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Attributes

Animal Kinship

Understanding the animal world can be useful in many situations. Used in HUNTING challenge.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic Hunt
Counter Offense -
Protect Ally -
Support Ally -
First Action -
Get Closer -


Armour

Armour is a combination of HEALTH and equipment. It is heavily influenced by character's wounds though during a fight.
Skill Modifier for Challenge Type
Offense -
Defense Fight
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally -
First Action -
Get Closer -


Attractiveness

Attractiveness can denote charisma, looks or just how cool someone seems because they have an awesome shield on them! Used for First Action and Counter Offense in SOCIAL challenges.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic -
Counter Offense Social
Protect Ally -
Support Ally -
First Action Social
Get Closer -


Curse

Knowledge about curses
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse Hex
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally Hex
First Action -
Get Closer -


Damage

Damage is the power of attack during FIGHT challenges.
Skill Modifier for Challenge Type
Offense Fight
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally -
First Action -
Get Closer Fight


Defense

defense is an ability which relies mostly on the equipment to protect the wearer (or other characters) during fight.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally Fight
Support Ally -
First Action -
Get Closer -


Dexterity

Dexterity is not only how nimble you are, but also increases your STEALTH. Dex and Stealth are used in a variety of challenges, HUNTING, SNEAK, and even FIGHT.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally Hunt / Physical
Support Ally -
First Action Sneak
Get Closer -


Folklore

Folklore represents both wisdom, knowledge and even basic folk rituals. Used in INTELLECT and HEX challenge
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally Hex / Social
Support Ally Intellect
First Action -
Get Closer -


Gathering

The Gathering skill determines your ability to gather materials and the speed at which you do it. TOOLS can increase Gathering.
Skill Modifier for Challenge Type
Offense Hunt
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally -
First Action -
Get Closer Hunt


Health

Health shows how much damage you can take before dying, it also increases your armour during combat.
Skill Modifier for Challenge Type
Offense -
Defense Cure Sickness / Hunt / Physical / Sneak
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally -
First Action -
Get Closer -


Herbalism

Herbalism is the ability to collect and use herbs. It is used in SICKNESS challenges.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic Hex
Counter Offense Cure Sickness
Protect Ally Cure Sickness
Support Ally -
First Action -
Get Closer -


Intelligence

Intelligence is the primary skill for INTELLECT challenges, but it is also used in many others and can help you overcome many obstacles.
Skill Modifier for Challenge Type
Offense Intellect / Tactical
Defense -
Confuse Intellect
Counter Tactic Cure Sickness / Social
Counter Offense Hex
Protect Ally -
Support Ally Social
First Action -
Get Closer Intellect / Tactical


Magic

Magic is a rare and sought after skill. It is used in HEX challenges, but can also help you resolve many situations in unexpected ways.
Skill Modifier for Challenge Type
Offense Hex
Defense -
Confuse Social
Counter Tactic -
Counter Offense Intellect / Tactical
Protect Ally -
Support Ally Physical / Sneak
First Action Cure Sickness
Get Closer Hex


Medic

A Medic skill is invaluable in fighting SICKNESS challenges and it lowers chances of dying form WOUNDS for the group he's in.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse Cure Sickness
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally Cure Sickness
First Action Hex
Get Closer -


Perception

Perception is your ability to spot things, to assess danger and scout ahead. Used in as a Tactic in many challenges, including, HUNTING or INTELLECT.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic Fight
Counter Offense -
Protect Ally Sneak
Support Ally -
First Action Hunt / Intellect / Physical / Tactical
Get Closer -


Ranged Damage

Ranged damage gives TACTICAL abilities during FIGHT challenges.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally -
Support Ally Fight
First Action -
Get Closer -


Speech

Speech shows how eloquent your people are. It is used in SOCIAL challenges and can help you get out of many tight spots using diplomacy.
Skill Modifier for Challenge Type
Offense Social
Defense -
Confuse -
Counter Tactic -
Counter Offense -
Protect Ally Tactical
Support Ally -
First Action -
Get Closer Social


Stealth

Stealth is your ability to move quietly, unseen by your foes, it is boosted by DEXTERITY and used in many challenges, but primarily SNEAK.
Skill Modifier for Challenge Type
Offense Sneak
Defense -
Confuse -
Counter Tactic -
Counter Offense Hunt / Sneak
Protect Ally -
Support Ally -
First Action Fight
Get Closer Sneak


Strength

Strength determines your damage, your lift, as well as your general physical prowess. Used in many challenges, including FIGHT and PHYSICAL.
Skill Modifier for Challenge Type
Offense Physical
Defense -
Confuse -
Counter Tactic -
Counter Offense Physical
Protect Ally -
Support Ally -
First Action -
Get Closer Physical


Tactics

Tactics are used in many challenges to give tactical moves.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse Fight / Hunt / Physical / Sneak / Tactical
Counter Tactic -
Counter Offense -
Protect Ally Intellect
Support Ally Tactical
First Action -
Get Closer -


Traps

The ability to lay Traps is very useful, the skill is used primarily in HUNTING, TACTICAL and FIGHT challenges.
Skill Modifier for Challenge Type
Offense -
Defense -
Confuse -
Counter Tactic Tactical
Counter Offense Fight
Protect Ally -
Support Ally Hunt
First Action -
Get Closer -


Will

Will is the primary defense skill for many challenges, including SOCIAL and HEX.
Skill Modifier for Challenge Type
Offense Cure Sickness
Defense Hex / Intellect / Social / Tactical
Confuse -
Counter Tactic Sneak
Counter Offense -
Protect Ally -
Support Ally -
First Action -
Get Closer Cure Sickness

Weapon effects

Adrenaline Boost

Only for Challenge - Physical and Challenge - Cure Sickness.
Double Adrenaline Boost damage to damaged characters.


Backstab

Only for Challenge - Sneak and Challenge - Hunt.
Double Backstab damage to damaged characters.


Blunt Damage

(Only for Challenge - Fight.)
All damage remaining after killing an opponent is then dealt to the second opponent.


Concentration

Only for Challenge - Intellect and Challenge - Hex.
When entering battlefield this card enters before the enemy.


Clear Mind

Only for Challenge - Social and Challenge - Tactical.
When entering battlefield this card enters before the enemy.


Distraction

Only for Challenge - Sneak and Challenge - Hunt.
Damages the enemy and heals you for Distraction amount.


Divination

Only for Challenge - Intellect and Challenge - Hex.
Double Divination damage to already damaged characters.


Fast Reaction

Only for Challenge - Physical and Challenge - Cure Sickness.
When entering battlefield this card enters before the enemy.


Feint

Only for Challenge - Social and Challenge - Tactical.
Double Feint damage to damaged characters.


Find Weakness

Only for Challenge - Social and Challenge - Tactical.
Damages the enemy and heals you for Find Weakness amount.


Leech

(Only for Challenge - Fight.)
The ability to Leech life from your victims allows you to regain HEALTH equal to the DAMAGE you do.


Light Steps

Only for Challenge - Sneak and Challenge - Hunt.
When entering battlefield this card enters before the enemy.


Poison

(Only for Challenge - Fight.)
If you attack a wounded creature in combat, POISON DAMAGE is doubled.


Polearm

(Only for Challenge - Fight.)
Attacker holding a Polearm weapon is placed before the last played offense card.


Sixth Sense

Only for Challenge - Intellect and Challenge - Hex.
Damages the enemy and heals you for Sixth Sense amount.


Sturdiness

Only for Challenge - Physical and Challenge - Cure Sickness.
Damages the enemy and heals you for Sturdiness amount.

Card Minigame Types

Challenge - Fight
Skill Based on
Offense Damage
Defense Armour
Confuse Tactics
Counter Tactic Perception
Counter Offense Traps
Protect Ally Defense
Support Ally Ranged Damage
First Action Stealth
Get Closer Damage
Weapon effects
Blunt Damage
Polearm
Poison
Leech


Challenge - Cure Sickness
Skill Based on
Offense Will
Defense Health
Confuse Medic
Counter Tactic Intelligence
Counter Offense Herbalism
Protect Ally Herbalism
Support Ally Medic
First Action Magic
Get Closer Will
Weapon effects
Fast Reaction
Adrenaline Boost
Sturdiness


Challenge - Hex
Skill Based on
Offense Magic
Defense Will
Confuse Curse
Counter Tactic Herbalism
Counter Offense Intelligence
Protect Ally Folklore
Support Ally Curse
First Action Medic
Get Closer Medic
Weapon effects
Concentration
Divination
Sixth Sense


Challenge - Hunt
Skill Based on
Offense Gathering
Defense Health
Confuse Tactics
Counter Tactic Animal Kinship
Counter Offense Stealth
Protect Ally Dexterity
Support Ally Traps
First Action Perception
Get Closer Gathering
Weapon effects
Light Steps
Backstab
Distraction


Challenge - Intellect
Skill Based on
Offense Intelligence
Defense Will
Confuse Intelligence
Counter Tactic Perception
Counter Offense Magic
Protect Ally Tactics
Support Ally Folklore
First Action Perception
Get Closer Intelligence
Weapon effects
Concentration
Divination
Sixth Sense


Challenge - Physical
Skill Based on
Offense Strength
Defense Health
Confuse Tactics
Counter Tactic Intelligence
Counter Offense Strength
Protect Ally Dexterity
Support Ally Magic
First Action Perception
Get Closer Strength
Weapon effects
Fast Reaction
Adrenaline Boost
Sturdiness


Challenge - Sneak
Skill Based on
Offense Stealth
Defense Health
Confuse Tactics
Counter Tactic Will
Counter Offense Stealth
Protect Ally Perception
Support Ally Magic
First Action Dexterity
Get Closer Stealth
Weapon effects
Light Steps
Backstab
Distraction


Challenge - Social
Skill Based on
Offense Speech
Defense Will
Confuse Magic
Counter Tactic Intelligence
Counter Offense Attractiveness
Protect Ally Folklore
Support Ally Intelligence
First Action Attractiveness
Get Closer Speech
Weapon effects
Clear Mind
Feint
Find Weakness


Challenge - Tactical
Skill Based on
Offense Intelligence
Defense Will
Confuse Tactics
Counter Tactic Traps
Counter Offense Magic
Protect Ally Speech
Support Ally Tactics
First Action Perception
Get Closer Intelligence
Weapon effects
Clear Mind
Feint
Find Weakness

Jewellery

Arcane Necklace
Primary Material Used: Enchanted bone
Effect Modifier for Challenge Type
Sixth Sense Intellect / Hex
Dexterity Sneak / Hunt / Fight


Blood Drop
Primary Material Used: Ruby
Effect Modifier for Challenge Type
Clear Mind Social / Tactical
Medic Cure Sickness


Dark Pendant
Primary Material Used: Dark wood
Effect Modifier for Challenge Type
Feint Social / Tactical
Folklore Intellect / Hex


Diamond Ring
Primary Material Used: Diamond
Effect Modifier for Challenge Type
Clear Mind Social / Tactical
Concentration Intellect / Hex
Will Social / Hex


Dragon Signet
Primary Material Used: Dragon bone
Effect Modifier for Challenge Type
Sturdiness Physical / Cure Sickness
Find Weakness Social / Tactical
Leech Fight


Gold Signet
Primary Material Used: Gold
Effect Modifier for Challenge Type
Feint Social / Tactical
Ranged Damage Fight


Guard Bracelet
Primary Material Used: Steel
Effect Modifier for Challenge Type
Find Weakness Social / Tactical
Damage Fight


Ivory Bracelet
Primary Material Used: Bone
Effect Modifier for Challenge Type
Backstab Sneak / Hunt


Living Broche
Primary Material Used: Elven wood
Effect Modifier for Challenge Type
Distraction Sneak / Hunt


Metal Ring
Primary Material Used: Iron
Effect Modifier for Challenge Type
Distraction Sneak / Hunt
Armour n/a


Mountain Heart Amulet
Primary Material Used: Mithrill
Effect Modifier for Challenge Type
Sturdiness Physical / Cure Sickness
Distraction Sneak / Hunt
Tactics Fight / Hunt / Intellect /
Physical / Sneak / Tactical


Skull Ring
Primary Material Used: Monster bone
Effect Modifier for Challenge Type
Divination Intellect / Hex


Silver Brooche
Primary Material Used: Silver
Effect Modifier for Challenge Type
Find Weakness Social / Tactical
Divination Intellect / Hex
Stealth Sneak


Small Amber Charm
Primary Material Used: Amber
Effect Modifier for Challenge Type
Concentration Intellect / Hex
Gathering Hunt


Sundrop Earrings
Primary Material Used: Topaz
Effect Modifier for Challenge Type
Light Steps Sneak / Hunt


Syrin's Bracelet
Primary Material Used: Malachite
Effect Modifier for Challenge Type
Fast Reaction Physical / Cure Sickness


Tear of the Nymph
Primary Material Used: Dryad wood
Effect Modifier for Challenge Type
Backstab Sneak / Hunt
Sixth Sense Intellect / Hex
Attractiveness Social


Tree Praying Necklace
Primary Material Used: Ancient wood
Effect Modifier for Challenge Type
Sturdiness Physical / Cure Sickness
Adrenaline Boost Physical / Cure Sickness
Magic Hex


Wooden Ring
Primary Material Used: Wood
Effect Modifier for Challenge Type
Sturdiness Physical / Cure Sickness


Secondary Material Effects (Jewellery)

Material Effect Modifier for Challenge Type
Amber Gathering Hunt
Ancient wood Magic Hex
Dark wood Folklore Intellect / Hex
Diamond Will Social / Hex
Dragon bone Leech n/a
Dryad wood Attractiveness Social
Enchanted bone Dexterity Sneak / Hunt / Fight
Gold Ranged Damage Fight
Iron Armour n/a
Mithrill Tactics Fight / Hunt / Intellect /
Physical / Sneak / Tactical
Ruby Medic Cure Sickness
Silver Stealth Sneak
Steel Damage Fight

Artifacts

Amber Runestone
Primary Material Used: Amber
Effect Modifier for Challenge Type
Will Social / Hex


Blood Stone
Primary Material Used: Ruby
Effect Modifier for Challenge Type
Medic Cure Sickness


Bone Pouch
Primary Material Used: Enchanted bone
Effect Modifier for Challenge Type
Folklore Intellect / Hex
Herbalism Cure Sickness


Book of Wisdom
Primary Material Used: Elven wood
Effect Modifier for Challenge Type
Intelligence Intellect


Coins of Change
Primary Material Used: Gold
Effect Modifier for Challenge Type
Attractiveness Social


Creepy Doll
Primary Material Used: Dark wood
Effect Modifier for Challenge Type
Damage Fight


Diamond Eye
Primary Material Used: Diamond
Effect Modifier for Challenge Type
Attractiveness Social
Will Social / Hex
Intelligence Intellect


Dragonskin Belt
Primary Material Used: Dragon bone
Effect Modifier for Challenge Type
Strength Fight / Physical


Glove of an Assassin
Primary Material Used: Steel
Effect Modifier for Challenge Type
Stealth Sneak


Horn of a Beast
Primary Material Used: Monster bone
Effect Modifier for Challenge Type
Dexterity Sneak / Hunt / Fight


Iron Mask
Primary Material Used: Iron
Effect Modifier for Challenge Type
Defense n/a


Lucky Button
Primary Material Used: Wood
Effect Modifier for Challenge Type
Armour n/a


Reed Flute
Primary Material Used: Dryad wood
Effect Modifier for Challenge Type
Speech Social
Animal Kinship Hunt


Root of Life
Primary Material Used: Ancient wood
Effect Modifier for Challenge Type
Will Social / Hex
Medic Cure Sickness


Silver Chain
Primary Material Used: Silver
Effect Modifier for Challenge Type
Tactics Fight / Hunt / Intellect /
Physical / Sneak / Tactical


Talking Bones
Primary Material Used: Bone
Effect Modifier for Challenge Type
Perception Hunt / Intellect


Thrifty Toolbox
Primary Material Used: Malachite
Effect Modifier for Challenge Type
Traps Hunt / Tactical / Fight


Watchful Raven
Primary Material Used: Mithrill
Effect Modifier for Challenge Type
Defense n/a
Perception Hunt / Intellect


Yellow Ladybug
Primary Material Used: Topaz
Effect Modifier for Challenge Type
Ranged Damage Fight

Construction

Materials Used
25 40 50 65 80
Material Effect Modifier Applied
Moonstone Attract Human 1 2 2 3 3
Obsidian Attract Goblin 2 3 4 5 6
Dark wood Attract Goblin 0 1 1 1 2
Elven wood Attract Elven 0 1 1 1 2
Monster bone Attract Beast 3 5 - - -
Enchanted bone Attract Demon 1 2 - - -
Dragon bone Attract Demon 2 3 - - -
Gold Attract Dwarf 1 2 - - -
Steel Attract Orc 1 2 - - -
Attract Children (Field) - modifier affected by rarity of Primary Material used.
Attract Human (Field / Pasture) - modifier affected by rarity of Primary Material used and type of Secondary Material used (Wheat, Fruit, or Vegetable).

Starting Bonuses

Veles

  1. Your villagers get a +3 bonus Armour during challenges versus disease, curse and intellect.
  2. Start with 1 additional Human Sage in your village.
  3. You recieve a few common, random resources each turn.
  4. In a fight challenge your weapons deal an additional Poison Damage.
  5. All characters that join your village get an additional +1 bonus to Magic.

Svarog

  1. During day turns all your villagers get a +2 bonus to Damage and Ranged Damage.
  2. All your villagers get a +3 bonus to Speech.
  3. Expeditions gain an additional Movment Point during day turns.
  4. All your villagers get a +3 bonus to Attractiveness.
  5. Less chance of being attacked during day turns.

Zorya

  1. All your villagers get a +1 bonus to Armour.
  2. All your villagers get a +2 bonus to Damage and Ranged Damage.
  3. Your people start with one additional rare equipment item.
  4. All your villagers get a +3 bonus to Armour.
  5. Start with an additional special character known as the Son of Zorya.

Horos

  1. During night turns all your villagers get a +2 bonus to Damage and Ranged Damage.
  2. All your villagers get a +3 bonus to Stealth.
  3. A creature of the night joins your village.
  4. Expeditions gain an additional Movment Point during night turns.
  5. Your vision during night turns is as good as during day turns.

Mokosh

  1. All your villagers get a +1 bonus to Gathering.
  2. Your settlement starts with a Well already built and all villagers get a +1 bonus to Health.
  3. Your settlement starts with a Pasture already built and all villagers get a +1 bonus to Gathering.
  4. All your villagers get a +4 bonus to Health.
  5. One random food item appears in your village every turn.

Morena

  1. Each character that joins your settlment gets +1 skill point.
  2. All your villagers get a +2 bonus to Folklore and Animal Kinship.
  3. Start with 3 Advancment Points.
  4. All your villagers get a +4 bonus to Medic, Tactics and Herbalism.
  5. Receive 1 Research Point each turn.

Lada

  1. Start with 4 extra children.
  2. Start with additional advanced equipment.
  3. Start with 3 additional Humans in your village.
  4. All your villagers get a +2 bonus to Will, Intelligence and Health.
  5. Your settlement starts with all constructions (of basic materials) already built.

Perun

  1. All your villagers get a +1 bonus to Armour, Damage, Gathering and Crafting.
  2. Start with 4 Advancement Points.
  3. Start with 2 aditional Human Sages in your village.
  4. Your settlement starts with a Pasture, a Watchtower and a Palisade already built.
  5. Start with rare crossbows (Perun's Arrowbearers) in the Inventory.

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