage until the start of the next turn.
Cooldown: 4 turns (3 OU)
— Hammers of FateSpear: character uses a dagger in second hand to parry attacks; successful parry doubles damage and accuracy for the next spear attack.
Dagger: character uses a second dagger in second hand to deliver additional strikes to opponent (3 OU)
— MasteryFirst rowA. +150 health
B. +150 health
C. +150 health
Second rowA. +15 strength
B. +15 will
C. +15 agility
Third rowA. +20 will
B. +20 will
Purifying Flame (Cult of Flame)
Cult skills combine with other combat styles.
— Inner Purity+1 to all checks per unit of faith (3 OU)
— Purifying FlameApplying this skill with another character's consent restores the latter's humanity points. Success chance depends on own character's faith (+5% per unit) and target's faith (+10% per unit), while demon or undead points reduce success probability (-10%) (1 OU)
— Destroying Flame+5% fire damage to damage from any source per unit of faith. +40% true damage from any source for each demon or undead point the opponent has (1 OU)
— Ring of FireCharacter paralyzes all opponents around them (+2). If opponents have demon or undead points, also deals them true damage (+20 per unit of faith).
Character roll: faith.
Opponent roll: will check/evasion (demon/undead).
Does not affect allies (1 OU)
— IncinerationCharacter gains ability to destroy some opponents who usually cannot be destroyed (1 OU)
— Inner FlameFire attacks do not deal damage to the character, instead they restore their health (3 OU)
— MasteryFirst rowA. +10 faith
B. +10 faith
C. +10 faith
Second rowA. +50% damage against demons/undead
B. +50% damage against demons/undead
C. +50% damage against demons/undead
Third rowA. Full health restoration and purification from negative effects out of combat
B. +250 health
Larian School (Larian Academy of Magic)
— Concentration1. At the start of each turn, character gains +10% spell efficiency and +1 accuracy for spells (2 OU)
2. At the start of each turn, character gains +10% spell efficiency and +1 accuracy for spells (2 OU)
3. At the start of each turn, character gains +10% spell efficiency and +1 accuracy for spells (3 OU)
— Larian SpellsPiercing SpearDeals 200 units of damage to one target. If an opponent is on or through the cell behind the target, deals them 300 units of damage.
Cost: 40
Damage type: magic
Caster roll: accuracy
Target roll: evasion
Range: 12
Does not affect allies.
Magic MissileParalyzes selected target for one turn.
Cost: 80
Caster roll: accuracy
Target roll: evasion
Range: 9
PetrificationSelected target turns to stone; effect is permanent.
Cost: 200
Caster roll: magic power
Target roll: will check
Range: 8
Rite of DestructionDeals damage to selected target until they are destroyed.
Damage: 50 for every 20 units of magic energy. If magic energy runs out during spell use, character's life force is used instead; in this case, target takes 50 units of damage for every 20 units of character health. This spell cannot be interrupted.
Damage type: magic
Caster roll: accuracy
Target roll: evasion
Range: 10
AnalysisCharacter learns game information about selected target.
Cost: 50
Caster roll: magic power
Target roll: will check
Range: 16
— MasteryFirst rowA. +150 magic energy
B. +150 magic energy
C. +150 magic energy
Second rowA. +15 intelligence
B. +15 intelligence
C. +15 intelligence
Third rowA. +250 magic energy
B. +20 intelligence
Serpentman— MasteryFirst rowA. -7% damage received
B. -7% damage received
C. -7% damage received
Second rowA. +15 strength and agility
B. +30 strength
C. +30 agility
Third rowA. +400 health
B. +400 health
Understanding the Inner (Ikigai)
+5% experience received per unit of wisdom
This skill can be unlocked for 5000 units of experience.
— MasteryFirst row (required exp: 1000)
A. +25 will checks, +25 endurance
B. +25 will checks, +25 endurance
C. +25 will checks, +25 endurance
Second row (required exp: 3000)
A. +200 spiritual barrier
B. +200 spiritual barrier
C. +200 spiritual barrier
Third row (required exp: 4000)
A. Additional perk
Fourth row (required exp: 4000)
One of choice:
I. Regeneration of 30% spiritual barrier
II. Ability to release inner barrier energy (true damage to one target, range: 15)
III. Ability to heal allies by using spiritual power (1 unit barrier = 2 units ally health, range: 10, does not consume turn).
Fifth row (required exp: 5000)
One of choice:
I. Ability to avoid lethal wound (remains 1 unit of health, cooldown: 5 turns)
II. Ability to move to any cell on the map
III. Immunity to negative actions until start of turn if damage is received
Sixth row (required exp: 7500)
One of choice:
I. Rebirth in a new body retaining memories but losing Understanding the Inner
II. +100 attribute points, expansion of base limit to 80
III. +10 OU, +5 ON, +3 OS
Understanding the Outer (Ikigai)
+25% to all parameters
This skill can be unlocked for 2500 damage dealt and 2500 damage received.
— MasteryFirst row (required damage: 1000)
A. +40% health, +3 speed
B. +40% health, +3 speed
C. +40% health, +3 speed
Second row (required damage: 2000)
A. +30% accuracy and evasion
B. +30% accuracy and evasion
C. +30% accuracy and evasion
Third row (required damage: 3000)
A. Additional perk
Fourth row (required damage: 5000)
One of choice:
I. Restores 35% maximum health to all allies (active action in combat, consumes turn)
II. Removes negative effects from all allies (active action in combat, consumes turn)
III. Doubles the speed at which allies gain experience (passive feature)
Fifth row (required damage: 6000)
One of choice:
I. Character gains ability to lead allies to enlightenment — after a session they receive +5 OU, +2 ON, +1 OS, +30 will, +30 wisdom (works once per character)
II. Character gains ability to lead allies to the peak of their physical development — after training they receive +40 strength, +40 agility and +40 perception.
III. Character gains ability to heal any wounds, remove curses, etc. (out of combat)
Sixth row (required damage: 7000)
One of choice:
I. Passive effect — +80% ally health
II. Passive effect — +50% evasion, +50% accuracy for allies
III. Passive effect — +25% damage opponents receive from any source
Understanding Everything (Ikigai)
Ability to see intentions of other characters
This skill can be unlocked by completing 3 quests.
— MasteryFirst row (1 quest)
A. +50 observation, +50 stealth
B. +50 observation, +50 stealth
C. +50 observation, +50 stealth
Second row (1 quest)
A. +1 true damage for any attacks per unit of wisdom
B. +1 true damage for any attacks per unit of wisdom
C. +1 true damage for any attacks per unit of wisdom
Third row (1 quest)
A. Additional Perk
Fourth Row (2 quests)
One of your choice:
I. The character gains the ability to detect all enemies on the map in a stealth state; deals damage to them equal to their stealth multiplied by 5 (true damage, active skill, consumes a turn)
II. Ability to disintegrate any item the character touches (20% chance of instant kill in battle)
III. Resurrects fallen allies outside of combat
Fifth Row (2 quests)
One of your choice:
I. The character gains the ability to suppress all modern devices, including weapons. Effective as long as the character is on the battlefield and conscious.
II. The character gains the ability to suppress the abilities of all demons on the map. Effective as long as the character is on the battlefield and conscious (archdemons receive -35% to all stats instead).
III. The character gains the ability to suppress magic on the map. Effective as long as the character is on the battlefield and conscious
Sixth Row (3 quests)
A. The character gains the ability to convert others into followers of "Ikigai". Check of combined wisdom and charisma value against the interlocutor's will.