School of Artorius Serberian Waltz [2500] Dodge and accuracy in 1-on-1 combat are twice as high. Crippling Strike [1500] The character's attacks cause bleeding and trauma. Daga [2000] The character can parry (accuracy) melee attacks (melee combat, spending block points on it). Counterattack [2000] Upon a successful dodge or parry, the character counterattacks. Ruthlessness [2500] The character's attacks cause blindness and slow (2) the enemy. | Visterian Fencing Parry [2000] The character can parry enemy attacks in melee combat (accuracy) using block points. Dance of Death [2000] The character avoids an attack that would reduce their health to 0 or below. Cooldown: 5 turns. Dance of Blades [3500] Upon a successful dodge or parry, the character counterattacks. Counterattacks after a dodge deal twice the damage; after a parry or dodge, they deal a killing blow. Fluidity of Movement [2000] +10% universal dodge. Alacrity [3500] -1 to attack cost | Naginata Cyclone [2500] The character deals damage to all enemies around them. Sting [2000] Passive ability: the character's attacks cause weakness. Active ability: deals triple damage to a selected enemy, accuracy for this attack is twice as high. Requires 15 initiative points. Naginata [2500] +10% to critical hit chance; critical attacks grant the character +5 initiative. Winds of the Naginata [2500] +1% to dodge per point of agility if the character is not wearing armor or a shield. Hawk [3000] The character makes a jump (range: 6) and overcomes all obstacles in their path; upon landing, they deal double damage to all enemies around them and paralyze them. Requires 10 initiative points, cooldown: 1 turn. |
Archer control [3000] The character attacks all enemies that appear in their line of fire. If reload is needed, spends this action on reloading. Fatal Shot [3000] +25% chance of a killing blow Armor-Piercer [2000] The character's attacks deal 33% or 66% more damage to enemies in light or heavy armor respectively.
| Gladiator Fight to the Last [2000] [Melee] The character survives one lethal attack (remains at 1 HP) and removes all negative effects from themselves. Activates once per battle. control [2000] [Melee] The character attacks all enemies that appear in their line of attack. Tenacity [2000] [Melee] +5 health per point of will, regenerates 10% health at the start of a turn.
| Landsknecht Might [2500] The character's attacks cause paralysis. Arc [1000] The character's attacks also deal damage to enemies on both sides of the primary target. Vitality [2000] +5 health per point of endurance and strength. Adrenaline [2500] +25% to accuracy and dodge when the character's health is below 75%, +50% to accuracy and dodge when health is below 50%, +75% to accuracy and dodge when health is below 25%. Herald of Death [2500] The character recovers 50% health for each enemy they defeat. |
Wayfarer Style Wanderer [2000] +3 to movement speed. Seasoned Traveler [2000] Incoming damage (before all other effects) to self is reduced by 20%. +1% to damage per point of will. Intimidation [2000] When interacting with a character, the accuracy and dodge of enemies are halved if they fail a check of their will against the traveler's will. Charge [2000] +5% to damage per tile traveled. Parry [2000] The character can parry enemy attacks in melee combat (accuracy) using block points.
| Guardsman Bodyguard [3000] Applies a taunt effect on enemies (during their turn) within 8 tiles of the character. Colossus [2500] Attacks deal area damage (+1), +75% armor penetration, +10% to critical damage chance. Titan [2500] Enemies within 3 tiles whose will is lower than the character's might take 5 damage for each step the character takes (neutral damage) bypassing dodge.
| Archer Bow Mastery [3000] Additional attack Fire Arrows [3000] The character's attacks deal +100% additional fire damage and cause a burn. Camouflage [2000] The character can use stealth.
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Rogue Poison [2000] The character's attacks deal +100% additional wood damage and cause poison. Villainy [2000] The character's attacks cause weakness, +10% to critical damage chance. Camouflage [2000] The character can use stealth.
| Taolun Defensive Stance [3000] The character skips turns until the ability is deactivated (3 turns), triples defensive rolls, and recovers (will*2)% health at the start of a turn. If enemies miss them, they perform counterattacks. Offensive Stance [3000] The character cannot defend until the ability is deactivated (3 turns), but attack rolls and melee damage are tripled. Power of Elements [3000] The character deals an additional 5% damage with a chosen element (metal, fire, water, air, wood, sun, moon) per point of will.
| Tomoe-ryu Tomoe's Lightning [3000] The character's attacks deal additional air damage equal to 3% of the enemy's maximum health per point of the character's piety, and furthermore paralyze the opponent for one turn if they fail a will check against the character's will. Peonies of the Void [3000] If the character's piety is higher than the enemy's piety, their attacks ignore resistances. Flowing Water [3000] The character avoids an attack that would reduce their health to 0 or below once every five turns and recovers one vitality point every 3 turns. Breath of Thunder [3000] The character can parry enemy attacks in melee combat (accuracy) using block points and counterattacks upon a successful parry. Esoterica [3000] The character's perception and resistance to negative actions other than damage are twice as high. The character can spend one spell point to make a ranged attack (range: 8, deals 25% less damage).
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Order of the Artery Armor Proficiency [2000] Immunity to critical attacks if the character is wearing heavy armor. Shield Proficiency [3000] With a 75% probability, the character blocks enemy attacks, shots, and spells. Sword Proficiency [2000] With a 75% probability, the character parries enemy melee attacks. Salvation [1000] Revives a character who died from lack of HP. Only outside of combat. Once per day Wandering Teacher [3000] If the character adheres to the Arterian belief, they can teach other Arterians what they know themselves (costs 1 event point for them and their students). | Rosenritter Armor Proficiency [2000] Immunity to critical attacks if the character is wearing heavy armor. Peerless Defense [3000] With a 75% probability, the character blocks enemy attacks, shots, and spells with a shield, or, if not armed with a shield, parries melee attacks with a spear. Spear Proficiency [2000] [Spear] Additional attack, consecutive attacks in one turn deal 50% more damage. Sweep [2000] Deals 300% damage to all enemies around the user, ignores blocks and parries, initiative: 15 Dazzling Smile [3000] Female characters must pass a will check against the knight's appearance + etiquette or skip their turn when attempting to apply a negative action on them.
| Drachenritter Dragon Blood [free, required to learn other skills] -3 to beauty, -3 to charisma, -3 to faith +2 to strength, +2 to endurance, +2 to agility, +2 to perception, +2 to speed. Armor Proficiency [2000] Immunity to critical attacks if the character is wearing heavy armor. War Hammer Proficiency [2000] [Hammer] The character's attacks cause trauma and permanent injury. Press [1000] Nullifies the enemy's block points if they attempt to parry or block this attack, then paralyzes them for one turn. Initiative: 7. Triumph [1000] The character gains +1% health for each enemy personally defeated. |
Nachtritter Armor Proficiency [2000] Immunity to critical attacks if the character is wearing heavy armor. Dual Blades Proficiency [3000] The character can use a weapon in each hand (saber+saber or saber+rapier or rapier+rapier) if they have enough strength. Duelist [2500] Damage in 1-on-1 combat is twice as high against the enemy and twice as low to self. Blade of the Night [3000] The character's attacks deal +75% moon damage and blind the enemy. Camouflage [2000] The character can use stealth.
| Order of the Moon Armor Proficiency [2000] Immunity to critical attacks if the character is wearing heavy armor. Camouflage [2000] The character can use stealth. Adept of the Moon [2000] +10% chance of a killing blow. Moonlight [3000] Enemy accuracy and dodge against the character are halved. Nobility of the Moon [3000] After the character's health drops below 0, they can move once. If during this time health rises above 0, the character can continue fighting as if nothing happened. | Sword of Dawn The character gains +1 valor point per point of spirit and +1 heroism point per point of charisma; these points are used to activate abilities of this specialization. +1 valor and heroism point if the character skips their turn entirely. Sword of Justice A selected enemy takes 500% damage; if this is an enemy the character perceives as evil, the damage is converted to sun damage provided their resistance to it is lower than to metal; if the enemy is a demon, undead, etc., the damage is converted to star damage. Accuracy for this attack is twice as high. Requires two valor points. Pull Pulls enemies within range 1+3 towards the user, deals 150% damage and an additional 150% sun damage to them, then paralyzes them for 1 turn. Requires three valor points. Blue Lightning The character covers a set distance along their own path and deals 100% sun damage and 100% metal damage to all enemies in their path. Successfully eliminating an enemy allows this attack to be performed again without spending valor points. During this attack, the character becomes immune to negative actions and effects, including damage. Requires three valor points. Rift Makes tiles in a 3x8 line (forward from the user) impassable. Characters on these tiles at the time of the attack must pass a dodge check against accuracy or take 125% metal damage and 125% air damage and be paralyzed, bypassing resistance. Requires 5 valor points. Sword of Unity Deals 9 attacks (200% damage) to a selected enemy, each changing the damage type (starts and ends with metal). Requires 10 valor points, can be used no earlier than the character's tenth turn. Sky of Scarlet Thoughts The character parries all attacks directed at them this turn, counterattacks if the attack was made in melee combat, requires 3 heroism points. Detachment from Worldly Concerns The character removes all effects from themselves, including positive ones and even curses and diseases. Requires 3 heroism points, 15 if they are cursed. Can be used even while under hypnosis, etc. Sword of Joy Directs positive energy towards a chosen character or uses it on themselves to restore 100% health. Requires 3 heroism points. Sword of Serenity Reduces damage taken by the character by 50% and doubles their will until the end of combat. Requires 5 heroism points. Sword of Dazzling Brilliance Forces enemies within 5 tiles of the character to surrender without a fight if they fail a check of will*3 against the character's will. Requires 5 heroism points.
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