outside of Japan, they are very rare.
Posts from Reimian Empire
The external differences between half-dragons and humans: the presence of wings, a tail, horns, and individual scales (some have them, some don't).

Will there be any more skills? I'm especially interested in magic.
I thought these guys would be more like:
Will there be more skills? I'm especially interested in magic.
Fairy
Creative actions are 50% more effective.
[804/804][96/96]
Origin: Duchy of Larian (+15 strength)
Characteristics
Strength: 57
Intelligence: 6
Will: 11
Agility: 32
Perception: 30
Wisdom: 6
Charisma: 7 (13)
Parameters
Health: 670 (804)
Melee Damage +114% (136%)
Immunity: 57 (68)
Magic Power: 6 (7)
Magic Energy: 60 (72)
Will Checks: 11 (13)
Evasion: 47 (56)
Initiative: 32 (38)
Accuracy: 45 (54)
Observation: 30 (36)
Spiritual Power: 60 (72)
Insight: 6 (7)
Movement Speed: 5 (6) (9)
Crit: 20%
Skills
Imperial Military Academy
+1 to health for each unit of strength, agility, and will.
+2 to movement speed.
Free basic combat skill.
Advanced Training
+20% to all parameters.
Sailor
+80% to all parameters on a ship's deck.
Mercenary
+(charisma) (26)% to rewards for completing any quests.
Polearms
+0.5 to accuracy for each unit of perception, +0.5 to evasion for each unit of agility, +1% to damage for each unit of strength.
Piercing Strike
Pierces enemy armor. Cooldown: 2 turns.
Equipment
Kurata's Ring
5% chance to take an additional turn in battle.
Plate Armor (Larian steel) (flawless)
Damage -60%
Magic damage -20%
10% chance to reduce damage to self to 0.
Movement limit: 3
Evan Helmet
Charisma +6.
Additional mercenary reward is doubled.
Evan Armor +1
20% chance to reduce incoming damage to 0.
Sandals
Material: harpy feathers
Movement speed +3
Cloak
Material: basilisk leather
Damage to self -10%
Evan Spear +2
Damage: 162 (382)
Additional attack.
+20% critical damage chance.
Money
500 rumies
Begonia
[750/750][100/100]
Origin: Alivar
Immunity to fire. Ability to fly. +5 to movement speed.
+80% to strength. +40% to agility and perception.
Characteristics
Strength: 42 (75)
Intelligence: 10
Will: 20
Agility: 27 (37)
Perception: 20 (28)
Wisdom: 10
Charisma: 5
Parameters
Health: 750
Melee Damage +225%
Immunity: 75
Magic Power: 10
Magic Energy: 100
Will Checks: 20
Evasion: 37
Initiative: 37
Accuracy: 28
Observation: 28
Spiritual Power: 100
Insight: 10
Movement Speed: 8
Skills
Two-Handed Weapons
+2% to damage for each unit of strength.
Cleave
Strength/2=chance to deal double damage. 36%
Concussion
Strength/2=chance to paralyze the enemy for one turn. 36%
Whirlwind
Attack all enemies around the character. Cooldown: 2 turns.
Antimagic
Magic damage -50%. Inability to use magic.
Equipment
Alivar Plate Armor (Alivar steel)
Incoming damage -50%
Strength: 65
Cloak
Material: naga leather
Water damage -40%
Alivar Two-Handed Sword (Alivar steel)
Damage: 156 (492)
Strength: 50
Money
1 gold coin, 33 silver coins, 8 copper coins.
Gilon Lynt
[552/552][140/140]
Origin: Beliad (soldier/fugitive)
+20% to health, +30% to melee damage, +1 to movement speed, +10 to accuracy, +10 to evasion.
Characteristics
Strength: 36
Intelligence: 14
Will: 24
Agility: 20
Perception: 15 (12)
Wisdom: 12
Charisma: 9
Parameters
Health: 460 (552)
Melee Damage +66% (76%)
Immunity: 36
Magic Power: 14
Magic Energy: 140
Will Checks: 24
Evasion: 50
Initiative: 20
Accuracy: 50 (39)
Block: 30
Observation: 15
Spiritual Power: 150
Insight: 15
Movement Speed: 4
Skills
Shield
+10 to accuracy, +100 to health. The character can block enemy attacks with a shield.
Medic
Use of medical supplies is more effective and consumes fewer resources.
One-Handed Weapons
+1 to accuracy for each unit of perception.
Parrying
The character can parry enemy attacks (accuracy).
Light Step
+1 to evasion for each unit of agility.
Equipment
Plate Armor (steel)
Incoming damage -35%
Movement limit: 3
Cannot use ranged weapons
Strength: 25
Helmet (steel)
Chance of critical damage to self -5%
Perception -3
Strength: 10
100 rumies
Plate Gauntlet (steel)
Melee damage +10%
Accuracy -5
Strength: 15
100 rumies
Shield (steel)
Strength: 20
150 rumies
Morgenstern (Larian steel)
Damage: 55 (96)
10% paralysis
Money
2500 rumies
Lobelia Brandes
[361/361][240/240]
Origin: Akkerwald
Characteristics
Strength: 22
Intelligence: 20
Will: 20
Agility: 39
Perception: 43
Wisdom: 10
Charisma: 16
Parameters
Health: 301 (361)
Melee Damage +22% (26)
Immunity: 22 (26)
Magic Power: 20 (24)
Magic Energy: 200 (240)
Will Checks: 20 (24)
Evasion: 39 (82) (98)
Initiative: 39 (44)
Accuracy: 43 (82) (98)
Observation: 43 (51)
Spiritual Power: 100 (120)
Insight: 10 (12)
Movement Speed: 8 (9)
Crit: 10% (20%)
Stealth: 37 (44)
Skills
Imperial Military Academy,
+1 to health for each unit of strength, agility, and will.
+2 to movement speed.
Free basic combat skill.
Gunslinger
The character can use ephemeral weapons of the empire.
Linguist
Knowledge of Enclessian and Alaitic languages.
Advanced Training
+20% to all parameters.
Imperial Art of the Sword
+1 to evasion for each unit of perception
+1 to accuracy for each unit of agility
+3 to movement speed
+0.5% critical damage chance for each unit of intelligence
Quick Sword
Two additional attacks (75% damage)
Crossbow Shooting
+30% armor penetration
Firing range: 7
Rogue
+8 to agility, +8 to perception. +1 to stealth for each unit of agility.
Equipment
Desert Cloak
Protects from strong desert winds, wind magic resistance +80%.
Longsword +2 (Larian Steel)
Damage: 88 (110)
Crit: 20%
Strength: 13
Dagger +2 (Larian Steel)
Damage: 39 (49)
15% kill
Strength: 5
Lotus Knight Crossbow
Damage: 150
Bastard Sword (Larian steel)
Damage: 80
Effect: additional attack.
Strength: 20
Longsword (Larian Steel)
Damage: 55
Effect: 10% crit
Strength: 15
Cloak +1
Material: basilisk leather
Damage to self -15%
Revolver +1
Model: Verilian
Damage: 250
Cylinder: 5
Reload: 2
Range: 8
Year of release: 740
Upgraded: 762
Ammo (Quartz) (x75)
Armor penetration
Ammo (Ruby) (x5)
Damage increased by 30%
Ammo (Topaz) (15)
100% Burn. -10% maximum health for 1 turn. Stacks.
Desert Boots
Immunity to quicksand, no movement penalty on sand.
"Golden Falcon" Ephemeral Pistol
Manufacturer: "Morion"
Model: Astraeus
Year of release: 747
Damage: 120
Magazine: 6
Reload time: 1
Range: 9
Effect: accuracy +10
"Last Step" Ephemeral Pistol
Manufacturer: "Morion"
Model: Astraeus
Year of release: 748
Damage: 80
Magazine: 6
Reload time: 0
Range: 8
Crossbow
Damage: 120
Calvada Platinum Card
Discount: 25%
Limit this month: 4535
Money
5 copper coins
Cedric Hyld
[290/290][280/280]
Origin: Beliad (nobility)
Starting capital is twenty times higher. +40% to selected characteristic (charisma).
Characteristics
Strength: 22
Intelligence: 28
Will: 10
Agility: 24
Perception: 22
Wisdom: 8
Charisma: 62 (67)
Parameters
Health: 290
Melee Damage +22%
Immunity: 22
Magic Power: 28
Magic Energy: 280
Will Checks: 10
Evasion: 46 (73)
Initiative: 24 (29)
Accuracy: 44
Observation: 22
Spiritual Power: 80
Insight: 8
Movement Speed: 3
Skills
Merchant
-(charisma/2)% item cost. Limit: 30%
Mercenary
+(charisma)% to rewards for completing any quests.
One-Handed Weapons
+1 to accuracy for each unit of perception.
Parrying
The character can parry enemy attacks (accuracy).
Light Step
+1 to evasion for each unit of agility.
Equipment
Money
18 rumies
Photos of Sonata Reime
Lute of Ednar Luthier
Active skill: allies of the character within 10 cells of him restore (charisma)*5 health each turn.
Hyld Medallion
+5 to initiative
Beliad Hat
+5 to charisma
Hyld Sword +1
Indestructible.
Damage: 100 (122)
Crit: 5%
Desert Boots
Immunity to quicksand, no movement penalty on sand.
Healing Potion
Restores all of the character's health.
"Night Cool" Tea
Removes negative mental effects (out of combat)
5 cups.
70 rumies.
"Scent of Youth" Coffee (3)
Movement speed +2, 10% chance to take an additional turn (before combat)
6 cups.
Enhancer
Model: prototype
The first successful enhancer model. Has 3 slots.
Cedric's first meridian: Darkness
Cedric's second meridian: Air
Cedric's third meridian: Earth
First slot: empty
Second slot: ☆ Evasion III
+60% to evasion
Third slot: ☆ Wall
Damage from the first attack on the character (per battle) is reduced to 0.
Fiver A. Belring
[650/650][200/200]
Origin: Duchy of Brightwin
+15 perception
Characteristics
Strength: 27
Intelligence: 20
Will: 20
Agility: 27
Perception: 30
Wisdom: 10
Charisma: 15
Parameters
Health: 270 (670)
Melee Damage +27%
Immunity: 27
Magic Power: 20
Magic Energy: 200
Will Checks: 20
Evasion: 57
Initiative: 25
Accuracy: 57 (79)
Observation: 30
Spiritual Power: 100
Insight: 10
Movement Speed: 6 (3)
Crit: 20% (25%)
Skills
Imperial Art of the Sword
+1 to evasion for each unit of perception
+1 to accuracy for each unit of agility
+3 to movement speed
+0.5% critical damage chance for each unit of intelligence
Sword Dance
Successful attacks by the character may prevent the enemy from using active skills on the next turn (intelligence -> will)
Crescent
Character's attacks deal damage to all enemies standing in front of them
Slicing
+40% to final damage from critical attacks.
+10% critical attack chance
Dash
The character deals damage to all enemies on their movement line and stops on the last cell. Cooldown: 2 turns.
Equipment
Desert Cloak
Protects from strong desert winds, wind magic resistance +80%.
Bastard Sword +1 (Larian steel)
Damage: 100 (127) (165)
Strength: 19
Crit: 5%
Effect: additional attack.
Plate Armor (Larian steel)
Incoming damage -40%
10% chance to reduce damage to self to 0.
Movement limit: 3
Strength: 25
Enhancer
Model: prototype
The first successful enhancer model. Has 3 slots.
Fiver's first meridian: Nature
Fiver's second meridian: Nature
Fiver's third meridian: Nature
First slot: ☆ Attack II
Final melee damage dealt by the character is increased by 30%.
Second slot: ☆ Health II
+400 Health units
Third slot: Accuracy II
+40% to accuracy
Path to a Better Self
Author: Sonata Reime
Charisma +4, Will +4, +1 skill point
Countries of the South — Nibus
+10 to intelligence, free spell point for an open school of magic.
Information — Sea Cyclops
Information — Legates
Desert Boots
Immunity to quicksand, no movement penalty on sand.
Map of Deliria
Pistol +3
Model: Sylphid
Damage: 360
Magazine: 11
Reload: 1
Firing range: 13
Year of release: 757
Upgraded: 762
Ammo (Quartz) (x36)
Armor penetration
Mechanical Watch
+10 to initiative
Wallet
20 gold coins, 1359 silver coins, 260 rumies.
At the start of the game, a character is given 6 skill points. Unlocking a unique specialty requires 2 points, a magical school, and basic skills require 1 point.
That is, for example, can a Nihon-ja take Temple to 2, Path of the Warrior to 2, and have 3 skill points remaining?
It seems a bit harsh, but that's how it is...
[110/110][45/45]
Origin: Areid
Characteristics
Strength: 17
Intelligence: 7
Will: 17
Agility: 47
Perception: 42
Wisdom: 5
Charisma: 11
Parameters
Health: 170 (110)
Melee Damage +17% (11)
Immunity: 17 (11)
Magic Power: 7 (4)
Magic Energy: 70 (45)
Will Checks: 17 (11)
Evasion: 47 (30)
Initiative: 47 (30)
Accuracy: 42 (27)
Observation: 42 (27)
Spiritual Power: 50 (32)
Insight: 5 (3)
Movement Speed: 3
Stealth: 47 (30)
Status:
Areid Health
-35% to all parameters.
Lung Malachite
The character suffers from sudden bouts of suffocation and regularly coughs up foul-smelling greenish mucus.
20% chance to fail any action.
Skills
Crossbow Shooting
+30% armor penetration
Firing Range: 7
Eagle Eye
Firing Range +7
Rogue
+1 to stealth for each point of agility.
Assassin
Stealthy melee attacks deal 5 times more damage, ranged attacks deal three times more.
Lockpicker
The character can pick locks.
Pickpocket
+30 to agility when attempting to steal from other characters.
Equipment
Axe (iron)
Damage: 22
Strength: 9
Cloak with mask and hood
Hand-rolled cigarettes
Knife (iron)
Damage: 7
Strength: 4
Lockpicks
Crossbow
Damage: 120
Temporary residence permit for the territory of the Reimi Empire (Jerome)
Jerome's identification documents
Money
284 rumii
Flax bread (2)
Restores 50 health (out of combat), 5% chance to restore all health.
Portions: 4
Glaria
3/5
Moon Sorbet (2)
Lifts the mood and improves brain activity (cures Calvad asthenia).
Naga fin tincture
Restores up to 880 Health (out of combat)
Medic: restores 2 health for the price of 1.
Thomas
[162/162][32/32]
Origin: Areid
Characteristics
Strength: 15
Intelligence: 5
Will: 10
Agility: 33
Perception: 40
Wisdom: 5
Charisma: 38
Parameters
Health: 250 (162)
Melee Damage +15% (9)
Immunity: 15 (9)
Magic Power: 5 (3)
Magic Energy: 50 (32)
Will Checks: 10 (6)
Evasion: 33 (21)
Initiative: 33 (21)
Accuracy: 50 (32)
Observation: 40 (26)
Spiritual Power: 50 (32)
Insight: 5 (3)
Movement Speed: 3
Stealth: 33 (21)
Status:
Areid Health
-35% to all parameters.
Intellectual Disorder
Inability to use magic. 7% chance to perform an action different from the intended one (e.g., attack a random ally instead of the selected enemy).
Skills
Crossbow Shooting
+30% armor penetration
Eagle Eye
Firing Range +7
Aimed Shot
Shots cause +10% vulnerability to any damage until the end of the battle. Stacks.
Rogue
+1 to stealth for each point of agility.
Shield
+10 to accuracy, +100 to health. The character can block enemy strikes with a shield.
Mercenary
+(charisma) 38% to rewards for completing any tasks.
Equipment
Light leather armor
Incoming damage -20%
Movement limit: 5
Strength: 15
Crossbow
Damage: 120
Temporary residence permit for the territory of the Reimi Empire (Thomas)
Thomas's identification documents
Cinius
[130/130][240/240]
Origin: Asteya. Access to priest skills. +7 to charisma, +7 to will, +7 to wisdom.
Characteristics
Strength: 13
Intelligence: 24
Will: 41
Agility: 18
Perception: 11
Wisdom: 22
Charisma: 22
Parameters
Health: 13
Melee Damage 130
Immunity: 13
Magic Power: 24
Magic Energy: 240
Will Checks: 61 (71)
Evasion: 18
Initiative: 18
Accuracy: 11
Observation: 11
Spiritual Power: 220
Insight: 22
Movement Speed: 3
Skills
Priest
+20 to will checks.
As long as the cleric prays continuously, allies within 10 cells of them receive a bonus to initiative and will checks (+20) and restore 10% health every turn.
Blessing
The cleric removes all negative effects from the 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.
Ward
The selected ally receives additional health equal to the cleric's wisdom (%).
Cooldown: 0.
Equipment
Prayer book
10% chance to get +1 to will after each reading.
Golden rosary
Active ability: removes negative mental effects from allies, repels undead (will check). Cooldown: 3 turns.
Can be used only by a cleric.
Holy Scripture
Revelation 1:1 — creation of the world
Brings back to life a dead character provided that a full turn has not passed since their death. Cooldown: 5 turns.
Revelation 1:2 — divinity
The selected character gains immunity to everything for one turn. Cooldown: 5 turns.
Revelation 2:2 — humility
Paralyzes a character for one turn if they fail a will check. Cooldown: 5 turns.
Can be used only by a cleric with will 40 or higher.
Red cassock of the Enclessian Church cleric
+10 to will checks against undead.
Damage from undead is 40% lower.
Can be used only by a cleric.
Calvada platinum card
Discount: 25%
Limit this month: 5000
Money
400 rumii
Tristan
[300/300][30/30]
Origin: Areid
Characteristics
Strength: 32
Intelligence: 0
Will: 11
Agility: 8
Perception: 33
Wisdom: 1
Charisma: 5
Parameters
Health: 420
Melee Damage +32%
Immunity: 32
Magic Power: 0
Magic Energy: 0
Will Checks: 11
Evasion: 16 (0)
Initiative: 8
Accuracy: 76 (0)
Block: 114
Observation: 33
Spiritual Power: 10
Insight: 1
Movement Speed: 3
Status
Lack of eyes
-100 to accuracy and evasion
Lack of tongue
Inability to speak
Skills
One-handed weapon
+1 to accuracy for each point of perception.
Parrying
The character can parry enemy attacks (accuracy).
Light step
+1 to evasion for each point of agility.
Movement speed
+1 additional attack.
Shield
+10 to accuracy, +100 to health. The character can block enemy strikes with a shield.
Practice
+0.5 to accuracy when using shields.
Equipment
Shield (steel)
Strength: 20
Plate armor (steel)
Incoming damage -35%
Movement limit: 3
Cannot use ranged weapons
Strength: 25
Money
494 rumii
Calvada platinum card
Discount -25%
Limit: ---
Naga fin tincture
Restores up to 1000 Health (out of combat)
Medic: restores 2 health for the price of 1.
“Night Cool” Tea (3)
Removes negative mental effects (out of combat)
2 cups.
Flax bread (2)
Restores 50 health (out of combat), 5% chance to restore all health.
Portions: 4
Cloak
Material: basilisk leather
Self-damage -10%
Anemona
[199/199][96/96]
Origin: Akkerwald
Characteristics
Strength: 9
Intelligence: 8
Will: 8
Agility: 44
Perception: 46
Wisdom: 4
Charisma: 14
Parameters
Health: 155 (186)
Melee Damage +9% (10%)
Immunity: 9 (10)
Magic Power: 8 (9)
Magic Energy: 80 (96)
Will Checks: 8 (9)
Evasion: 44 (88) (105) (52)
Initiative: 46 (55)
Accuracy: 46 (92) (110) (55)
Observation: 46 (55)
Spiritual Power: 40 (48)
Insight: 4
Movement Speed: 5 (6)
Stealth: 88 (105)
Crit: 10/20
Skills
Imperial Military Academy
+1 to health for each point of strength, agility, and will.
+2 to movement speed.
Free basic combat skill.
Scout
+2 to stealth for each point of agility.
Enhanced Training
+20% to all parameters.
Rogue
+8 to agility, +8 to perception. +1 to stealth for each point of agility.
Assassin
Stealthy melee attacks deal 5 times more damage, ranged attacks deal three times more.
Lockpicker
The character can pick locks.
One-handed weapon
+1 to accuracy for each point of perception.
Parrying
The character can parry enemy attacks (accuracy).
Light step
+1 to evasion for each point of agility.
Bow Shooting
+20% chance for a critical attack.
Firing Range: 10
Equipment
Aria Bright
[140/140][110/110]
Origin: Beliad (agent)
Characteristics
Strength: 14
Intelligence: 11
Will: 12
Agility: 40
Perception: 36
Wisdom: 8
Charisma: 6
Parameters
Health: 140
Melee Damage +14%
Immunity: 14
Magic Power: 11
Magic Energy: 110
Will Checks: 12
Evasion: 40 (64)
Initiative: 40
Accuracy: 36
Observation: 108
Spiritual Power: 80
Insight: 8
Movement Speed: 3
Stealth: 80
Critical Chance: 30%
Skills
Assassin
+2 to stealth for each point of agility.
+2 to observation for each point of perception.
+5 to movement speed while stealthy.
Combat Skills — Liquidation (x2)
+30% to critical damage chance
Final damage from critical attacks is 50% higher
Character's melee attacks deal 10% of the opponent's maximum health.
+3 attacks for light bladed weapons
Combat Skills — Evasion (x2)
The character can evade non-targeted spells
+60% to evasion
Parrying melee attacks
Silent Kill
A stealthy attack on enemies who failed a perception check kills them (only bladed weapons in melee). Stealthy ranged attacks deal five times damage.
Fade into Shadow
The assassin spends a turn to restore stealth status.
Equipment
Delirium A. Belring
[231/231][620/620]
Origin: Marquis
Characteristics
Strength: 16
Intelligence: 62
Will: 43
Agility: 12
Perception: 31
Wisdom: 39
Charisma: 27
Parameters
Health: 231
Melee Damage +16%
Immunity: 16
Magic Power: 62
Magic Energy: 620
Will Checks: 43
Evasion: 12
Initiative: 12 (22)
Accuracy: 31
Observation: 31
Spiritual Power: 390
Insight: 39
Movement Speed: 5
Skills
Imperial Military Academy
+1 to health for each point of strength, agility, and will.
+2 to movement speed.
Gunslinger
The character can use ephemeral weapons of the empire.
Linguist
Language knowledge: languages of the empire's peoples, dead languages of Enclessia, languages of southern countries, language of the celestial empire, church language.
Merchant
-(charisma/2) 13.5% item cost. Limit: 30%
Medic
Use of medical supplies is more effective and consumes fewer resources.
Archaeologist
Ruin Exploration
+2 to intelligence checks for each point of intelligence.
Trap Detection in Ruins
+2 to observation for each point of perception.
Ruin Analysis
+2 to insight for each point of wisdom
Equipment
Desert cloak
Protects from strong desert winds, wind magic resistance +80%.
Desert boots
Immunity to quicksand, no movement penalty on sand.
Delirium's map
Pistol +3
Model: Sylphid
Damage: 360
Magazine: 11
Reload: 1
Firing Range: 13
Year of release: 757
Upgraded: 762
Cartridges (quartz) (x36)
Armor penetration
Mechanical watch
+10 to initiative
Wallet
20 gold coins and 1229 silver coins
Celia
[170/170][200/200]
Origin: Duchy of Brightwin (+15 perception).
Characteristics
Strength: 17
Intelligence: 20
Will: 20
Agility: 35
Perception: 33
Wisdom: 20
Charisma: 20
Parameters
Health: 170
Melee Damage +17%
Immunity: 17
Magic Power: 20
Magic Energy: 200
Will Checks: 20
Evasion: 68
Initiative: 35
Accuracy: 68
Observation: 33
Spiritual Power: 200
Insight: 20
Movement Speed: 6
Stealth: 33
Crit: 30%
Skills
Rogue
+8 to agility, +8 to perception. +1 to stealth for each point of agility.
Assassin
Stealthy melee attacks deal 5 times more damage, ranged attacks deal three times more.
Imperial Art of the Sword
+1 to evasion for each point of perception
+1 to accuracy for each point of agility
+3 to movement speed
+0.5% critical damage chance for each point of intelligence
Moon Dance
All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
Cooldown: 8 turns.
Equipment
Longsword +2 (Larian Steel)
Damage: 88
Crit: 20%
Strength: 13
Dagger +2 (Larian Steel)
Damage: 39
15% kill
Strength: 5
Desert cloak
Protects from strong desert winds, wind magic resistance +80%.
Desert boots
Immunity to quicksand, no movement penalty on sand.
Wallet
200 silver coins
Sairos Rind
[511/511][192/192]
Origin: Eren
The character can reroll the result in gambling games.
Characteristics
Strength: 34
Intelligence: 16
Will: 29
Agility: 23
Perception: 36
Wisdom: 15
Charisma: 27
Parameters
Health: 426 (511)
Melee Damage +34% (40%)
Immunity: 34 (40)
Magic Power: 16 (19)
Magic Energy: 160 (192)
Will Checks: 29 (34)
Evasion: 46 (55)
Initiative: 23 (27)
Accuracy: 72 (87)
Observation: 36 (43)
Spiritual Power: 150 (180)
Insight: 15 (180)
Movement Speed: 5 (6)
Skills
Imperial Military Academy
+1 to health for each point of strength, agility, and will.
+2 to movement speed.
Free basic combat skill.
Officer
40% of charisma is converted into a bonus for the characteristics of characters subordinate to the officer.
Enhanced Training
+20% to all parameters.
Sailor
+80% to all parameters on a ship's deck.
One-handed weapon
+1 to accuracy for each point of perception.
Parrying
The character can parry enemy attacks (accuracy).
Light step
+1 to evasion for each point of agility.
Movement speed
+1 additional attack.
Equipment
Desert cloak
Protects from strong desert winds, wind magic resistance +80%.
Sairos Rind's Saber +4
Damage: 245
Crit: 20%
Ignores armor.
Desert boots
Immunity to quicksand, no movement penalty on sand.
Wallet
2 gold coins, 40 silver coins.
Hesper Larian
[493/493][336/336]
Origin: Larian
Characteristics
Strength: 30
Intelligence: 28
Will: 30
Agility: 51
Perception: 48
Wisdom: 11
Charisma: 10
Parameters
Health: 411 (493)
Melee Damage +30% (36)
Immunity: 30 (36)
Magic Power: 28 (33)
Magic Energy: 280 (336)
Will Checks: 30 (36)
Evasion: 99 (118)
Initiative: 51 (61)
Accuracy: 99 (118)
Observation: 48 (57)
Spiritual Power: 110 (132)
Insight: 11 (13)
Movement Speed: 8 (9)
Critical Damage: 24%
Skills
Imperial Art of the Sword
+1 to evasion for each point of perception
+1 to accuracy for each point of agility
+3 to movement speed
+0.5% critical damage chance for each point of intelligence
Sword Dance
Successful attacks by the character can forbid the enemy from using active abilities on the next turn (intelligence -> will)
Crescent
Character's attacks deal damage to all enemies standing in front of them
Cleave
+40% to final damage from critical attacks.
+10% critical attack chance
Dash
The character deals damage to all enemies on the line of their movement and stops on the last cell. Cooldown: 2 turns.
Moon Dance
All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
Cooldown: 8 turns.
Quick Sword
Two additional attacks (75% damage)
Imperial Military Academy
+1 to health for each point of strength, agility, and will.
+2 to movement speed.
Free basic combat skill.
Enhanced Training
+20% to all parameters.
Equipment
Radiant (one-handed sword)
Damage: 140 (190)
Indestructible.
+20 light damage.
Desert cloak
Protects from strong desert winds, wind magic resistance +80%.
Desert boots
Immunity to quicksand, no movement penalty on sand.
Wallet
28 gold coins.
Seliad Covenkrar
[810/810][100/100]
Origin: Duchy of Darkiria
Characteristics
Strength: 48
Intelligence: 10
Will: 46
Agility: 33
Perception: 10 (7)
Wisdom: 10
Charisma: 10
Parameters
Health: 810
Melee Damage +48%
Immunity: 48
Magic Power: 10
Magic Energy: 100
Will Checks: 46
Evasion: 33
Initiative: 33
Accuracy: 10 (55) (52)
Observation: 10 (7)
Spiritual Power: 100
Insight: 10
Movement Speed: 5
Critical Damage: 10% (15%)
Status
+30% damage to characters of Nihon origin
Skills
Radiant Sword
+1 to accuracy for each point of strength
Counterattack if the enemy misses.
+10 to health for each point of agility.
+2 to movement speed.
Seismic Wave
Deals 80% damage in a straight line 3x9, destroys obstacles. Characters who fail a strength check (against the character's strength) will be paralyzed for 1-3 turns. In case of a successful strength check, their speed will be reduced to three units for 1-3 turns. Cooldown: 3 turns.
Warmth of Light
The character restores 30% (243) health every turn for four turns (starting from the next). Resistance to physical and magic damage +25% during this time. Cooldown: 4
Radiant Hurricane
Deals 100% damage to all enemies around the character and blinds them (-95% accuracy) for 1-3 turns. Cooldown: 1
Equipment
Dilion Dendark
[690/690][70/70]
Origin: Hem
Characteristics
Strength: 69
Intelligence: 7
Will: 52
Agility: 11
Perception: 14
Wisdom: 6
Charisma: 9
Parameters
Health: 690
Melee Damage +207%
Immunity: 66
Magic Power: 7
Magic Energy: 70
Will Checks: 52
Evasion: 11
Initiative: 11
Accuracy: 14
Observation: 14
Spiritual Power: 60
Insight: 6
Movement Speed: 3
Crit: 5%
Skills
Antimagic
Magic damage -50%. Inability to use magic.
Two-handed weapon
+2% to damage for each point of strength.
Cleaving
Strength/2=chance to deal double damage. 33%
Concussion
Strength/2=chance to paralyze the enemy for one turn. 33%
Whirlwind
Attack all enemies around the character. Cooldown: 2 turns.
Mercenary
+(charisma) 10% to rewards for completing any tasks.
Equipment
Dog
[123/123][58/58]
Origin: Areid
-35% to all parameters
No tongue: the character cannot speak
Characteristics
Strength: 19
Intelligence: 9
Will: 10
Agility: 48
Perception: 48
Wisdom: 7
Charisma: 5
Parameters
Health: 190 (123)
Melee Damage +19% (12)
Immunity: 19 (12)
Magic Power: 9 (5)
Magic Energy: 90 (58)
Will Checks: 10 (6)
Evasion: 48 (31)
Initiative: 48 (31)
Accuracy: 48 (31)
Observation: 48 (31)
Spiritual Power: 70 (45)
Insight: 7 (4)
Movement Speed: 3
Skills
Rogue
+8 to agility, +8 to perception. +1 to stealth for each point of agility
Pickpocket
+30 to agility when attempting to steal from other characters
Equipment
Knife
Damage: 20
Livia
[406/406][1060/1060]
Origin: Akkerwald
Characteristics
Strength: 29
Intelligence: 55
Will: 5
Agility: 18
Perception: 45
Wisdom: 10
Charisma: 15
Parameters
Health: 339 (406)
Melee Damage +29% (34%)
Immunity: 29 (34%)
Magic Power: 55 (66) (74) (79) (99)
Magic Energy: 550 (660) (1060)
Will Checks: 58 (69)
Evasion: 73 (87)
Initiative: 18 (21)
Accuracy: 45 (54)
Observation: 45 (54)
Spiritual Power: 100 (120)
Insight: 10 (12)
Movement Speed: 5 (6)
Status
+30% damage to characters of Alivar origin
Skills
Imperial Military Academy
+1 to health for each point of strength, agility, and will.
+2 to movement speed.
Enhanced Training
+20% to all parameters.
Topographer
The character can sketch a map of the area (nearest locations to the group). The accuracy of the match depends on the character's intelligence.
Imperial School of Magic
+1 to will checks for each point of intelligence
All spells are 20% cheaper
Illusion
+1 to evasion for each point of intelligence.
School of Fire
Fire Storm
Characters in a 5x5 area receive 8*MP (840) (903) (1053) damage.
Cost: 70 (56)
Range: 9
Flame of Agartha
The selected character receives 20*MP (2101) (2259) (2633) damage.
Cost: 200 (160)
Range: 7
Equipment
Staff of Fire
+10% to fire magic damage
Apprentice's robe
+2 to magic power
Apprentice's gloves
+2 to magic power
Apprentice's boots
+2 to magic power
Apprentice's belt
+2 to magic power
Medallion with a cat image
+5 magic power
Magic wand
Active ability: +50 magic energy every turn, the character cannot move (only during combat)
Earrings made of Dreyerian silver
Succubus milk cake
1 portion
Brings back to life a character who died from lack of hp.
Treatise on fire magic
+1 SP to fire magic
Dominion of Magic (scepter)
Magic power +20, magic energy +400, access to all basic spells
Animal observation diary
Healing potion
Restores all of the character's health.
Tome of air magic
+1 SP to air magic
“Lightning Strike” Scroll (air)
The selected character receives 20*MP damage and will be paralyzed for 1-3 turns.
Range: 18, cost: 250
Ring (ruby)
Fire is 33% more effective
Pills made of pant powder
4 pieces
One pill restores 10% health every turn for 5 turns.
Medic: 20% health every turn for 5 turns or 10% health every turn for 10 turns.
Wallet
1600 rumii
Bedivere
[1050/1050][50/50]
Origin: Camelia
+10 to charisma, +10 to wisdom.
Characteristics
Strength: 30
Intelligence: 5
Will: 10
Agility: 20
Perception: 25
Wisdom: 15
Charisma: 45
Parameters
Health: 1050
Melee Damage +30%
Immunity: 30
Magic Power: 10
Magic Energy: 100
Will Checks: 55
Evasion: 50
Initiative: 20
Accuracy: 55 (65)
Observation: 25
Spiritual Power: 150
Insight: 15
Movement Speed: 3
Crit: 20%
Skills
Knight of Camelia
+10 to health for each point of charisma
+1 to will checks for each point of charisma
+30 to accuracy
+30 to evasion
Challenge
+300 to health.
The selected enemy must attack the character if they fail a will check against their charisma.
Range: 8
Cooldown: 3
Weapon Mastery
The character can use two-handed weapons, katanas, two one-handed swords, or a sword + shield.
Equipment
Camelian armor
Damage received -50%
Magic damage received -50%
Strength: 20
Healing potion
Restores all of the character's health.
Destiny (two-handed sword)
Damage: 140+(charisma) (240)
Accuracy +10
Crit: 20%
Strength: 25
“Mother's Love” Amulet
Resurrects a fallen character at the end of the battle, then is destroyed. Works only for Bedivere.
Healing potion
Restores the character's health.
First aid medical kit
Sealed envelope, signed “In case of my death, deliver to my father and mother” with a detailed address
Money
600 rumii
Cinia
[150/150][600/600]
Origin: Free inquisitor or priest skill.
Characteristics
Strength: 15
Intelligence: 40
Will: 30
Agility: 5
Perception: 5
Wisdom: 30
Charisma: 5
Parameters
Health: 150
Melee Damage +15%
Immunity: 15
Magic Power: 40 (45)
Magic Energy: 400 (600)
Will Checks: 30 (50) (70)
Evasion: 5
Initiative: 5
Accuracy: 5
Observation: 5
Spiritual Power: 300
Insight: 30
Movement Speed: 3
Skills
Priest
+20 to will checks.
As long as the cleric prays continuously, allies within 10 cells of them receive a bonus to initiative and will checks (+20) and restore 10% health every turn.
Blessing
The cleric removes all negative effects from the 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.
Ward
The selected ally receives additional health equal to the cleric's wisdom (%).
Cooldown: 0.
Water Magic
Healing
Restores 1*MP % health (40%) to the selected character.
Range: 10
Cost: 50
Equipment
Ring of Life (signet)
Stone: diamond
Resurrects a fallen character at the end of the battle, then is destroyed.
Holy Scripture
Revelation 1:1 — creation of the world
Brings back to life a dead character provided that a full turn has not passed since their death. Cooldown: 5 turns.
Revelation 1:2 — divinity
The selected character gains immunity to everything for one turn. Cooldown: 5 turns.
Revelation 2:2 — humility
Paralyzes a character for one turn if they fail a will check. Cooldown: 5 turns.
Can be used only by a cleric with will 40 or higher.
Book of Saint Ecustine “On the House of God”
Restores the character's health to the maximum value.
Cooldown: 5 turns
Elder Sister's Staff
Magic power +5
Elder Sister's Mantle
Energy +100
Silver ring of innocence
+20 to will checks
Monastery tea
5/5
Removes negative mental effects out of combat.
Monastery rusks (20)
Restores 5 health
Money
1000 rumii
In reality, in this example, Larian still has an advantage (relatively) due to access to a larger number of skill branches.
However, if the plan is to add a lot of content as the game progresses, then there are no complaints.
e si ieu muoir, er mi grans deliuriers

