Auto-translated
Formula: origin → background → belief → 1 SP → 🟡10 for starting equipment → ready!
・This game is designed with a greater emphasis on free adventure rather than a specific plot; progression will be minimal, and content episodic—not least to allow for breaks without harming the overall duration of the party. This time, characteristics do not increase "just because"; you will need to either acquire new equipment or specific traits during the game.
・Initiative or speed parameters are absent; instead, characters of one side move first, then the other. The turn order of the sides is determined randomly or by battle-specific features (ambush, etc.). The field is square; diagonal cells are not counted in any way.
・Spirit - 1% crit chance per unit, also determines resistance to negative effects and their effectiveness; the rest should be clear.
・You can move and then attack/shoot/cast. Archers and crossbowmen cannot attack in melee combat.
・Chance to survive after using bandages - 50%. Survival leaves a permanent injury, and each subsequent time the success chance decreases by 5%.
・Spells can be seen here.
・Combat experience gained equals the health of enemies divided by the total number of allies. 1 SP costs 500 exp units.
・Casting is possible 3 times a day + 1 for each known spell. Accuracy is not required for spells.
Equipment
Weapon:
Off-hand Weapon:
Body:
Head:
Footwear:
Cloak:
Accessory 1:
Accessory 2:
Slot 1:
Slot 2:
Parameters
Health: 18
Perception: 6
Agility: 6
Spirit: 6
AP: 2
Origins
Silur
+1 AP, ability to see at night.
Licilis
-6 Health, +2 Spirit, +3 Agility, free choice of spells for mages.
Outcasts
-2 Spirit, +2 Perception, +3 Agility, free choice of spells for mages.
Gemms
-1 Agility, -1 AP, +21 Health.
Selenia (M)
+6 Endurance, +1 Perception.
Selenia (F)
+1 Agility, +2 Spirit.
Saiiirt
+6 Health, +2 Agility, immunity to diseases and poisons.
Neptunia
Own speed (stats + items) on land does not exceed 1 AP, footwear slot is absent, free movement through water cells, +5 to all defense.
Orikes
-6 Spirit, +18 Health, shooting range (crossbow) +1, perception +3.
Pandinus Desert
Ability to learn spells, one random spell from a chosen direction at start, -1 AP, -6 Health.
Background
Warrior
Soldiers, adventurers, martial arts practitioners, and other characters who live by the craft of war.
Riposte, +1 SP (weapon mastery).
Hunter
Those who track animals and, in some cases, other people for capture or killing.
+0-1 damage for each unit of perception.
Scholar
Researchers, philosophers, and other intellectual workers.
+4 Spirit.
Artist
Theater actors, circus performers, and other tricksters.
+2 Spirit, +2 Agility.
Painter
Painters, sculptors, and other people of culture.
+2 Spirit, +2 Perception.
Rogue
Scoundrels for whom fast feet are equally important for chasing prey as they are for fleeing from the guard.
+2 AP, -2 Spirit.
Marauder
-3 Spirit, additional loot from the bodies of defeated enemies.
Laborer
A person accustomed to heavy physical labor.
+12 Health.
Merchant
One who handles coin and tongue equally well.
-6 Health, -20% cost of goods and services.
Bard
Singer and musician.
-2 Agility, ability to play musical instruments.
Noble
Representative of the upper class of Selenia.
-2 Spirit, +1000 kaho.
Healer
A medic whose services are needed by both poor and rich regardless of racial or ideological affiliation.
-2 Agility, -1 AP, ability to restore allies' health/remove negative statuses out of combat (uses resources); +15% character survivability when using bandages.
Mage
Those who have dedicated their lives to the study of sorcery are not so many in Selenia.
-6 Health, ability to learn spells, 3 random spells at the start of the game.
Prostitute
Only a hard fate could lead a character to such a life.
No money or equipment at start, +2 AP, +2 Agility.
Knight
Wealthy/noble soldiers, adventurers, martial arts practitioners, and other characters who live by the craft of war.
🟡+10, horse at start (has 6 AP, 35 Health, 6 Agility, 5 Spirit, deals 3-9 damage to the same target as the rider (melee); when the character is attacked, there is a 50% chance that the attack will be redirected to the mount; area attacks deal damage to both).
Chevalier
Available only to Silur.
🟡+10, +1 SP (weapon mastery).
Vityaz
Available only to Gemms.
+5 to all defense.
Mercenary
Self-interested defenders of others' interests...
+35% to the amount of monetary reward if the character works alone or is the party leader.
Polyglot
Whether a simple linguist or a diplomat, this character knows many languages.
The character knows all regional languages (standardly, residents of Selenia know only their own, while representatives of other peoples know their own and Selenian).
Duelist
A lover of fighting one-on-one.
In one-on-one combat: +9 Health, +3 Perception, +3 Agility, +3 Spirit, +1 AP.
Priest
Characters who possess deep knowledge of their faith.
Access to priestly skills.
Fisherman
Give a man a fish, and he will be fed for one day. Teach him how to fish, and he will be fed for the rest of his life.
Ability to fish.
Biologist
A specialist who has dedicated their life to studying the surrounding world.
The character can see the stats of non-sentient enemies and determine plant effects.
Archer
Available only to Lifs.
+2 Perception, +1 shooting range (bow).
Beliefs
Phos
+3 Spirit
Selena
+3 Health, +1 Agility, +1 Spirit.
Terron
+9 Health.
Ether
+1 AP.
Lepus
Crit chance is twice as high.
Ereba
+3 Agility.
Sisters of Strife
Only Selenia (F)
+2 Perception, +1 Agility.
Priestly Skills
Phos
・Healing Light
Restores spirit*3 health to an ally at any point on the map.
・Zenith
Deals spirit*2 light damage to all enemies in a straight line within 8 cells of the priest. Effectiveness is doubled against undead, demons, and characters from Orikes and Pandinus.
・Liberation
Removes negative effects (bleeding, poison, concussion, horror, seduction, immobilization, burn, fear) from an ally at any point on the map; grants immunity to these effects for one turn.
Selena
・ Nocturne
The character is able to see at night as well as during the day (characters without this ability see only 3 cells ahead of them).
・Moonlight Glimmer
Character attacks blind the enemy.
・Water Cycle
The character restores 1 health for every cell traversed, provided they have performed no other actions.
Terron
・Shroud
Chosen target receives +1 defense for each unit of spirit for three turns.
・Growth
Doubles the health of the chosen character for three turns.
・Earth Tremors
Applies immobilization to enemies within a specific radius of effect (the caster is the center).
Ether
・Wings of Wind.
Chosen target may move again. Can be used only three times per battle and once per turn.
・Hurricane
Enemies within the radius of effect (maximum distance from caster: 6) take spirit*1 wind damage at the beginning of each turn. The hurricane lasts three turns.
・Levitation
The priest ignores cell effects and is unavailable for melee attacks (unless they attack in melee themselves).
Lepus
・Fireball
Enemies within the radius of effect (maximum distance from caster: 10) take spirit*2 fire damage.
・Attraction
Chosen enemy switches to the priest's side (seduction). Effect lasts until the target passes a will check.
・Chaos
Characters (including allies) in the radius of effect receive two random effects from the following list: bleeding, poison, concussion, horror, seduction, immobilization, burn, fear, blindness, extra turn, removal of negative effects, full health restoration, double damage for one turn, double AP for one turn.
Ereba
・Gloom
The priest becomes invisible; to attack them, one must use area attacks, pass a spirit check, or have the ability to see in the dark.
・Shadow
The priest can teleport to the shadow of any other character and skip a turn (remaining unavailable for interaction until the start of their next turn).
・Blessing of Ereba
Character attacks deal 0-1 darkness damage for each unit of spirit.
Sisters of Strife
・Fight to the End.
The character survives one attack that would bring their health to zero or below. This ability recovers after the end of the battle or each time lethal damage is dealt to an enemy.
・Counterattack
・Unwavering
Immunity to concussion, horror, and fear.
Weapon Mastery
Claymore
・Weapon damage +50%.
・Concussion on attacks.
・Damage is also dealt to enemies in cells adjacent to the target.
Spear
・Immunity to riposte and counterattacks.
・+0-2 damage for each unit of enemy defense.
・Ability to swap places with allies and pass through them.
Sword
・Parrying.
・Counterattack.
・+4 Defense.
Dagger
・The character makes two perception rolls instead of one.
・Can use a dagger in the off-hand.
・Poison.
Axe
・If the character hits an enemy and they are still alive, deals another strike.
・+0-5 damage.
・Bleeding.
Bow
・+1 attack range.
・+1-1 damage and +1% crit chance for each cell between the character and the enemy; crit damage increases by 50%.
・Burn on attacks.
Crossbow
・Immobilization on attacks.
・No penalty in melee combat, +2 Perception in melee combat.
・control.
Starting Equipment
Old Claymore
Damage: 9-13
2🟡
Standard Claymore
Damage: 12-16
4🟡
Quality Claymore
Damage: 14-18
7🟡
Old Spear
Damage: 3-11
2🟡
Standard Spear
Damage: 6-14
3🟡
Quality Spear
Damage: 8-16
5🟡
Old Sword
Damage: 5-9
2🟡
Standard Sword
Damage: 8-12
3🟡
Quality Sword
Damage: 10-14
5🟡
Old Dagger
Damage: 1-5
1🟡
Standard Dagger
Damage: 4-8
2🟡
Quality Dagger
Damage: 6-10
4🟡
Old Axe
Damage: 4-10
2🟡
Standard Axe
Damage: 7-13
3🟡
Quality Axe
Damage: 10-15
5🟡
Old Bow
Damage: 6-10
Range: 2
2🟡
Standard Bow
Damage: 6-10
Range: 3
4🟡
Quality Bow
Damage: 8-12
Range: 3
7🟡
Old Crossbow
Damage: 6
Range: 3
2🟡
Standard Crossbow
Damage: 8
Range: 3
4🟡
Quality Crossbow
Damage: 10
Range: 3
6🟡
Wooden Shield
Block chance 20%
Breaks after 5 hits.
Blocks strikes and shots.
1🟡
Buckler
Block chance 20%
Blocks strikes and shots.
2🟡
Targe
Block chance: 20%
Blocks strikes, shots, and attacking spells.
3🟡
Kite Shield
Block chance: 25%
Blocks strikes, shots, and attacking spells.
4🟡
Pavise
Block chance: 15% (strikes)
Block chance: 40% (shots)
5🟡
Scutum
Block chance: 30%
Blocks strikes, shots, and attacking spells.
6🟡
Hoplon
Block chance: 25%
Successful block causes concussion to the enemy for two turns. Blocks strikes and shots.
7🟡
Tattered Armor
Defense +1
1🟡
Leather Armor
Defense +2
2🟡
Battle Dress (F)
+2 to agility rolls
3🟡
Doublet
Cost of goods and services -5%
4🟡
Chainmail
Defense +2
Defense +3 against shots
5🟡
Elegant Robe
Defense +4 against elements.
6🟡
Armor
Defense +4
7🟡
Hood
0🟡
Old Helmet
Defense +1
1🟡
Frame Helmet
50% chance to avoid concussion.
2🟡
Casque
+1 Perception.
3🟡
Chaperon
+1 Spirit
3🟡
Sallet
Defense +1
50% chance to avoid concussion.
4🟡
Horned Helmet
-2 Agility, -1 Perception.
Attacks apply fear effect.
5🟡
Burgonet
Defense +2
50% chance to avoid concussion.
6🟡
Diadem
+1 spell range.
7🟡
Laurel Wreath
Allies under the character's command receive +0-1 to all rolls.
8🟡
Crown
+15% to the amount of monetary reward if the character is its leader.
10🟡
Spring Footwear
+1 Evasion.
3🟡
Winter Footwear
Immunity to snow.
2🟡
Summer Footwear
Immunity to sand.
2🟡
Autumn Footwear
Immunity to mire.
2🟡
Traveler's Boots
+1 AP
5🟡
Copper Ring
0🟡
Steel Bracelets
+1 Defense
2🟡
Silver Chain
50% chance to resist immobilization.
4🟡
Monocle of Lepus
Self-crit -10%
5🟡
Ruby Ring
Cost of goods and services -5%
6🟡
Mechanical Watch
10% chance to make an additional turn.
8🟡
Wings of Ether (head ornament, occupies accessory slot)
+1 AP
8🟡
Fibula of Terron
+3 Defense, +5 Health.
9🟡
Earrings of Selena
Character attacks deal 0-1 water damage for each unit of spirit.
9🟡
Pendant of Phos
Saves the character from death, then breaks.
10🟡
Lute
Playing the instrument restores (spirit) health to allies. Only in combat; limit: 7 turns per battle.
4🟡
Flute
Allies across the entire map receive +1 AP. Only in combat; limit: 7 turns per battle.
5🟡
Drum
Enemies receive concussion. Only in combat; limit: 7 turns per battle.
6🟡
Bandage
Stops bleeding/removes 1 injury/makes an attempt to raise a character after receiving lethal damage (one use for one action).
3🟡
Antidote
Removes poison.
1🟡
Mint Tincture
Removes concussion and immobilization
2🟡
Ice Pack
Removes burn
1🟡
Herbal Tea
Removes fear and horror.
2🟡
Purifying Tincture
Removes blindness.
1🟡
Medicinal Herbs
Used by a medic out of combat. 1 portion = 10 health units.
1🟡
Terminology
Riposte
After a character takes damage (0 counts) or blocks an attack with a shield, they deliver a riposte if they have sufficient attack range.
Counterattack
After a character dodges or parries, they deliver a counterattack if they have sufficient attack range.
Artifact
Something (presumably) created by the gods and capable of performing miracles.
Magic Item
Ordinary items enchanted with magic; like artifacts, they possess unusual properties, but not of such a high level.
Curse
Certain (usually) bad things that can only be dispelled by divine intervention.
Disease
Certain bad things that can only be dispelled by time or a specific medicine.
Injury
Temporary negative effects that will either pass on their own or develop into a disease.
Bleeding
The character loses 4 damage bypassing defense at the beginning of each turn.
Poison
All primary parameters of the character decrease by 1 at the end of each of their turns.
Concussion
The character skips a turn.
Horror
The character skips a turn and cannot perform any defensive actions (dodge, resist negative effects, etc.).
Seduction
The character switches to the opponent's side.
Immobilization
The character cannot move for three turns.
Burn
The character takes 5 fire damage at the beginning of each turn.
Fear
The opponent runs in the opposite direction from the character using all their AP at the beginning of their turn and skips the turn. Activates on a miss.
Blindness
Opponent's perception is reduced to 3.
Parrying
The character uses perception to deflect a melee attack; occurs after an unsuccessful dodge roll.
control
The character automatically attacks whoever appears in their line of attack.
Night
At night, characters see only 3 cells ahead of them or what is in the immediate vicinity of light sources.
Snow
-1 AP. -2 AP if AP is greater than 2.
Mire
Immobilization (spirit check against 6).
Sand
-1 AP. -2 AP if AP is greater than 2.
Rain
-1 shooting range.
Berserk
The character does not distinguish between friends and foes and attacks the nearest character.
Water
AP limited to 1. Character cannot shoot or cast. Moving and attacking simultaneously is impossible. Dodge and accuracy rolls are half the usual value.
Entropy
Dispels positive and negative effects on the chosen character. Range equals spirit.
・This game is designed with a greater emphasis on free adventure rather than a specific plot; progression will be minimal, and content episodic—not least to allow for breaks without harming the overall duration of the party. This time, characteristics do not increase "just because"; you will need to either acquire new equipment or specific traits during the game.
・Initiative or speed parameters are absent; instead, characters of one side move first, then the other. The turn order of the sides is determined randomly or by battle-specific features (ambush, etc.). The field is square; diagonal cells are not counted in any way.
・Spirit - 1% crit chance per unit, also determines resistance to negative effects and their effectiveness; the rest should be clear.
・You can move and then attack/shoot/cast. Archers and crossbowmen cannot attack in melee combat.
・Chance to survive after using bandages - 50%. Survival leaves a permanent injury, and each subsequent time the success chance decreases by 5%.
・Spells can be seen here.
・Combat experience gained equals the health of enemies divided by the total number of allies. 1 SP costs 500 exp units.
・Casting is possible 3 times a day + 1 for each known spell. Accuracy is not required for spells.
Equipment
Weapon:
Off-hand Weapon:
Body:
Head:
Footwear:
Cloak:
Accessory 1:
Accessory 2:
Slot 1:
Slot 2:
Parameters
Health: 18
Perception: 6
Agility: 6
Spirit: 6
AP: 2
Origins
Silur
+1 AP, ability to see at night.
Licilis
-6 Health, +2 Spirit, +3 Agility, free choice of spells for mages.
Outcasts
-2 Spirit, +2 Perception, +3 Agility, free choice of spells for mages.
Gemms
-1 Agility, -1 AP, +21 Health.
Selenia (M)
+6 Endurance, +1 Perception.
Selenia (F)
+1 Agility, +2 Spirit.
Saiiirt
+6 Health, +2 Agility, immunity to diseases and poisons.
Neptunia
Own speed (stats + items) on land does not exceed 1 AP, footwear slot is absent, free movement through water cells, +5 to all defense.
Orikes
-6 Spirit, +18 Health, shooting range (crossbow) +1, perception +3.
Pandinus Desert
Ability to learn spells, one random spell from a chosen direction at start, -1 AP, -6 Health.
Background
Warrior
Soldiers, adventurers, martial arts practitioners, and other characters who live by the craft of war.
Riposte, +1 SP (weapon mastery).
Hunter
Those who track animals and, in some cases, other people for capture or killing.
+0-1 damage for each unit of perception.
Scholar
Researchers, philosophers, and other intellectual workers.
+4 Spirit.
Artist
Theater actors, circus performers, and other tricksters.
+2 Spirit, +2 Agility.
Painter
Painters, sculptors, and other people of culture.
+2 Spirit, +2 Perception.
Rogue
Scoundrels for whom fast feet are equally important for chasing prey as they are for fleeing from the guard.
+2 AP, -2 Spirit.
Marauder
-3 Spirit, additional loot from the bodies of defeated enemies.
Laborer
A person accustomed to heavy physical labor.
+12 Health.
Merchant
One who handles coin and tongue equally well.
-6 Health, -20% cost of goods and services.
Bard
Singer and musician.
-2 Agility, ability to play musical instruments.
Noble
Representative of the upper class of Selenia.
-2 Spirit, +1000 kaho.
Healer
A medic whose services are needed by both poor and rich regardless of racial or ideological affiliation.
-2 Agility, -1 AP, ability to restore allies' health/remove negative statuses out of combat (uses resources); +15% character survivability when using bandages.
Mage
Those who have dedicated their lives to the study of sorcery are not so many in Selenia.
-6 Health, ability to learn spells, 3 random spells at the start of the game.
Prostitute
Only a hard fate could lead a character to such a life.
No money or equipment at start, +2 AP, +2 Agility.
Knight
Wealthy/noble soldiers, adventurers, martial arts practitioners, and other characters who live by the craft of war.
🟡+10, horse at start (has 6 AP, 35 Health, 6 Agility, 5 Spirit, deals 3-9 damage to the same target as the rider (melee); when the character is attacked, there is a 50% chance that the attack will be redirected to the mount; area attacks deal damage to both).
Chevalier
Available only to Silur.
🟡+10, +1 SP (weapon mastery).
Vityaz
Available only to Gemms.
+5 to all defense.
Mercenary
Self-interested defenders of others' interests...
+35% to the amount of monetary reward if the character works alone or is the party leader.
Polyglot
Whether a simple linguist or a diplomat, this character knows many languages.
The character knows all regional languages (standardly, residents of Selenia know only their own, while representatives of other peoples know their own and Selenian).
Duelist
A lover of fighting one-on-one.
In one-on-one combat: +9 Health, +3 Perception, +3 Agility, +3 Spirit, +1 AP.
Priest
Characters who possess deep knowledge of their faith.
Access to priestly skills.
Fisherman
Give a man a fish, and he will be fed for one day. Teach him how to fish, and he will be fed for the rest of his life.
Ability to fish.
Biologist
A specialist who has dedicated their life to studying the surrounding world.
The character can see the stats of non-sentient enemies and determine plant effects.
Archer
Available only to Lifs.
+2 Perception, +1 shooting range (bow).
Beliefs
Phos
+3 Spirit
Selena
+3 Health, +1 Agility, +1 Spirit.
Terron
+9 Health.
Ether
+1 AP.
Lepus
Crit chance is twice as high.
Ereba
+3 Agility.
Sisters of Strife
Only Selenia (F)
+2 Perception, +1 Agility.
Priestly Skills
Phos
・Healing Light
Restores spirit*3 health to an ally at any point on the map.
・Zenith
Deals spirit*2 light damage to all enemies in a straight line within 8 cells of the priest. Effectiveness is doubled against undead, demons, and characters from Orikes and Pandinus.
・Liberation
Removes negative effects (bleeding, poison, concussion, horror, seduction, immobilization, burn, fear) from an ally at any point on the map; grants immunity to these effects for one turn.
Selena
・ Nocturne
The character is able to see at night as well as during the day (characters without this ability see only 3 cells ahead of them).
・Moonlight Glimmer
Character attacks blind the enemy.
・Water Cycle
The character restores 1 health for every cell traversed, provided they have performed no other actions.
Terron
・Shroud
Chosen target receives +1 defense for each unit of spirit for three turns.
・Growth
Doubles the health of the chosen character for three turns.
・Earth Tremors
Applies immobilization to enemies within a specific radius of effect (the caster is the center).
Ether
・Wings of Wind.
Chosen target may move again. Can be used only three times per battle and once per turn.
・Hurricane
Enemies within the radius of effect (maximum distance from caster: 6) take spirit*1 wind damage at the beginning of each turn. The hurricane lasts three turns.
・Levitation
The priest ignores cell effects and is unavailable for melee attacks (unless they attack in melee themselves).
Lepus
・Fireball
Enemies within the radius of effect (maximum distance from caster: 10) take spirit*2 fire damage.
・Attraction
Chosen enemy switches to the priest's side (seduction). Effect lasts until the target passes a will check.
・Chaos
Characters (including allies) in the radius of effect receive two random effects from the following list: bleeding, poison, concussion, horror, seduction, immobilization, burn, fear, blindness, extra turn, removal of negative effects, full health restoration, double damage for one turn, double AP for one turn.
Ereba
・Gloom
The priest becomes invisible; to attack them, one must use area attacks, pass a spirit check, or have the ability to see in the dark.
・Shadow
The priest can teleport to the shadow of any other character and skip a turn (remaining unavailable for interaction until the start of their next turn).
・Blessing of Ereba
Character attacks deal 0-1 darkness damage for each unit of spirit.
Sisters of Strife
・Fight to the End.
The character survives one attack that would bring their health to zero or below. This ability recovers after the end of the battle or each time lethal damage is dealt to an enemy.
・Counterattack
・Unwavering
Immunity to concussion, horror, and fear.
Weapon Mastery
Claymore
・Weapon damage +50%.
・Concussion on attacks.
・Damage is also dealt to enemies in cells adjacent to the target.
Spear
・Immunity to riposte and counterattacks.
・+0-2 damage for each unit of enemy defense.
・Ability to swap places with allies and pass through them.
Sword
・Parrying.
・Counterattack.
・+4 Defense.
Dagger
・The character makes two perception rolls instead of one.
・Can use a dagger in the off-hand.
・Poison.
Axe
・If the character hits an enemy and they are still alive, deals another strike.
・+0-5 damage.
・Bleeding.
Bow
・+1 attack range.
・+1-1 damage and +1% crit chance for each cell between the character and the enemy; crit damage increases by 50%.
・Burn on attacks.
Crossbow
・Immobilization on attacks.
・No penalty in melee combat, +2 Perception in melee combat.
・control.
Starting Equipment
Old Claymore
Damage: 9-13
2🟡
Standard Claymore
Damage: 12-16
4🟡
Quality Claymore
Damage: 14-18
7🟡
Old Spear
Damage: 3-11
2🟡
Standard Spear
Damage: 6-14
3🟡
Quality Spear
Damage: 8-16
5🟡
Old Sword
Damage: 5-9
2🟡
Standard Sword
Damage: 8-12
3🟡
Quality Sword
Damage: 10-14
5🟡
Old Dagger
Damage: 1-5
1🟡
Standard Dagger
Damage: 4-8
2🟡
Quality Dagger
Damage: 6-10
4🟡
Old Axe
Damage: 4-10
2🟡
Standard Axe
Damage: 7-13
3🟡
Quality Axe
Damage: 10-15
5🟡
Old Bow
Damage: 6-10
Range: 2
2🟡
Standard Bow
Damage: 6-10
Range: 3
4🟡
Quality Bow
Damage: 8-12
Range: 3
7🟡
Old Crossbow
Damage: 6
Range: 3
2🟡
Standard Crossbow
Damage: 8
Range: 3
4🟡
Quality Crossbow
Damage: 10
Range: 3
6🟡
Wooden Shield
Block chance 20%
Breaks after 5 hits.
Blocks strikes and shots.
1🟡
Buckler
Block chance 20%
Blocks strikes and shots.
2🟡
Targe
Block chance: 20%
Blocks strikes, shots, and attacking spells.
3🟡
Kite Shield
Block chance: 25%
Blocks strikes, shots, and attacking spells.
4🟡
Pavise
Block chance: 15% (strikes)
Block chance: 40% (shots)
5🟡
Scutum
Block chance: 30%
Blocks strikes, shots, and attacking spells.
6🟡
Hoplon
Block chance: 25%
Successful block causes concussion to the enemy for two turns. Blocks strikes and shots.
7🟡
Tattered Armor
Defense +1
1🟡
Leather Armor
Defense +2
2🟡
Battle Dress (F)
+2 to agility rolls
3🟡
Doublet
Cost of goods and services -5%
4🟡
Chainmail
Defense +2
Defense +3 against shots
5🟡
Elegant Robe
Defense +4 against elements.
6🟡
Armor
Defense +4
7🟡
Hood
0🟡
Old Helmet
Defense +1
1🟡
Frame Helmet
50% chance to avoid concussion.
2🟡
Casque
+1 Perception.
3🟡
Chaperon
+1 Spirit
3🟡
Sallet
Defense +1
50% chance to avoid concussion.
4🟡
Horned Helmet
-2 Agility, -1 Perception.
Attacks apply fear effect.
5🟡
Burgonet
Defense +2
50% chance to avoid concussion.
6🟡
Diadem
+1 spell range.
7🟡
Laurel Wreath
Allies under the character's command receive +0-1 to all rolls.
8🟡
Crown
+15% to the amount of monetary reward if the character is its leader.
10🟡
Spring Footwear
+1 Evasion.
3🟡
Winter Footwear
Immunity to snow.
2🟡
Summer Footwear
Immunity to sand.
2🟡
Autumn Footwear
Immunity to mire.
2🟡
Traveler's Boots
+1 AP
5🟡
Copper Ring
0🟡
Steel Bracelets
+1 Defense
2🟡
Silver Chain
50% chance to resist immobilization.
4🟡
Monocle of Lepus
Self-crit -10%
5🟡
Ruby Ring
Cost of goods and services -5%
6🟡
Mechanical Watch
10% chance to make an additional turn.
8🟡
Wings of Ether (head ornament, occupies accessory slot)
+1 AP
8🟡
Fibula of Terron
+3 Defense, +5 Health.
9🟡
Earrings of Selena
Character attacks deal 0-1 water damage for each unit of spirit.
9🟡
Pendant of Phos
Saves the character from death, then breaks.
10🟡
Lute
Playing the instrument restores (spirit) health to allies. Only in combat; limit: 7 turns per battle.
4🟡
Flute
Allies across the entire map receive +1 AP. Only in combat; limit: 7 turns per battle.
5🟡
Drum
Enemies receive concussion. Only in combat; limit: 7 turns per battle.
6🟡
Bandage
Stops bleeding/removes 1 injury/makes an attempt to raise a character after receiving lethal damage (one use for one action).
3🟡
Antidote
Removes poison.
1🟡
Mint Tincture
Removes concussion and immobilization
2🟡
Ice Pack
Removes burn
1🟡
Herbal Tea
Removes fear and horror.
2🟡
Purifying Tincture
Removes blindness.
1🟡
Medicinal Herbs
Used by a medic out of combat. 1 portion = 10 health units.
1🟡
Terminology
Riposte
After a character takes damage (0 counts) or blocks an attack with a shield, they deliver a riposte if they have sufficient attack range.
Counterattack
After a character dodges or parries, they deliver a counterattack if they have sufficient attack range.
Artifact
Something (presumably) created by the gods and capable of performing miracles.
Magic Item
Ordinary items enchanted with magic; like artifacts, they possess unusual properties, but not of such a high level.
Curse
Certain (usually) bad things that can only be dispelled by divine intervention.
Disease
Certain bad things that can only be dispelled by time or a specific medicine.
Injury
Temporary negative effects that will either pass on their own or develop into a disease.
Bleeding
The character loses 4 damage bypassing defense at the beginning of each turn.
Poison
All primary parameters of the character decrease by 1 at the end of each of their turns.
Concussion
The character skips a turn.
Horror
The character skips a turn and cannot perform any defensive actions (dodge, resist negative effects, etc.).
Seduction
The character switches to the opponent's side.
Immobilization
The character cannot move for three turns.
Burn
The character takes 5 fire damage at the beginning of each turn.
Fear
The opponent runs in the opposite direction from the character using all their AP at the beginning of their turn and skips the turn. Activates on a miss.
Blindness
Opponent's perception is reduced to 3.
Parrying
The character uses perception to deflect a melee attack; occurs after an unsuccessful dodge roll.
control
The character automatically attacks whoever appears in their line of attack.
Night
At night, characters see only 3 cells ahead of them or what is in the immediate vicinity of light sources.
Snow
-1 AP. -2 AP if AP is greater than 2.
Mire
Immobilization (spirit check against 6).
Sand
-1 AP. -2 AP if AP is greater than 2.
Rain
-1 shooting range.
Berserk
The character does not distinguish between friends and foes and attacks the nearest character.
Water
AP limited to 1. Character cannot shoot or cast. Moving and attacking simultaneously is impossible. Dodge and accuracy rolls are half the usual value.
Entropy
Dispels positive and negative effects on the chosen character. Range equals spirit.












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