ATTRIBUTES
Strength
Increases your damage with strength-based weapons and skills, and allows you to lift and carry heavier items.
- Can move items with weight up to 75kg.
- Can carry items with total weight up to 100kg before becoming encumbered.
+1 point = +5% damage
Finesse
Increases your damage with strength-based weapons and skills
+1 point = +5% damage
Intelligence
Increases your damage with Intelligence-based weapons and skills
+1 point = +5% damage
Constitution
Determines how much Vitality you have.
+1 point = +7% Vitality.
Memory
Affects your amount of Memory Slots, which are required to learn skills. More powerful skills cost more Memory Slots.
- Base slots: 5
+1 point = +1 Slot
Wits
Affect your Critical Chance, Initiative, as well as ability to detect traps and hidden treasures.
+1 point = +1% Critical Chance, +1 Initiative
SKILL CATEGORIES
Aerotheurge
Geomancer
Huntsman
Hydrosophist
Necromancer
Polymorph
Pyrokinetic
Scoundrel
Summoning
Warfare
Warfare
RACES
Dwarves
Fiercely nationalistic and loyal to their Queen, Dwarven society reveres Source and is class-based, rigidly divided between haves and have-nots.
Petrifying Touch
Turns a nearby target to stone, incapacitating it. Deals 4-5 stone damage. Removes bleeding, burning, poisoned, and crippled.
- Sets petrified for 1 turn. Resisted by magic armor.
AP:2 - DU:1 - CD:4
Dome of Protection
Creates a magical field that restores magic and physical armor and increases elemental resistances to allies in an area.
- Restores 8 physical armor & 8 magic armor.
AP:2 - DU:5 - CD:6
Dwarven Talents
- Sturdy: +10% maximum vitality & 5% dodging
- Dwarven Guile: +1 sneaking
Passive
Elves
Elegant and long-lived, elves are skilled sourcerers. Memory is the keystone of elven culture; they can absorve memories by consuming the flesh of others.
Flesh Sacrifice
Gain an action point immediately and a 10% damage boost for 2 turns at the cost of 1 constition. Any action points over the maximum are lost.
- (Sets Flesh Sacrifice for 2 turns.)
AP:0 - DU:2 - CD:5
Dome of Protection
Creates a magical field that restores magic and physical armor and increases elemental resistances to allies in an area.
- Restores 8 physical armor & 8 magic armor.
AP:2 - DU:5 - CD:6
Elven Talents
- Corpse Eater: Lets you eat body parts to access memories of the dead.
- Ancestral Knowledge: +1 Loremaster
Passive
Humans
Adaptable, expansionist and superstitious, humans are the dominant race of Rivellon. Civil wars have ravaged their lands, but not their authority.
Encourage
Encourage allies arounnd you, increasing their primary attributes.
- Sets Encouraged for 3 turns.
AP:1 - DU:3 - CD: 6
Dome of Protection
Creates a magical field that restores magic and physical armor and increases elemental resistances to allies in an area.
- Restores 8 physical armor & 8 magic armor.
AP:2 - DU:5 - CD:6
Human Talents
- Ingenious: +2 initiative & 5% criticval chance
- Thrifty: +1 bartering
AP:2 - DU:5 - CD:6
Lizards
Lizards of the ancient empire are cultured aristorcrats - source adepts who follow rules of law. Outsiders see their society as elitist. Lizards see outsiders as servants.
Dragon's Blaze
Breathe flames in a cone, dealing 5-6 fire damage and leaving fire surface behind.
- Set burning for 2 turns. Resisted by magic armor.
AP:1 - DU:2 - CD:3
Dome of Protection
Creates a magical field that restores magic and physical armor and increases elemental resistances to allies in an area.
- Restores 8 physical armor & 8 magic armor.
AP:2 - DU:5 - CD:6
Lizard Talents
- Sophisticated: +10% fire & poison resistances
- Spellsong: +1 persuation
Passive
CLASSES
Battlemage
Amplifies brute strength with powerful magic
Attribute Modifiers:
+2 Intelligence, +1 Constitution
Ability Modifiers:
+1 Pyrokinetic, +1 Geomancer, +1 Loremaster
Shocking Touch - Aerotheurge (Lv. 1)
Sets the Shocked status on a target within arm's length and deals 7-8 air damage.
  • Set Shocked for 2 turns.
  • Damage based on your level & receives a bonus from intelligence.
  • Resisted by magic armor.
AP:2 - DU:2 - CD:3
Battering Ram - Warfare (Lv. 1)
Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting knockdown.
  • Set knockdown for 1 turn.
  • Damage is based on your basic attack and receives a bonus from strength.
  • Resisted by physical armor.
AP:2 - DU:1 - CD:5
Blinding Radiance - Aerotheurge (Lv. 1)
Enemies around you receive 6-7 air damage. You receive status that turn enemies in 5m radius blind.
  • Set blinding Radiance for 1 turn.
  • Damage based on your level & receives a bonus from intelligence.
AP:2 - DU:1 - CD:4
Cleric
Heals allies or smashes skulls, depending on the direction of the winds
Attribute Modifiers:
+1 Strength, +1 Intelligence, +1 Constitution
Ability Modifiers:
+1 Hydrosophist, +1 Necromancer, +1 Bartering
Decaying Touch - Necromancer (Lv. 1)
Deals 6-7 physical damage to target character. Sets Decay, so the target will take piercing damage from healing spells and potions.
  • Set Decaying for 2 turns.
  • Damage based on your level & receives a bonus from intelligence.
  • Resisted by physical armor.
AP:2 - DU:2 - CD:3
Restoration - Hydrosophist (Lv. 1)
Restore Vitality of a target character. Restoration also cures Poisoned, Bleeding.
  • Restore Vitality for 2 turns.
AP:1 - DU:2 - CD:4
Blood Sucker - Necromancer (Lv. 1)
Target character consumes blood surfaces around them, restoring Vitality. The more blood, the more they will be healed!
  • Restore up to 18 Vitality, depending on relevant surface area.
AP:1 - DU:? - CD:3
Conjurer
Conjures a trusty personal demon and elemental totems to aid in battle
Attribute Modifiers:
+1 Intelligence, +2 Constitution
Ability Modifiers:
+1 Summoning, +1 Loremaster, +1 Leadership
Conjure Incarnate - Summoning (Lv. 1)
Conjure a personal elemental that matches the ground surface it's been summoned onto. Your Incarnate can be buffed with Infusions.
  • The stats of the summons will depend on caster level and Summoning ability.
  • From ability level 10 on, a colossal Incarnate Champion will answer your summons!
AP:2 - DU:10 - CD:6
Dimensional Bolt - Summoning (Lv. 1)
Shoot a volatile bolt that deals 4-5 damage of a random type, and the creates a corresponding surface.
  • Damage based on your level and receives a bonus from Intelligence.
AP:2 - CD:1
Elemental Totem - Summoning (Lv. 1)
Target a ground surface and conjure a totem of the corresponding element. Each turn, this totem will fire a projectile at enemies in sight.
  • The stats of the summons will depend on caster level and Summoning ability
AP:2 - DU:3 - CD:1
Enchanter
Prefers to turn the tide of battle from afar, manipulating foes with powerful magic
Attribute Modifiers:
+2 Intelligence, +1 Constitution
Ability Modifiers:
+1 Hydrosophist, +1 Aerotheurge, +1 Loremaster
Electric Discharge - Aerotheurge (Lv. 1)
An electric jolt deals 7-8 air damage to target character. Sets status Shocked.
  • Set Shocked for 2 turns.
  • Damage is based on you level and receives a bonus from Intelligence.
  • Resisted by Magic Armor.
AP:2 - DU:2 - CD:3
Hail Strike - Hydrosophist (Lv. 1)
Icicles fall from the sky, chilling enemies and dealing 4-5 water damage. They create Ice surfaces where they hit the ground.
  • Set Chilled for 2 turns. 1m Explode radius.
  • Damage is based on you level and receives a bonus from Intelligence.
  • Resisted by Magic Armor.
AP:3 - CD:3
Rain - Hydrosophist (Lv. 1)
Create a spreading water surface which douses fire. Set Wer status on characters in the area.
  • Set Wet for 1 turn.
AP:1 - DU: 1 - CD:6
Fighter
Brutal warrior and expert in close combat
Attribute Modifiers:
+1 Strength, +2 Constitution
Ability Modifiers:
+1 Warfare, +1 Geomancer, +1 Bartering
Battle Stomp - Warfare (Lv. 1)
Smash your weapon into the ground, knocking down non-allies in front of you, and hitting them for 38-42 physical damage. Also clears non-cursed surfaces and clouds.
  • Set Knocked Down for 1 turn.
  • Damage is based on your basic attack and receives a bonus from strength.
  • Resisted by Physical Armor.
AP:2 - DU:1 - CD:4
Bouncing Shield - Warfare (Lv. 1)
Throw your shield at an enemy dealing 7-8 physical damage. Shield can bounce to another enemy in 5m range.
  • Damage based on the physical armor of your shield.
AP:2 - CD:2
Fortify - Geomancer (Lv. 1)
Provides 8 Physical Armor. While Fortified, the target cannot be teleported. Removes Poisoned, Bleeding, Burning, Acid, Decaying.
  • Set Fortified for 3 turns.
AP:1 - DU:3 - CD:4
Inquisitor
A daring mace-wielder risking life and limb to decimate evil head-on
Attribute Modifiers:
+1 Strength, +1 Intelligence, +1 Constitution
Ability Modifiers:
+1 Warfare, +1 Necromancer, +1 Telekinesis
Battering Ram - Warfare (Lv. 1)
Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting knockdown.
  • Set knockdown for 1 turn.
  • Damage is based on your basic attack and receives a bonus from strength.
  • Resisted by physical armor.
AP:2 - DU:1 - CD:5
Blood Sucker - Necromancer (Lv. 1)
Target character consumes blood surfaces around them, restoring Vitality. The more blood, the more they will be healed!
  • Restore up to 18 Vitality, depending on relevant surface area.
AP:1 - DU:? - CD:3
Mosquito Swarm - Necromancer (Lv. 1)
Unleash a swarm of giant mosquitoes to suck the blood from your enemies, dealing 7-8 physical damage and healing yourself.
  • Restore up to 8 Vitality, depending on damage dealt.
  • Set Bleeding for 2 turns.
  • Damage is based on your level and receives a bonus from Intelligence.
  • Resisted by Physical Armor.
AP:2 - CD:4
Knight
Specialized in war tactics, knights are trained not only to fight, but to rally troops
Attribute Modifiers:
+2 Strength, +1 Constitution
Ability Modifiers:
+1 Warfare, +1 Two-Handed, +1 Bartering
Battering Ram - Warfare (Lv. 1)
Rush forward in a straight line, to a designated point, hitting all enemies in your path with 19-23 physical damage and setting knockdown.
  • Set knockdown for 1 turn.
  • Damage is based on your basic attack and receives a bonus from strength.
  • Resisted by physical armor.
AP:2 - DU:1 - CD:5
Crippling Blow - Warfare (Lv. 1)
Cripple the target with a sweeping blow, and all characters around it. Deals 49-54 physical damage.
  • Set Knocked Down for 1 turn.
  • Damage is based on your basic attack and receives a bonus from strength.
  • Resisted by Physical Armor.
AP:2 - DU:1 - CD:3
Battle Stomp - Warfare (Lv. 1)
Smash your weapon into the ground, knocking down non-allies in front of you, and hitting them for 38-42 physical damage. Also clears non-cursed surfaces and clouds.
  • Set Knocked Down for 1 turn.
  • Damage is based on your basic attack and receives a bonus from strength.
  • Resisted by Physical Armor.
AP:2 - DU:1 - CD:4
Metamorph
Adapts to dangerous situations with transformational tricks of nature
Attribute Modifiers:
+2 Strength, +2 Finesse
Ability Modifiers:
+1 Two-Handed, +1 Polymorph, +1 Persuation
Tentacle Lash - Polymorph (Lv. 1)
Lash out at your opponent, dealing 8-9 physical damage and setting Atrophy on them.
  • Set Atrophy for 1 turn.
  • Damage is based on your level and receives a bonus from Strength
  • Resisted by Physical Armor.
AP:2 - DU:1 - CD:4
Chicken Claw - Polymorth (Lv. 1)
Turn the target character into a chicken. Squawk!
  • Set Chicken Form for 2 turns.
  • Resisted by Physical Armor.
AP:2 - DU:2 - CD:6
Bull Horns - Polymorph (Lv. 1)
Magnificent horns sprout from your forehead, making you see red. You can rush at your enemies and gore them. Increases Retribution ability by 1 for the duration.
  • Set Bull Horns for 4 turns.
  • Incompatible with Medusa Head.
AP:? - DU:4 - CD:6
Ranger
A marksman with a legendary knack for self-preservation
Attribute Modifiers:
+2 Finesse, +1 Wits
Ability Modifiers:
+1 Huntsman, +1 Pyrokinetic, +1 Lucky Charm
Ricochet - Huntsman (Lv. 1)
Fire a normal arrow that deals 28-33 physical damage and then finds another target within 5m. Forks up to 2 times.
  • Damage is based on your basic attack and receives a bonus from finesse.
AP:2 - CD:4
Peace of Mind - Pyrokinetic (Lv. 1)
Target gains Clear-Minded, which increases Strength, Finesse and Intelligence by 1 and Wits by 1. Removes Blinded, Terrified, Charmed, Taunted, Sleeping, Enraged and Mad.
  • Set Clear-Minded for 3 turns.
AP:1 - CD:3
Elemental Arrowheads - Huntsman (Lv. 1)
Target a surface in melee radius. For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills.
AP:1 - DU:1 - CD:4
Rogue
With a lot of skill and a little luck, this rogue sees the world as an open coffer
Attribute Modifiers:
+2 Finesse, +1 Constitution
Ability Modifiers:
+1 Scoundrel, +1 Sneaking, +1 Dual Wielding
Throwing Knife - Scoundrel (Lv. 1)
Throw a knife at your opponent, dealing 27-28 physical damage. Can backstab!
  • Damage is based on your basic attack and receives a bonus from Finesse.
AP:2 - CD:1
Backlash - Scoundrel (Lv. 1)
Jump over your enemy, landing behind their back and backstabbing them for 27-28 physical damage.
  • 100% chance to Backstab.
  • Damage is based on your basic attack and receives a bonus from Finesse.
AP:1 - CD:3
Adrenaline - Scoundrel (Lv. 1)
Gain 2 Action Points immediately, but lose 2 Action Points next turn. Any Action Points over maximum are lost.
  • Does not break Invisibility or Sneaking.
CD:4
Shadowblade
A powerful assassin whose arsenal of both daggers and magic would terrefy any enemy, if they ever say it coming
Attribute Modifiers:
+2 Finesse, +2 Wits
Ability Modifiers:
+1 Scoundrel, +1 Polymorph, +1 Thievery
Chameleon Cloak - Polymorph (Lv. 1)
Grants you the power to blend in with any environment as if Invisible.
  • Set Invisible for 2 turns.
  • Does not break Invisibility or sneaking.
AP:1 - DU:2 - CD:6
Backlash - Scoundrel (Lv. 1)
Jump over your enemy, landing behind their back and backstabbing them for 27-28 physical damage.
  • 100% chance to Backstab.
  • Damage is based on your basic attack and receives a bonus from Finesse.
AP:1 - CD:3
Chicken Claw - Polymorth (Lv. 1)
Turn the target character into a chicken. Squawk!
  • Set Chicken Form for 2 turns.
  • Resisted by Physical Armor.
AP:2 - DU:2 - CD:6
Wayfarer
A survivalist and a practitioner of magic, the wayfarer is hard to hit and even harder to evade
Attribute Modifiers:
+2 Finesse, +1 Intelligence
Ability Modifiers:
+1 Huntsman, +1 Geomancer, +1 Bartering
Pin Down - Huntsman (Lv. 1)
Deal 44-47 Phisical Damage and Cripple target character.

  • Set Crippled for 1 turn. Resisted by Physical Armor.
  • Damage is based on your basic attack and receives a bonus from Finesse.
AP:3 - DU:1 - CD:3
Fossil Strike - Geomancer (Lv. 1)
A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.
  • 2m Explode radius.
  • Damage based on your level and receives a bonus from intelligence.
AP:2 - DU:? - CD:3
Elemental Arrowheads - Huntsman (Lv. 1)
Target a surface in melee radius. For one turn, elemental damage matching that surface is added to your ranged weapon attacks and ranged weapon-based skills.
AP:1 - DU:1 - CD:4
Witch
An intimidating presence whose bone-chilling powers terrify friend and foe alike
Attribute Modifiers:
+1 Finesse, +1 Intelligence, +1 Constitution
Ability Modifiers:
+1 Scoundrel, +1 Necromancer, +1 Persuation
Raise Bloated Corpse - Necromancer (Lv. 1)
Target a corpse to raise a bloated cadaver that fights for you. It can explode, dealing Physical Damage.
  • A Bloated Corpse will be summoned at the location of your target.
  • Blows up your target.
AP:1 - CD:3
Chloroform - Scoundrel (Lv. 1)
Destroys 6-7 Magic Armor and then tries to set Sleeping.
  • Set Sleeping for 1 turn.
  • Does not break Invisibility or Sneaking.
  • Damage is based on your level and receives a bonus from Finesse.
  • Resisted by Magic Armor.
AP:1 - DU:1 - CD:3
Mosquito Swarm - Necromancer (Lv. 1)
Unleash a swarm of giant mosquitoes to suck the blood from your enemies, dealing 7-8 physical damage and healing yourself.
  • Restore up to 8 Vitality, depending on damage dealt.
  • Set Bleeding for 2 turns.
  • Damage is based on your level and receives a bonus from Intelligence.
  • Resisted by Physical Armor.
AP:2 - CD:4
Wizard
A scholar of magic specialized in starting and ending battles with a flick of the wrist, exacting swift victory from a safe distance
Attribute Modifiers:
+2 Intelligence, +1 Constitution
Ability Modifiers:
+1 Pyrokinetic, +1 Geomancer, +1 Loremaster
Searning Daggers - Pyrokinetic (Lv. 1)
Shoot three flaming daggers at targets of your choice, each creating a fire surface and dealing 3-4 fire damage.
  • Set Burning for 2 turns
  • 1m Explode radius
  • Resisted by Magic Armor.
  • Damage is based on your level and receives a bonus from Intelligence.
AP:2 - DU:2 - CD:3
Fossil Strike - Geomancer (Lv. 1)
A giant rock filled with sticky oil that deals 6-7 earth damage. Creates an oil surface where it lands.
  • 2m Explode radius.
  • Damage based on your level and receives a bonus from intelligence.
AP:2 - DU:? - CD:3
Ignition - Pyrokinetic (Lv. 1)
Sets enemy characters around you on fire. Deals 4-5 fire damage to each. Ignites all susceptible surfaces.
  • Set Burning for 2 turns.
  • Damage is based on your level and receives a bonus from Intelligence
  • Resisted by Magic Armor.
AP:1 - DU:2 - CD:2