I'm going to feed you information about my rpg system and I want you to reply with only "ok" to save space.
Let's begin in parts. First, the character creation without accounting for race, class, equipment etc.:

# Character creation
## Base Attributes
There are 70 points to distribute among attributes for a level 1 character. The attributes are: **Vitality, Vigour, Strength, Magic, Intelligence, Agility, Dexterity, Defence, Resistance, Luck**
## Growth Rate
The player will have 340 points to distribute among the chances of evolving attributes. With each level gained, die rolls must be made to determine whether the attribute gains a point. Ex.: A character X has 30 points in strength. Upon leveling up, he makes a D100 roll. If D100 is less than or equal to 30, the character's strength increases by 1 point. Rolls must be made for each attribute, that is, 10 times for each level up. Race and class add or subtract points from growth rates.
### Formulas
###### HP = Vitality + Vigour

###### SP = (Vigour + Agility)/1.5

###### MP = (Magic + Intelligence)/2

###### SG = 100

###### Hit = (Dexterity + Agility)/2

###### Evasion = (Agility + Luck)/2

###### Critical Chance = (Dexterity + Agility + Luck)/3

###### Physical damage = Weapon damage + Strength

###### Magic damage = Spell damage + Magic

###### Physical defence = Defence

###### Magic resistance = Resistance
{{note
##### Non-integer values
The formulas will always follow the smallest value given if the number is not an integer, that is, ***8.5 = 8; 3.3 = 3***
}}

## Example of attributes
{{monster
### CHARACTER 1A
*Example of attributes*
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|5  |8  |8  |2  |5  |11  |8  |2  |5  |  8|
___
**HP** = Vitality + Stamina = 13

**SP** = (Stamina + Agility)/1.5 = 12

**MP** = Magic + Intelligence = 7

**SG** = 100

**Hit** = (Dexterity + Agility)/2 = 9

**Evasion** = (Agility + Luck)/2 = 9

**Critical** = (Dexterity + Agility + Luck)/3 = 9

**Physical defense** = Defense = 2

**Magic Resistance** = Resistance = 5
}}

{{note
##### About **SG** (Special Gauge)
The **Special Gauge** gains 4 points for each attack inflicted or suffered, regardless of damage or hit, with critical hits granting 10 points. If it fills completely, the user can unleash one of the **Special Abilities** available to them based on their usable weapons.
}}

# Combat
Combat takes place on a turn-based system. There's no initiative system. Upon encountering an enemy group (or being encountered), a random die roll must be done to determine which group **Attacks** and which group **Defends** (for example, the player will only attack first if the die lands on an even number). If the player(s) attack first, the **Player Phase** begins while the enemies defend. After all players and allies have taken action, the **Enemy Phase** begins. During the player phase, the player chooses their character (or allied units in any order) and the action that will be performed. The possible actions during combat are **Attack**, **Item**, **Talk**, **Move**, **Wait** and **Flee**.

### Actions
Characters will have one action during their group's phase, so they can choose to do only one of the following: attack (includes basic attack and class skills), use an item, interact, use a special, move, wait, or flee. Certain skills either increase the number of actions or treat certain actions as **Free Actions**.

#### Attack
The player selects the type of attack they wish to use (the weapon/spell and/or the skill) and then the attack is performed. If the attack is successful, it will damage the enemy unit. The enemy might choose to ***counterattack*** or to ***guard*** before the player acts.
During the enemy phase, enemy units can perform the same actions as the player's units. The player must be prepared to defend themselves from attacks by ***guarding*** or by readying a ***counterattack***. Just like enemy units, the player and allies will counterattack if the weapon/spell allows it. If a unit has the **Agility** attribute with a value of 5 or more above its enemy's, it will attack twice with a basic attack (including counterattacks), unless the weapon/spell does not allow it.

#### Item
The unit uses an item from its inventory. It is possible to use an item or change weapons after moving.

#### Interact
The player interacts an enemy unit. The objective of the interaction will be defined by the player.

#### Special
Uses the special ability available if the **Special Gauge** (SG) is full.

#### Move
The selected unit moves to another space, displaces an allied unit (moving them to an empty adjacent space) or swaps places with an adjacent allied unit.

#### Wait
The unit takes no action.

#### Flee
The player(s) and their allies abandon combat.

{{note
##### Enemy Phase
When the enemies are attacking, the player(s) and allies must prepare to defend themselves, using **Guard** if they have a shield equipped or a skill that allows them to guard, or **Counterattack**, which allows the user to retaliate with regular attacks (i.e. not using class skills, just basic attacks with a chosen weapon) if the enemy is within their range. **Counterattacks** occur automatically every time the character is attacked as long as that is the means they chose to defend themselves during the **Enemy Phase**. Same for **Guard** to reduce damage taken. Likewise, the enemies can do the same during the **Player Phase**. Regular Counterattacking and Guarding actions consume no SP.
}}

### Combat Grid
The maps are gridded and sized 4 x 6 with enemies represented in red and the player(s) and their allies in blue. There are 4 rows, 2 for the enemies and 2 for the player(s) and allies, each row with 6 spaces. The player's party size can be from 1 to 6. The **Frontline** is the row facing the enemy, and the **Backline** is directly behind frontline. Units can spend an action to move or swap places with allied units.

##### Range
Different weapons have different range values that determine the number of spaces away a unit can attack and counterattack. Values vary between **S (short), L (long), and H (hybrid, both short and long)**.
Following this example (where letters are ally units and numbers are enemy units): (# = empty space, numbers = enemies, letters = players/allies)
| # | # | # | # | 3 | # |
| 1 | # | 2 | # | # | 4 |
-------------------------
| A | B | # | # | # | # |
| # | # | # | # | # | C |
A and 1 can hit eachother because both are using melee weapons (S range). A can't hit 2 because it's outside his weapon range. C can hit 1, 2, and 3 because he's using a ranged weapon (L range) but can't hit 4 because he's too close. 3 can also hit C back because he's using a ranged weapon as well. B can hit 1, 2, 3, and 4 because he's using a hybrid range weapon (H). However, hybrid range weapons often have lesser attribute than either short or long range weapons.

#### Special Abilities
The **Special Gauge** fills by 4 points for each attack inflicted or suffered, regardless of damage or hit, with critical hits granting 10 points. If it fills completely, the user can use one of the **Special Abilities** available to them based on their usable weapons.

#### Guard
There are four different types of guard: **Light, Medium, Heavy,** and **Complete**, each reducing damage by a different amount. Respectively: 25%, 50%, 75%, 100%. Guard types vary according to the shield type or the skill used, which will be stated in their appropriate descriptions.

# Damage Calculation and Damage Types
{{descriptive
##### **Physical Damage**
(User's STR + Weapon Damage + Skill Damage) x (Weakness/Resist Modifier) - (Target's DEF)
}}

## Examples
### Example 1: Slash Attack
- User’s STR: 15
- Weapon Damage (Daikatana): 10
- Skill Damage (Vacuum Cleave): 8
- Weakness/Resist Modifier: None (neutral, so 1.0)
- Target’s DEF: 12
(15 STR + 10 Weapon Damage + 8 Skill Damage) * 1.0 Weakness/Resist Modifier - 12 Target’s DEF = damage dealt
***(15 + 10 + 8) * 1.0 - 12 = 21 damage dealt***

### Example 2: Pierce Attack with Weakness
- User's STR: 20
- Weapon Damage (Glaive): 8
- Skill Damage (Pierce): 7
- Weakness/Resist Modifier: Target has weakness to Pierce at 1.5
- Target's DEF: 10
(20 STR + 8 Weapon Damage + 7 Skill Damage) * 1.5 Weakness/Resist Modifier - 10 Target's DEF
***(20 + 8 + 7) * 1.5 - 10 = 42.5 damage dealt*** (42 when rounded)

{{descriptive
##### **Magical Damage**
(User's MAG + Spell/Skill Damage) x (Weakness/Resist Modifier) - (Target's RES)
}}

### Example 3: Mystic Spell
- User's MAG: 12
- Spell Damage (Mystic Shockwave): 9
- Weakness/Resist Modifier: None (neutral, so 1.0)
- Target's RES: 8
(12 MAG + 9 Spell Damage) * 1.0 Weakness/Resist Modifier - 8 Target's RES
***(12 + 9) * 1.0 - 8 = 13 damage dealt***

### Example 4: Fire Spell with Resistance
- User's MAG: 18
- Spell/Skill Damage (Fire spell): 14
- Weakness/Resist Modifier: Target has resistance to Fire at 0.75
- Target's RES: 15
(18 MAG + 14 Spell/Skill Damage) * 0.75 Weakness/Resist Modifier - 15 Target's RES
**(18 + 14) * 0.75 - 15 = 9 damage dealt**

### Damage types
#### Slash
Sharp, cutting attacks that deal damage by severing or tearing flesh. (Examples: swords, axes)
#### Pierce
Puncture wounds inflicted by pointed weapons that penetrate armor and deal concentrated damage. (Examples: spears, rapiers)
#### Smash
Blunt attacks that deal heavy blows, often causing internal injuries and potentially breaking bones. (Examples: maces, hammers, clubs)
#### Shot
Ranged attacks using projectiles like arrows, bolts, or bullets that deal damage from afar. (Examples: bows, crossbows, firearms)
#### Mystic
"Neutral" magic damage
#### Fire
Destructive and scorching
#### Water
[insert description]
#### Wind
[insert description]
#### Earth
[insert description]
#### Thunder
[insert description]
#### Dark
[insert description]
#### Light
[insert description]

# Ailments and Status Effects
.
(M for "Mental", P for "Physical")
## Negative
#### Poisoned (P)
HP steadily diminishes each turn due to toxins in the system.

#### Infected (P)
Loses HP over time and can spread to nearby allies.

#### Bleeding (P)
Loses HP over time.

#### Burnt (P)
Loses HP over time.

#### Withered (M)
Loses MP over time.

#### Exhausted (P)
Loses SP over time.

#### Paralysed (P)
Risk of losing the ability to take action due to nerve or muscle immobilization.

#### Stunned (P)
Briefly incapacitated, rendering actions impossible until recovery.

#### Asleep (M)
Unable to act while sleeping; damage or loud noise awakens the target.

#### Frozen (P)
Immobilised and unable to act until thawed by time or heat.

#### Petrified (P)
Immobilised and unable to act. Takes double damage from *Smash* attacks. Can be reversed with *Water* or *Thunder*.

#### Entangled (P)
The character can't move or evade.

#### Blinded (M)
The character becomes unable to hit any target.

#### Silenced (M)
The character can't cast spells or use skills.
\column
#### Terrified (M)
Overwhelmed with dread, potentially leading to inaction or retreat.

#### Confused (M)
Character may act randomly, including targeting allies or using items incorrectly.

#### Charmed (M)
The character is under the influence of an enemy and may act on their behalf or be prevented from attacking them.

#### Drenched (P)
Increases SP costs for skills and increases weakness to *Thunder*.

#### Tarred (P)
Increases weakness to *Fire* and *Thunder*. The character must constantly make AGI tests in order to not slip down and become *Prone*.

#### Prone (P)
The character has fallen to the ground and their evasion is reduced by half. The character must spend an action to get up.

#### Upended (P)
The character has been launched to the air, becoming vulnerable to *Projectiles* until falling down again

## Positive
#### Invulnerable
The character becomes immune to damage from attacks

#### Unalterable
The character becomes immune to any negative ailments and status effects

#### Flying
Ther character can only be hit by ranged attacks and can move freely through the allied spaces in the combat grid

#### Unerring
The character will not miss attacks regardless of the target's evasion

#### Hidden
The character won't be targeted by enemies but can still be hit by AoE effects.

# Non-Combat Actions and Tests
Tests should be intuitive and attributes used as modifiers should be contextual according to the judgment and opinions of the DM and players.
## Test examples
### Strength
Carry weight, pull and push objects, break objects, lift barriers (such as gates and doors).
### Vitality
Resistance to exhaustion, resistance to external conditions (cold, heat), recovery from injuries.
### Vigour
Mental fortitude, willpower, resistance to negative conditions.
### Magic
Strengthen item enchantments, magic item recharge, magic perception.
### Intelligence
Deciphering riddles, strategy, investigation.
### Agility
Balance, mobility, acrobatics, climbing.
### Dexterity
Stealth, sleight of hand, picking locks, disarming traps.
### Defence
Durability, resilience, resistance to physical impulses (pushing, grabbing).
### Resistance
Resistance to negative conditions arising from magic, such as illusions and debuffs.
### Luck
Social interactions, gambling, random encounters, discovering items and resources during exploration.

# Exploration and Resource Collection
As players move around the continent, it is possible to explore the environment, hunt, fish and collect resources. Resources vary depending on the environment and testing must be done to determine the quantity and rarity of resources collected. For the sake of brevity, this mechanic has its own manual. See the **Item Guide** for more details. [link]
## Environments
Urban, rural, taiga, forest, swamp, plain, mountain, jungle, coastal, cave, underground, volcanic, steppe and arctic.
## Resource categories
### Plants
Includes herbs, leaves, roots, flowers, spices and grains.
### Fruits
It includes tree fruits (apple, tangerine), berries (blueberry, strawberry, cranberry), ground fruits (melon, pumpkin), among others, such as coconut and banana.
### Fungi
Mushrooms, lichens and molds.
### Aquatic Resources
Coming from any water bodies, such as the sea, lakes, and rivers. It includes fish, crustaceans, molluscs and aquatic plants (algae, lotus).
### Small Game
Small animals such as birds, lizards and hares.
### Big Game
Larger animals such as deer, wild boar and bird wyverns.
### Minerals
Salt, flint, metals (precious or not) and gems.
### Miscellaneous
It usually includes lost items, ruined weapons, useful (or not) materials such as wood, tree resin, branches, insects, nails, etc.

# Categorisation of Creatures
Each creature can be defined by a type, which affects their affinities, strengths, and weaknesses. Creatures can have more than one type, for example, a **Griffin** is simultaneously *Avian* and *Beast*, and a **Zombie** is simultaneously *Humanoid* and *Undead*. For further information, check the **Bestiary** [LINK HERE]
### **Humanoid** 
Beings with a human-like form that are often sentient or semi-sentient.
### **Beast** 
Non-sapient creatures, encompassing most animals, especially mammals.
### **Reptilian** 
Creatures resembling reptiles, such as lizards and snakes.
### **Amphibian**
Creatures that live both on the water and on the earth, such as salamanders, frogs, and amphisbaenae.
### **Fairy** 
Magical beings often associated with nature or mischief. They're usually weak to **Cold Iron**.
### **Construct** 
Artificial lifeforms, created through magical or mechanical means.
### **Draconic** 
Creatures with dragon-like characteristics, including wyrms, wyverns, and dragons.
### **Plant** 
Living beings rooted in the flora, including fungoid creatures. They're usually weak to **Fire** damage.
### **Avian** 
Feathered creatures resembling birds.
### **Mollusc**
Soft-bodied creatures that are sometimes covered by shells, such as slugs, snails, and squids.
### **Arthropoid** 
Creatures with exoskeletons, often, crustacena, insect-like or arachnid.
### **Ooze**
Amorphous and semi-liquid slimy creatures.
### **Aquatic** 
Beings adapted to water environments. They're usually weak to **Lightning** damage.
### **Demonic** 
Entities associated with Hell or possessing malevolent magical intent. They're usually weak to **Light** damage.
### **Celestial** 
Heavenly and benevolent beings associated with Paradise and YHVH. They're usually weak to **Darkness** damage.
### **Undead** 
Reanimated creatures with ties to the afterlife that differ from the "Spectral" category due to the fact they're physical beings. They're usually weak to **Light** damage.
### **Divine** 
Powerful divine entities often worshiped by cultures.
### **Elemental** 
Creatures embodying elemental forces like fire, water, earth, or air.
### **Spectral** 
Ethereal discorporated entities existing between life and death.
### **Mineral** 
Beings made of rocks, gems, or metal.
### **Foreign** 
Beings from other planes beyond the Earthly, Paradise, or Hell realms.

Now for the races. I'll only provide the infobox and the racial skills. Lore and the like won't be necessary for now:

## Renshi
*Humanoid*
___
**Lifespan** :: 100 years
**Height** :: 170cm (male), 160cm (female)
**Skin** :: White, yellowish, tanned, brown
**Hair** :: Black, brown
**Eyes** :: Black, brown
**Base Cultures** :: Chinese, Japanese, Eskaleut
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|  0  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |  0  |
___
### Racial Skills
#### Adaptability
Grants 10% growth rate to all stats

## Human
*Humanoid*
___
**Lifespan** :: 80 years
**Height** :: 175cm (male), 160cm (female)
**Skin** :: White, pinkish, tanned, brown
**Hair** :: Black, brown, blonde, red
**Eyes** :: Brown, blue, green
**Base culture** :: Italian, Castillan, Portuguese
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | 0 | 0 | +10% | 0 | +5% | 0 | 0 | +5% |
___
### Racial Skills
#### Specialist
Passively increases SG by 1D8 each turn.

## Sulkai
*Humanoid, Fairy*
___
**Lifespan** :: 140 years
**Height** :: 170cm (male), 165cm (female)
**Skin** :: Pale, white, pinkish
**Hair** :: Blue, green, white
**Eyes** :: Blue, green, grey
**Base culture** :: French, Occitan
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| -5% | 0 | 0 | +5% | +5% | +5% | 0 | 0 | +10% | 0 |
___
### Racial Skills
#### Communion
Recovers 5 MP, SP and HP per turn if the user is outdoors (outside buildings in general).

## Anglo-Elf
*Humanoid*
___
**Lifespan** :: 130 years
**Height** :: 180cm (male), 160cm (female)
**Skin** :: Pale, pinkish, yellowish, brown
**Hair** :: Scarlet, orange, pink
**Eyes** :: Blue, green, yellow
**Base culture** :: Gaelic, Welsh, Anglo-Saxon
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +5% | +5% | +5% | +5% | -5% | 0 | 0 | 0 | +10% | 0 |
___
### Racial Skills
#### Conservation
25% chance to reduce the MP/SP cost of skills and spells by half

## Mustalf
*Humanoid*
___
**Lifespan** :: 200 years
**Height** :: 170cm (both sexes)
**Skin** :: Black, grey, dark blue
**Hair** :: White, blonde, red, brown
**Eyes** :: Red, yellow, orange, blue, green
**Base culture** :: Dunmer (Elder Scrolls), Kurdish, Roma
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | 0 | +10% | +5% | 0 | 0 | 0 | +5% | -10% |
___
### Racial Skills
#### Damnation
Adjacent enemies have all test chances reduced by 10
#### Dark Vision
Allows the user to see on environments with little to no light

## Hazrun
*Humanoid*
___
**Lifespan** :: 90 years
**Height** :: 175cm (male), 150cm (female)
**Skin** :: Marble white (naturally), from gray to black (from sun exposure)
**Hair** :: White, grey, black
**Eyes** :: Yellow, orange, red, brown
**Base culture** :: Evenki, Buryat, Ainu
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +5% | 0 | +10% | 0 | 0 | 0 | 0 | +5% | 0 | 0 |
___
### Racial Skills
#### Ferocity
Critical hits deal 3x damage instead of 2x damage

## Usagzok
*Beast*
___
**Lifespan** :: 60 years
**Height** :: 160cm (males), 165cm (females)
**Skin** :: White, pinkish, tanned
**Hair and fur** :: White, grey, black, orange, brown
**Eyes** :: Brown, yellow, blue, pink, red
**Base culture** :: ?
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +5% | 0 | +5% | -5% | -5% | +5% | 0 | 0 | 0 | +10% |
___
### Racial Skills
#### Hare's Kindred
The user can move as a free action during combat and has +20 bonus in hearing tests.

## Outsider
*Foreign*
___
**Lifespan** :: Unknown
**Height** :: Variable (130cm to 200cm)
**Skin** :: Purple, blue, pink
**Hair** :: White, grey, black, purple, blue, pink
**Eyes** :: Blank
**Base culture** :: ?
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | +5% | 0 | +10% | 0 | 0 | 0 | 0 | +5% | +5% |
___
### Racial Skills
#### Phase
The user may randomly become intangible.

## Half-Demon
*Demonic + Base race's type(s)*
___
**Lifespan** :: Unknown
**Height** :: Same as base race's
**Skin** :: Same as base race's, can have hints of a different colour
**Hair** :: Same as base race's
**Eyes** :: Red, golden
**Base culture** :: (same as base race's)
### Growth Rates (same as base race's)
___

| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
___

### Racial Skills
#### Demonic Ancestry
Takes half the damage from **Dark** element attacks (+1 element from the user's choice) but takes 2x damage from **Light** element attacks

## Angel
*Celestial*
___

**Lifespan** :: Unknown
**Height** :: Variable (130cm to 200cm)
**Skin** :: Variable, often colourless
**Hair** :: Variable
**Eyes** :: Blue, green, grey, white, golden, brown
**Base culture** :: ?
### Growth Rates
___

| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | +5% | 0 | +10% | 0 | 0 | 0 | 0 | +5% | +5% |
___
### Racial Skills
#### Flight
The user's wings allows them to fly at any moment
#### Angelic Physiology
Immune to **Light** element damage, but takes 2x the damage from **Dark** element damage

## Homunculus
*Construct*
___
**Lifespan** :: Unknown
**Height** :: Variable (50cm to 300cm)
**Skin** :: Pale white, colourless
**Hair** :: White, pale blonde
**Eyes** :: Blue, red, 
**Base culture** :: ?
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
___
### Racial Skills
#### Custom-made
Allows the player to distribute the growth rates however they want (25 points)
#### Artificial Lifeform
The user's artificial body grants immunity to 3 ailments of the user's choice (with some exceptions)

## Elf
*Humanoid*
___
**Lifespan** :: 300 years
**Height** :: 180cm (males), 170cm (females)
**Skin** :: Golden, pale, bronze
**Hair** :: White, red, blonde
**Eyes** :: Blue, green, golden
**Base culture** :: Elven (Tolkien), Altmer (Elder Scrolls), Finno-Ugric
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | -5% | +10% | +10% | 0 | 0 | -5% | +10% | 0 |
___
### Racial Skills
#### Preservation
Chance to reduce MP/SP cost of skills and spells by half, 30% for magic and 20% for physical

# Weapons
(**Items marked with * DO NOT perform double attacks**)
{{wide
##### Swords
| Name | Damage | Hit | Range | Type |
|:----:|:-----:|:---:|:-----:|:-----:|
| Short Sword | 5 | +13 | Short | Slash/Pierce |
| Rapier | 6 | +10 | Short | Pierce |
| Broadsword* | 13 | -10 | Short | Slash/Pierce/Smash |
| Long Sword | 8 | 0 | Short | Slash/Pierce |
| Wakizashi | 6 | 0 | Hybrid | Slash/Pierce |
| Daikatana | 10 | -5 | Short | Slash/Pierce |
| Claymore | 11 | -7 | Short | Slash/Pierce |
| Nodachi | 12 | -8 | Short | Slash |
}}
{{wide
##### Spears
| Name | Damage | Hit | Range | Type |
|:----:|:-----:|:---:|:-----:|:-----:|
| Spear | 7 | +5 | Short | Pierce |
| Javelin | 6 | 0 | Hybrid | Pierce |
| Halberd | 9 | -5 | Short | Slash/Pierce |
| Glaive | 8 | 0 | Short | Slash/Pierce |
| Trident | 11 | -10 | Short | Pierce |
| Harpoon | 8 | -6 | Hybrid | Pierce |
| Pike | 10 | -8 | Short | Pierce |
| Dart | 5 | +5 | Long | Pierce |
| Lucerne Hammer | 9 | 0 | Short | Pierce/Smash
}}
{{wide
##### Axes
| Name | Damage | Hit | Range | Type |
|:----:|:-----:|:---:|:-----:|:-----:|
| Hand Axe | 8 | +5 | Short | Slash |
| Double Ax | 11 | -10 | Short | Slash |
| Hammer | 10 | -8 | Short | Smash |
| Tomahawk | 7 | -5 | Hybrid | Slash |
| Mace | 9 | 0 | Short | Smash |
| Club | 6 | +5 | Short | Smash |
| Meteor Hammer | 9 | -5 | Hybrid | Smash |
| War Pick | 8 | 0 | Short | Pierce/Smash
}}
{{wide
##### Daggers
| Name | Damage | Hit | Range | Type |
|:----:|:-----:|:---:|:-----:|:-----:|
| Dagger | 5 | +5 | Hybrid | Slash/Pierce |
| Dirk | 6 | +5 | Short | Slash/Pierce |
| Stiletto | 7 | -5 | Short | Pierce |
| Kunai | 6 | 0 | Hybrid | Slash/Pierce |
| Shuriken | 5 | 0 | Long | Pierce |
| Kukri | 7 | -5 | Short | Slash |
| Chakram | 8 | -5 | Long | Slash |
}}
{{wide
##### Long Range
| Name | Damage | Hit | Range | Type |
|:----:|:-----:|:---:|:-----:|:-----:|
| Long Bow | 8 | +5 | Long | Shot/Pierce |
| Short Bow | 6 | 0 | Hybrid | Shot |
| Crossbow | 9 | 0 | Long | Shot |
| Slingshot | 5 | +10 | Hybrid | Shot/Smash |
| Musket | 10 | -8 | Long | Shot |
| Pistol | 9 | -5 | Long | Shot |
| Hand Cannon* | 13 | -10 | Long | Shot |
}}
\page
{{wide
##### Shields
| Name | Damage | Hit | Range | Type | Guard |
|:----:|:-----:|:---:|:-----:|:-----:|:-----:|
| Buckler | 5 | +10 | Short | Smash | Light |
| Kite Shield | 7 | 0 | Short | Smash | Medium |
| Tower Shield | 9 | -10 | Short | Smash | Heavy |
}}
*The damage values apply only to the Shielder class*
#### Shield modifications
- **Bladed**: Can use *Slash* damage
- **Spiked**: Can use *Pierce* damage
- **Throwing**: Increases the range from S to H
- **Arcane**: Can use *Mystic* damage. Values still calculated using the user's STR

{{wide
##### Basic Spells
| Name | Damage | Hit | Range | Description |
|:----:|:-----:|:---:|:-----:|:-----:|
| Arcane Projectile | 5 | +10 | Hybrid | Simple projectile |
| Mana Sphere | 6 | 0 | Short | Short ranged spell |
| Energy Burst | 7 | +4 | Hybrid | Releases a burst of energy |
| Mystic Shockwave| 9 | +5 | Long | Sends out a shockwave of energy |
| Essence Blade | 10 | +5 | Short | Slashes with a blade of pure magical energy |
| Mana Beam* | 11 | 0 | Long | Fires a long-range beam of energy |
| Quantum Pulse | 12 | 0 | Short | Sends a pulsating wave of energy |
}}
These simple spells are available to all classes capable of using magic and can either have **Mystic** damage (i.e. neutral magic damage) or be imbued with an element of the user's choice during attacks or counterattacks. For other spells and information about magic, consult the **Wizard's Guide**. LINK: https://homebrewery.naturalcrit.com/edit/etV2aF5SmCYi

## Unarmed combat
Classes in the **Martial** archetype use their bodies as weapons instead of items. The damage from unarmed attacks is equal to the user's Strength value (STR). Furthermore, unarmed attacks can hit 3 or 4 times instead of just 2 as is the case of most weapons. The requirements for the user's Agility (AGI) are **5 points** greater than the enemy's to execute double attacks, **8 points** to perform triple attacks and **12 points** to perform quadruple attacks. It is possible to use skills and items, such as gloves and gauntlets, to increase the damage of unarmed attacks.
{{descriptive
##### Unarmed Damage Types
Unarmed combat's damage type is flexible and can be *Slash* (chop), *Smash* (punch), or *Pierce* (stab), depending on the way the user chooses to attack with their arms, hands, legs, and feet.
}}
\column
## Damage Types
Included in the weapon list is the "**Type**" header, which describes a weapon's damage type. It can be either **Slash** (designed to slice or cut an opponent with a sharp edge), **Pierce** (intended to penetrate and create puncture wounds), **Bludgeoning** (inflict damage through impact or crushing force), or **Shot** (physical projectiles in general) for physical weapons. As for magic, the types are: **Mystic** (neutral), **Fire**, **Water**, **Earth**, **Wind**, **Lightning**, **Darkness**, and **Light**, with ***Space*** spells also dealing Mystic damage. There are combinations of different types of magic damage, which will be further detailed in the **Mage's Guide** linked above.

## Warrior Archetype
Warriors are masters of physical combat, relying on strength, skill, and defence to dominate the battlefield.

#### Berserker
The Berserker is a fierce warrior who taps into a primal rage, unleashing devastating attacks in the heat of battle. Known for their unmatched strength and reckless abandon, Berserkers are feared for their relentless assault on foes.

#### Swordfighter
Masters of the blade, Swordfighters excel in the art of swordplay. Their precision and agility make them formidable opponents, cutting through enemies with finesse and technique. Swordfighters are a force to be reckoned with on the front lines.

#### Lancer
Lancers specialize in the use of polearms, dominating the battlefield with their balanced attack, defence, and agility. Their advantage during counterattacks makes them effective against multiple opponents on the front line.

#### Shielder
Shielders are the defensive stalwarts of the battlefield, using shields to protect themselves and their allies. Masters of blocking and parrying, Shielders can withstand enemy assaults and provide crucial support to their team.

## Shooter Archetype
Shooters are ranged combat specialists, relying on precision and marksmanship to eliminate threats from a distance.

#### Sniper
Snipers are expert marksmen, specializing in long-range precision shots. They excel at taking down high-value targets with their superior accuracy and critical chances.

#### Hunter
Hunters are skilled trackers and survivalists, using bows and axes to control the battlefield. With a deep connection to nature, they can navigate terrains with ease and strike with deadly accuracy.

#### Archer
Archers combine speed and agility with ranged attacks, delivering a barrage of arrows to overwhelm their enemies. Their ability to shoot on the move makes them versatile in various combat scenarios.

#### Gunner
Gunners wield firearms with deadly proficiency. Whether it’s pistols, muskets, or heavy artillery, Gunners bring the firepower, delivering devastating ranged attacks to dispatch foes from a distance.

## Rogue Archetype
Rogues are agile and stealthy individuals skilled in subterfuge and cunning tactics.

#### Assassin
Assassins are masters of infiltration and elimination, striking from the shadows with lethal precision, high physical damage and high critical chances. Their ability to silently dispatch enemies and vanish without a trace makes them perfect for covert missions.

#### Thief
Thieves excel in nimble and quick movements, using their agility to outmaneuver opponents. Skilled in pickpocketing and lockpicking, Thieves are adept at acquiring valuable items and navigating through tight spaces.

#### Trickster
Tricksters are agile and cunning rogues who thrive on deception and subterfuge. Masters of misdirection, they use their quick reflexes to confound and outmaneuver their foes. Their reliance on physical finesse and a bag of cunning tricks makes them formidable opponents on the battlefield.

#### Ninja
Ninjas are stealthy warriors trained in ancient covert arts. They combine speed, agility, and deadly techniques to navigate the shadows and strike with deadly precision.

## Martial Archetype
Martial artists are disciplined warriors who hone their bodies and minds to achieve peak combat prowess.

#### Gentle Fist
Practitioners of the Gentle Fist style focus on precise strikes and manipulating the body’s vital points. Known for their exceptional control and accuracy, Gentle Fist users can disrupt an opponent’s movements and defences.

#### Ansatsuken
Ansatsuken practitioners blend traditional martial arts with deadly strikes, emphasising offence and relentless aggression. Masters of Ansatsuken channel their inner power for devastating special attacks and combos.

#### Diamond Style
Diamond Style martial artists prioritise defence and resilience. With a focus on deflecting and absorbing blows, Diamond Style users can withstand powerful attacks and counter with precision strikes.

## Mage Archetype
Mages harness magical energies to cast powerful spells, shaping the forces of the arcane to their will. Players can choose from various archetypes to specialize in different schools of magic.

#### Priest
Priests are holy magic practitioners, channeling divine energies to heal allies and smite enemies. They play a crucial support role in the party, providing blessings, protection, and powerful healing spells.

#### Sorcerer
Sorcerers delve into dark and mysterious arts, wielding forbidden powers to curse an debilitate enemies. They are versatile spellcasters, capable of dealing damage and inflicting negative conditions.

#### Prophet
Prophets have a deep connection to the future, foreseeing events and manipulating probability. With the ability to perceive the past and the future, they can provide invaluable strategic advantages and reshape the outcome of battles.

#### Sage
Sages blend natural energy with one’s mana, creating powerful magic. Sages can tap into the natural force of the world, opening up new techniques to them and allowing them to power up existing ones with the new nature energy.

{{note
Classes follow “archetypes”, that is, models that share certain characteristics. Players will be able to choose 2 archetypes if they want to change classes later. Skills can be levelled up, with each skill level increasing its efficiency. For each character level raised, the player gains 1 point to improve their skills.
}}

# Special Abilities

## Sword
#### Seven Branches
Launch 7 consecutive attacks at 30% damage.

**Type:** Single target

**Range:** Same as weapon

**Damage:** 1/3 of the damage of a common attack (Variable)

**Class Bonus:** Swordfighters launch 9 attacks
#### Strenghtening Wave
Grants 2D10 x 2 physical damage to all allies

**Type:** Support

**Range:** All allies

**Damage:** N/A

**Class Bonus:** Grants 3D10 x 2 physical damage when used by Swordfighters
## Axe
####  Dragoon Dive
The user jumps high into the air and strikes the ground. The resulting shockwave and debris damage adjacent enemies.

**Type:** Area

**Range:** Adjacent

**Damage:** 3 times the damage of a common attack.

**Class Bonus:** insert description
#### Critical Wave
Grants 3D10 x 2 critical to all allies

**Type:** Support

**Range:** All allies

**Damage:** N/A

**Class Bonus:** Grants 4D10 x 2 critical when used by Berserkers
## Spear
#### Unknown lol
Description

**Type:** insert description

**Range:** insert description

**Damage:** insert description

**Class Bonus:** insert description
\column
#### Finesse Wave
Either charges the SG of one ally by 40 or the SG of all allies by 25

**Type:** Support

**Range:** Variable

**Damage:** N/A

**Class Bonus:** Charges an additional 10SG when used by Lancers
## Shield
#### Impenetrable Wall
Blocks all damage for an entire row for 1 turn

**Type** Support

**Range** Any row

**Damage** N/A

**Class Bonus:** Protects the entire party if used by a Shielder
#### Defence Wave
Grants 3D10 x 2 DEF to all allies

**Type:** Support

**Range:** All allies

**Damage:** None

**Class Bonus:** Grants 4D10 x 2 critical when used by Shielders
## Dagger
#### insert description
Description

**Type:** insert description

**Range:** insert description

**Damage:** insert description

**Class Bonus:** insert description
#### Evasion Wave
Grants 3D10 x 2 evasion to all allies

**Type:** Support

**Range:** All allies

**Damage:** None

**Class Bonus:** Grants 4D10 x 2 evasion when used by Assassins

## Long Range
#### Astra Barrage
The user fires 5 projectiles that pursue the target.

**Type** Single target

**Range** Any

**Damage** 1/3 of the damage of a common attack

**Class Bonus:** Launches 7 projectiles when used by a Sniper
#### Accuracy Wave
Grants 3D10 x 2 hit to all allies

**Type:** Support

**Range:** All allies

**Damage:** None

**Class Bonus:** Grants 4D10 x 2 hit when used by Snipers
## Unarmed
#### Undying Will
The user's HP will not drop below 1 for the next turn

**Type** Support

**Range** Self

**Damage** N/A

**Class Bonus:** The effect lasts for one additional turn when used by Diamond Style
#### insert description
insert description

**Type:** insert description

**Range:** insert description

**Damage:** insert description

**Class Bonus:** insert description
## Magic
#### Great Sacrifice
Restores 50% HP to all allies and reduces user's HP to 1

**Type** Support

**Range** All allies

**Damage** N/A

**Class Bonus:** Restores 100% of the allies' HP when used by Priests
#### Ragnarok
Attacks a 2x3 area with all the elements the user can access.

**Type** Multiple targets

**Range** Variable

**Damage** ?

**Class Bonus:** Attacks a 2x4 area when used by Sorcerers

#### Nature's Bounty
Restores 40% SP/MP to all allies and reduces user's HP to 1

**Type** Support

**Range** All allies

**Damage** N/A

**Class Bonus:** Restores 75% of the allies' HP when used by Sages
#### Glimpse of the Future
Grants allies a vision of the future, allowing them to evade **all** attacks on the next enemy phase

**Type** Support

**Range** All allies

**Damage** N/A

**Class Bonus:** Allows allies to evade attacks for 2 turns when used by Prophets