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Genshin Impact TTRPG

This is a TableTop RPG, a game in which players and a narrator come together to tell a
story. Although there is an element of gameplay (in the form of building characters and rolling
dice) the bulk of time spent playing this game will be dialogue between characters.
This is a freeform style of game, where players will be given the freedom to do pretty
much whatever they want. A Player's role is to assume the role of the character that they have
created. A Player is in complete control of their own character only. The Narrator has the job of
describing the scene, setting up the plot, controlling enemies and other NPCs, and determining
the outcomes of scenarios that arise when there is conflict and/or a chance of failure.

Table of Contents)
Page 1 = Basic Introduction
Page 2 = Genshin Impact Setting Overview
Page 15 = Character Creation
Page 26 = Character Growth
Page 27 = Weapon Types
Page 31 = Talents
Page 34 = Positioning / Grid Mechanics
Page 38 = Attacking
Page 42 = Status Conditions
Page 47 = Talents in Battle
Page 52 = Encounter Types
Page 55 = Appendix (Elemental Skills)
Page 75 = Appendix (Elemental Bursts)
Page 93 = Appendix (Features)
Page 103 = Appendix (Weapons)
Page 116 = Appendix (Artifacts)
Page 120 = Appendix (Gadgets)
Page 123 = Appendix (Recipes)
Page 126 = Appendix (Enemies)

*INFORMATION HERE HAS BEEN TAKEN FROM THE GENSHIN IMPACT WIKI, SO ALL
CREDIT GOES TO THEIR WRITERS FOR DESCRIPTIONS*
Setting)
"You have arrived in Teyvat — a fantasy world where the seven elements flow and
converge.
In the distant past, the Archons granted mortals unique elemental abilities. With the help
of such powers, people formed a bountiful homeland out of the wilderness. However, 500 years
ago, the collapse of an ancient civilization turned the universe upside down...
Though the calamity the world suffered has ceased, peace has yet to be restored."

MONDSTADT
A city of freedom that lies in the northeast of Teyvat. From amongst mountains and
wide-open plains, carefree breezes carry the scent of dandelions — a gift from the Anemo God,
Barbatos — across Cider Lake to Mondstadt, which sits on an island in the middle of the lake.

History
Two thousand and six hundred years ago, the nation of Mondstadt was divided between
two warring powers: the Anemo Archon and Lord of Storms, Decarabian, and the King of the
North, Andrius. Andrius was unable to lay a scratch on Decarabian's tower, which was protected
by fierce gales. While Decarabian protected his people, he gave them no freedom; they would
never be able to leave the storm walls that surrounded the city.
Hoping to one day see the rest of the world, a Nameless Bard led a rebellion against
Decarabian with the help of an "elf" (the elemental spirit who would become Barbatos),
Decarabian's former lover Amos, and an unnamed knight. Decarabian was defeated, but at a
great cost — the Nameless Bard was among those who fell in battle. After Andrius chose to
forego the position of Anemo Archon and instead passed on to become one with the land,
Barbatos became the new Anemo Archon and reshaped Mondstadt into its current landscape.
After the Archon War ended, he also became one of the founding members of The Seven. At
some point, Dvalin the dragon was born, and befriended Barbatos.
After a while, the Anemo Archon departed from Mondstadt to avoid becoming a tyrant
himself, and the city was eventually ruled by aristocrats. Unfortunately, over the next thousand
years, they grew more and more corrupt until they became the very tyrants Barbatos wished to
avoid becoming, Reawoken to the cries of a slave girl, Vennessa, Barbatos aided her rebellion
and the aristocracy was overthrown. She established the Knights of Favonius to prevent any
aristocrats from taking over again. In time, she became known as the Dandelion Knight, and
also re-established the power of the Church. The Four Winds were established — Andrius'
spirit, which had taken on the form of a wolf made of ice and wind, became the Wolf of the
North; Dvalin became the Dragon of the East; Vennessa, who ascended to Celestia, became
the Falcon of the West; and whoever holds the title of Dandelion Knight (for now it is Acting
Grand Master: Jean) becomes the Lion of the South.
A hundred years ago, after the fall of the Kingdom of Khaenri'ah, the city was attacked
by the black serpentine dragon Durin, who was created by an alchemist named Gold. Barbatos
summoned Dvalin to fight Durin, and Dvalin eventually emerged victorious after an intense
battle over Dragonspine. Afterwards, injured by Durin's poisonous blood, Dvalin fell into a deep
slumber.
Six months ago, the current Grand Master, Varka, led the majority of Knights of
Favonius on an expedition to parts unknown, leaving Jean as the Acting Grand Master. At the
beginning of the story, Mondstadt was being attacked by a dragon named Stormterror.

Areas
Brightcrown Mountains
Brightcrown Canyon
The northeastern part of the canyon contains the eastern entrance to
Stormterror’s Lair.
Stormterror's Lair
Once the capital of Old Monstadt, ruled by the God of Storms,
Decarabian.
Boar Habitat
Dragonspine
It is a vast mountain, engulfed with ancient ruins and snow-capped areas, and
also containing the remains of Durin. It was named Vindagnyr prior to Durin’s fall.
There are some peculiarities with how the snow gathers but never melts on the
mountain. Due to its extreme cold, Dragonspine is also one of the most
dangerous places in Mondstadt.
Entombed City
Ancient Palace
Skyfrost Nail
Snow-Covered Path
Starglow Cavern
Wyrmrest Valley
Galesong Hill
Cape Oath
Dadaupa Gorge
Falcon Coast
Musk Reef
Windrise
Starfell Valley
Cider Lake
City of Mondstadt
Starfell Lake
Starsnatch Cliff
Stormbearer Mountains
Stormbearer Point
Thousand Winds Temple
Whispering Woods
Windwail Highland
Dawn Winery
Springvale
Wolvendom
Dorman Port

Domains
Temple of the Wolf
Temple of the Lion
Temple of the Falcon
Ceclia Garden
Midsummer Courtyard
Valley of Remembrance
Forsaken Rift
Eagle's Gate
Peak of Vindagnyr

LIYUE
A bountiful harbor that lies in the east of Teyvat. Mountains stand tall and proud
alongside the stone forest that, together with the open plains and lively rivers, make up Liyue's
bountiful landscape, which shows its unique beauty through each of the four seasons. Just how
many gifts from the Geo God lie in wait amongst the rocks of Liyue's mountains?

History
Liyue is the oldest of the seven nations in Teyvat, established 3,700 years ago when
Morax signed a contract with the adepti to protect Liyue Harbor.
Long before the establishment of Liyue Harbor, when many gods roamed the lands of
Teyvat and before The Seven took their positions, numerous settlements existed in the lands
that would become Liyue. During this time, Morax ruled alongside the God of Dust, Guizhong, in
the land now known as Guili Plains. This civilization prospered under their joint rule and with the
protection of the adepti.
However, when the Archon War broke out, this settlement met its end during a fierce
battle that ended with Guizhong's death, while the region now known as Dihua Marsh was
turned from a fertile field into a swamp. Morax took their people south of Mt. Tianheng and
established Liyue Harbor, where it continues to stand to this day. To protect this new city, Morax
forged a contract with the adepti to protect it and waged war against other gods. Between the
subjugation of other gods such as Osial, and the deaths of others for different reasons, like
Havria, Morax eventually became the victor in Liyue and took his place among The Seven as
the Geo Archon.
Nevertheless, Liyue was under the havoc of many evil beings. Miasma, vengeful gods
that were slain during the war, and monsters that manifested from the anger of demons plagued
the land. To combat these perils, Morax summoned five Yakshas to vanquish these dangers. It
is depicted that each yaksha represented a certain element of Teyvat. Unfortunately, three fell
under the demise of karma and fear after years of ensued bloodshed. Some went against each
other, and others succumbed to evil themselves. Only one of the yakshas survived, while the
other disappeared without a trace.
Once a year, Morax officially descends during the Rite of Descension, during which he
graces his people with his prophecies and gives guidance on Liyue's economic path for the
following year. Everyday affairs are handled by the Liyue Qixing, the Eight Trades, and the
Millelith.

Areas
Bishui Plain
Dihua Marsh
Qingce Village
Sal Terrae
Stone Gate
Wangshu Inn
Wuwang Hill
Minlin
Cuijue Slope
Huaguang Stone Forest
Jueyun Karst
Mt. Aocang
Mt. Hulao
Nantianmen
Qingyun Peak
Tianqiu Valley
Qiongji Estuary
Quili Plains
Luhua Pool
Mingyun Village
Yaoguang Shoal
Lisha
Dunyu Ruins
Lingju Pass
Qingxu Pool
Sea of Clouds
Guyun Stone Forest
Liyue Harbor
Mt. Tianheng
The Chasm
Fuao Vale
Lumberpick Valley
Tiangong Gorge
Cinnabar Cliff
Glaze Peak
The Chasm's Maw
The Chasm Underground Mines
The Serpent's Cave
Ad-Hoc Main Tunnel
Underground Waterway
Main Mining Area
Nameless Ruins
Stony Halls
The Glowing Narrows
Qiaoying Village
Chenyu Vale

Domains
Hidden Palace of Zhou Formula
The Lost Valley
Clear Pool and Mountain Cavern
Beneath the Dragon-queller
Golden House
Domain of Forsaken Ruins
Domain of the Wayward Path
Hidden Palace of Guizang Formula
Sea Gazer's Abode

INAZUMA
"In the secluded land of the immortal Shogun, the Bakufu rules eternal. But what do
mortals see of the eternity chased after by their god?"
It is the city-state that worships the Raiden Shogun, Baal, the Electro Archon and leader
of its governing body, the Inazuma Bakufu.
In the past year relative to the current events of the game, the situation in Inazuma has
made a drastic turn towards isolationism. Baal also enacted the Vision Hunt Decree, declaring
that Visions, as gifts from the gods, should be in the sole hands of divinity — and is now
rounding up all Visions in Inazuma to inlay them in the hands of a statue of the Thousand-
Armed, Hundred-Eyed God.
An Isolated Archipelago Far East of Teyvat. Overcome endless thunderstorms and set
foot on the islands of red maple and cherry blossoms. On winding shores and towering cliffs,
and in forests and mountains full of secrets, witness the Eternity pursued by Her Excellency, the
Almighty Narukami Ogosho.
It is an archipelagic region that worships the Raiden Shogun, the Electro Archon, who is
also the leader of its governing body, the Inazuma Shogunate. Inazuma is located
approximately 4 km southeast from Liyue Harbor and is a close neighbor with the Dark Sea.

History
In the past year relative to the current events of the game, the situation in Inazuma has
made a drastic turn towards isolationism, locked down under the Sakoku Decree. "Baal" also
enacted the related Vision Hunt Decree, declaring that Visions, as gifts from the gods, should be
in the sole hands of divinity — and is now rounding up all Visions in Inazuma to inlay them in the
hands of a statue of the Thousand-Armed, Hundred-Eyed God.
Atsuko, an Inazuman who defected to Liyue, describes the country as having a "tense"
and "dangerous" environment and discourages traveling there; she also remarks that the
Kanjobugyo, one of the Tri-Commission, conduct many assessments that citizens must pass in
order to be given permission to leave Inazuma. She bypassed those assessments by making
her own raft and fleeing to Liyue. However, the Fatui seem to be able to freely enter and exit
due to their diplomatic immunity.

Areas
Narukami Island
Amakane Island
Araumi
Byakko Plain
Chinju Forest
Grand Narukami Shrine
Inazuma City
Jinren Island
Kamisato Estate
Konda Village
Mt. Yougou
Ritou
Kannazuka
Kujou Encampment
Tatarasuna
Yashiori Island
Fort Fujitou
Fort Mumei
Higi Village
Jakotsu Mine
Musoujin Gorge
Nazuchi Beach
Serpent's Head
Watatsumi Island
Bourou Village
Mouun Shrine
Sangonomiya Shrine
Suigetsu Pool
Serai Island
Seiraimaru
Amakumo Peak
Asase Shrine
Fort Hiraumi
Koseki Village
Tsurumi Island
Autake Plains
Chirai Shrine
Moshiri Ceremonial Site
Mt. Kanna
Oina Beach
Shirikoro Peak
Wakukau Shoal
Enkanomiya
Dainichi Mikoshi
Evernight Temple
Kunado's Locus
The Narrows
The Serpent's Bowels
The Serpent's Heart
Yachimatahiko's Locus
Tachimatahime's Locus

Domains
Empty Boat of a Thousand Gates
Formation Estate
Shakkei Pavilion
Palace in a Pool
Moshiri Kara
Slumbering Court
Momiji-Dyed Court
Court of Flowing Sand
Violet Court
Tenshukaku

SUMERU
"The God of Wisdom's enemy is wisdom itself, and the oasis of knowledge is a mirage in
the desert of ignorance. In the city of scholars there is a push for folly, yet the God of Wisdom
makes no argument against it."
Sumeru is a nation of desert and forests. In the Teyvat Chapter Storyline Preview,
Dainsleif likens it to a desert, also Liben mentions that "Sumeru is all rainforest and desert".
500 years ago, during the cataclysm, the previous Dendro Archon was slain and the
current God of Wisdom took their place.
Lisa went to study magic at the Sumeru Academia, where she was considered the best
student they had seen in 200 years. Despite the prestige she enjoyed there, she ultimately
returned to Mondstadt after growing disillusioned with the "raving-mad scholars" and the cost of
"uninhibited erudition" she witnessed in Sumeru.
Sumeru is one of the seven regions in Teyvat. It is the nation that worships the God of
Wisdom, Lesser Lord Kusanali.
It is renowned as the center of learning and houses the Sumeru Akademiya.
Sumeru's landscape features both deserts and forests. In the Teyvat Chapter Storyline
Preview, Dainsleif likens it to a desert, and Liben mentions that "Sumeru is all rainforest and
desert".
500 years ago, during the cataclysm, the previous Dendro Archon was slain and the
current God of Wisdom took their place. Under the aegis of the God of Wisdom, the sages of
Sumeru drive themselves into hysterics and abandon all that is worldly in their pursuit of
esoteric wisdom.
Lisa went to study magic at the Sumeru Akademiya, where she was considered the best
student they had seen in 200 years. Despite the prestige she enjoyed there, she ultimately
returned to Mondstadt after growing disillusioned with the "raving-mad scholars" and the cost of
"uninhibited erudition" she witnessed in Sumeru.
The Eremite are a faction of mercenaries from Sumeru who travel throughout Teyvat.
They see themselves as people who are not "afraid of dying so that they might truly live."
Nazafarin, a scholar from Sumeru, claims that some of its members wield "bizarre yet
formidable powers," and finds the subject of the Eremite unpleasant enough to swiftly drop the
subject after briefly explaining them to the Traveler.
Sumeru's Statue of the Seven depicts a female figure who appears to be a child. She is
shown to be wearing a similar cloak and draping clothing similar to the other known Archon
statues. Her small frame is also shown sitting on a huge leaf, an attribute owing to her mantle as
the Dendro Archon.

History

Areas
Dharma Forest
Ardravi Valley
Vimara Village
Devantaka Mountain
Port Ormos
Ashavan Realm
Pardis Dhyai
Yasna Monument
Apam Woods
Caravan Ribat
Ruins of Dahri
Avidya Forest
Sumeru City
Ghandarvha Ville
Chatrakam Cove
Gandha Hill
Chinvat Ravine
Lokapala Jungle
Mawtiyima Forest
Palace of Alcazarzaray
Lost Nursery
Old Vanarana
Fane of Ashvatha
Vanarana
Vissudha Field
Yazadaha Pool
Great Red Sand
Hypostyle Desert
Sobek Oasis
The Dune of Elusion
The Dune of Magma
The Mausoleum of King Deshret
Khemenu Temple
The Dune of Carouses
Land of Lower Setekh
Khaj-Nisut
Aaru Village
Abdju Pit
Dar al-Shifa
Land of Upper Setekh
Valley of Dahri

Domains
Under the Umbrella's Shade
Spire of Solitary Enlightenment
Steeple of Ignorance
Fragment of Childhood Dreams
The Dark Valley
Tower of Abject Pride
The Coordinates of Sun and Rain
Red Desert Threshold
Altar of Mirages
Garden of Endless Pillars

FONTAINE
"The God of Justice lives for the spectacle of the courtroom, seeking to judge all other
gods. But even she knows not to make an enemy of the divine."
Of the nations of Teyvat, Fontaine prides itself as the hub of culture and the arts; or in
the words of Francis, a traveling merchant from the nation, "true beauty and elegance." The
newspaper The Steambird is the main newspaper of the Court of Fontaine; Mona is a columnist
on it, suggesting that they have writers from all across Teyvat.

History

Areas

NATLAN
"The rules of war are woven in the womb: the victors shall burn bright, while the losers
must turn to ash. When the God of War shares this secret with the Traveler, it is because she
has her reasons."
It is the city-state that worships Murata, the Pyro Archon.

Description

History
Areas

SNEZHNAYA
"She is a god with no love left for her people, nor do they have any left for her. Her
followers only hope to be on her side when the day of her rebellion against the divine comes at
last."
Those who live in Snezhnaya worship the Cryo Archon, the Tsaritsa — and the Fatui, a
religion/military-force under the Tsaritsa's control, is particularly notorious for their diehard
devotion to her and their unscrupulous methods in enacting her will.

History

Areas

KHAENRI’AH
"The hidden corners where the gods' gaze does not fall," and says that its people
"dream of dreaming."
It is not part of the continent of Teyvat and is not under the purview of The Seven.
What little is currently known about Khaenri'ah largely comes from weapon and artifact
descriptions, as well as books found throughout the world.
Khaenri'ah is an underground realm with little natural fauna; as a result, its denizens
created the "Art of Khemia," a kind of alchemy that focuses on the creation of life and is wholly
different from the alchemical arts practiced in the seven nations of Teyvat.
However, this very practice would also lead to the Kingdom of Khaenri'ah's ruin. 500
years ago, in an event now referred to as the "cataclysm" or "catastrophe," the alchemist Gold's
bottomless desire to create ever more powerful creatures led to the destruction of the Eclipse
Dynasty, which ruled the Kingdom of Khaenri'ah. Its people were cursed to transform into
monsters, most likely the hilichurls. These monsters, along with the creatures corrupted by Gold
such as Durin, spewed forth from the fallen nation into the land of Teyvat.
Mondstadt's Knights of Favonius, then led by Grand Master Arundolyn, led an expedition
into Khaenri'ah to quell the monsters. His best friend and rival, Rostam, fell in battle during the
cataclysm, leaving Arundolyn greatly bereaved. Other notable figures who are known for fighting
against the monsters include the Viridescent Venerer and the Crimson Witch of Flames. While
the initial surge of monsters was eventually suppressed, hilichurls continue to spawn throughout
Teyvat.
In the present, Khaenri'ah continues its struggle against the effects of the curse. Kaeya,
their "last hope," was sent to Mondstadt for the sake of an "ancient plot," infiltrating the
Ragnvindr Family by being abandoned at the Dawn Winery. Those who masterminded this plan
seek war with Mondstadt, and potentially all of Teyvat.

History

Areas
CELESTIA
Celestia is a mysterious location that very few people understand. It is the floating island
that can be seen in the sky above Teyvat.
It is said that only mortals who perform great, heroic feats can ascend to Celestia and
achieve godhood, where they will watch over their people from above. A human with a Vision is
an allogene — one with the potential to reach godhood; however, it isn't clear if having a Vision
makes a person more likely to meet the qualifications to reach Celestia.
Celestia and those who dwell on it are an enigma to the people of Teyvat. Most people
believe it is where chosen mortals ascend to become gods (or in Liyue belief, adepti and watch
over those on Teyvat.
Due to the amount of mystery surrounding this island, different accounts about how
Celestia operates, and who qualifies for godhood and how, vary significantly. For example,
some believe that adepti descended from Celestia and return there when they depart from this
world.[6] At the same time, it is believed that Guhua, an adeptus, ascended to Celestia instead
of dying, which puts the veracity of either claim into question.
Dainsleif, during the Bough Keeper: Dainsleif quest, mentions the Falcon of the West
and says "The Falcon of the West... though it can soar in the wind, it ultimately does naught but
hover under the light of the gods..." suggesting that even after one ascends to Celestia, they are
still considered beneath the gods, and not as equals.
Murals, Record of Serial No., and other lore bits in Dragonspine indicate that those who
dwelled there attempted to fight against Celestia but lost. As punishment, the Skyfrost Nail was
dropped, and the area was turned into a frozen wasteland.
The archons are said to resonate with the power of Celestia directly through their
Gnosis. They, and other gods in the world of Teyvat, have a connection to Celestia but remain
silent on the subject themselves. Dr. Edith surmises that only mortals who have ascended to
Celestia due to their achievements can tell its story.
So far, the Archons seem to have a tenuous relationship to Celestia at best. Venti
constantly avoids the subject, giving cryptic responses whenever asked and growing visibly
uncomfortable whenever it is brought up in the manga. In the Teyvat Chapter Storyline Trailer,
Dainsleif says that the Hydro Archon (the God of Justice) "knows not to make an enemy of the
divine," while the Tsaritsa is planning a "rebellion against the divine" — which may be why she
seeks to take the other Archons' Gnoses.
According to Soraya, the Archon War was fought over who would take each of the seven
divine seats at Celestia. However, it is currently unknown what caused the formerly peaceful
coexistences between gods to dissolve so quickly, or how these seven seats were created to
begin with.

History

Areas

THE DARK SEA


The Dark Sea is a term that refers to any location beyond the continent of Teyvat.
Because they are not within Teyvat's boundaries, those who dwell there do not live under the
dominion of The Seven.

History
Little is known about this area besides the fact that it is outside of Teyvat. Despite being
called a "sea," this term also encompasses landmasses.
In the ancient past, parts of the land now known as the Dark Sea were inhabited by the
Seelie, who built palaces there. While some Seelie also dwell in Teyvat, their palaces are said
to stand in the "wasteland" beyond the dominion of The Seven, which is "inhabited only by the
grotesque ghostly remains of fallen gods."
Following the end of the Archon War 2,000 years ago, many of the defeated gods who
survived chose to flee to the Dark Sea instead of living under the new order of The Seven.
However, it is suggested that the gods who fled have also died since then from reasons
unknown.
Enkanomiya is referred to as part of the Dark Sea (despite being directly below
Watatsumi Island), as it is outside of the jurisdiction of The Seven. The "serpent god" Orobashi
was worshipped by the people of Enkanomiya after saving the inhabitants from the Dragonheirs
of the Depths. Derived from information within the book "Before Sun and Moon", Enkanomiya's
history extends to long before the dominion of The Seven, supposedly to a time when The
Seven did not exist and "all of humanity was unified under a single culture". After Orobashi
discovered this book and the secrets detailed within, he was sentenced to death by Celestia,
presumably because Celestia does not want anyone to know that Celestia and the gods do not
originate from Teyvat.
There may be other areas that meet the requirements of being labelled as the "Dark
Sea", such as the Haar Islands or Khaenri'ah, but they aren't ever directly referred to as part of
the Dark Sea.

Areas

THE ABYSS
The Abyss' "unworldly" power is diametrically opposed to the Light Realm's and can
corrupt entities from the Human Realm, which are under Celestia's dominion. The Void Realm's
dark currents are analogous to the Human Realm's Ley Lines and the Light Realm's elemental
currents. Its darkness is extremely harmful towards elemental beings such as Vishaps and
elemental dragons, although they are capable of repelling the darkness by harnessing the Light
Realm's power.
The Abyss' darkness is described as the only kind of power that could dye Morax's stone
pillars black. Venti, another Archon, was poisoned by Durin's abyss-laced blood when his
attempt to connect with Dvalin was interrupted by the Traveler; only by visiting the Symbol of
Mondstadt's Hero at Windrise could Venti expunge the abyssal poison from himself. The rest of
Durin's blood was spilt in Dragonspine, where it crystallized into Crimson Agate, a substance
capable of reviving the Frostbearing Tree, which died thousands of years ago after the Skyfrost
Nail dropped from Celestia. Previous attempts to revive the tree failed, indicating that Durin's
blood had special properties.
Prolonged exposure to the Abyss can drastically change a person's personality or
corrupt their entire being. The Abyss appears to be attracted to — and draws in — those with
great ambition, such as Gold and Tartaglia. Those who have personal ties to the Abyss have
been known to gain an uncanny ability to wreak havoc and conflict. Tsumi believes that the
Abyss Order finds the Void Realm's power addictive.
Denizens of the Abyss appear to use an Enochian-based language, based on the text
that can be seen above Abyss Mages' heads when talking to hilichurls and in their Adventurer
Handbook description. Abyss monsters also have the ability to manipulate elemental energy
without the use of Visions.
Time in the Abyss passes differently than it does in Teyvat; Tartaglia spent three months
there, but returned to a Teyvat that had only seen three days pass since his disappearance.
When Takamine the Mistsplitter finally emerged from the Abyss, a long time had passed on
Teyvat and Asase Hibiki was "no longer young." It is unclear whether this time scale disparity is
consistent, or if it can change depending on certain factors.

As the Void Realm, it is one of the three realms in the world of Teyvat, alongside the
Human Realm and the Light Realm. While the Human Realm and Light Realms are capable of
adjusting to accommodate each other's existences, the Void Realm is devastating to both.
The mysterious region of endless darkness located both beyond and beneath Teyvat,
described as an entirely different world from Teyvat.
An entity, apparently the will of the Abyss itself, which has spurred the Abyss Order's
goal of overturning Celestia and ravaging Teyvat, and is addressed by the Kitsune Saiguu
during her death.
Creatures that are endemic to the Abyss, such as Riftwolves.

History
According to legend, before the Primordial One descended on the world, the elemental
Light Realm and the abyssal Void Realm existed in diametric opposition to each other. The
Primordial One created the Human Realm after defeating the Seven Sovereigns of the Light
Realm, subjugating both nature and those of the Light Realm who hadn't escaped into the
ocean.
During the war between the Primordial One and the Second Who Came, the region of
Enkanomiya fell into the ocean depths, where the forces of the Light Realm and the Void Realm
already existed. With the addition of a Human Realm aspect, the Vishaps who had fled into the
oceans grew hostile towards the stranded people and were only fended off through the creation
of the Dainichi Mikoshi and later, the intervention of the god Orobashi. The people of
Enkanomiya built the Towers of the Three Realms to regulate the powers of the Human Realm,
Light Realm, and Void Realm. These towers, known as Kunado's Locus, Yachimatahiko's
Locus, and Yachimatahime's Locus, were hidden using techniques only known by shrine
maidens and the Vassals of Watatsumi.
Five hundred years ago, during the cataclysm, the fall of Khaenri'ah's Eclipse Dynasty
came at the hands of the gods. The "great sinner" Rhinedottir, also known as Gold, created an
enormous amount of monsters containing abyssal power. These monsters proceeded to ravage
Teyvat, causing widespread destruction. It is unclear whether the gods' attack on Khaenri'ah
came before or after her actions, but the two events are inextricably linked. Following the gods'
attack on Khaenri'ah, some of the people of Khaenri'ah were transformed into monsters through
a curse. Dainsleif, despite being a royal guard of Khaenri'ah who was cursed with immortality
himself, somehow was not converted into an Abyss monster and instead opposes the Abyss
Order.
When Tartaglia was fourteen, he ran away from home, and after falling into a deep hole,
he found himself in the Abyss. There, he encountered a swordswoman, likely the one named
Skirk, who trained him, taught him to navigate the Abyss, and nurtured his ability to raise
endless conflict no matter where he went.
After the Traveler retrieves the Bloodbranch Coral so Sangonomiya Kokomi could
perform the Watatsumi Goryou Matsuri, a ritual used to reverse Watatsumi Island's Holy Soil
phenomenon. However, unexpectedly, the phenomenon failed to reverse and merely halted.
Concerned, the Divine Priestess sent a team to investigate, only to discover that Enkanomiya
was shrouded in a mysterious darkness This darkness turned out to be the encroachment of the
Void Realm, instigated by Enjou, who convinced the Bathysmal Vishaps to disrupt the Towers of
the Three Realms in favor of the Void Realm. The vishaps, eager to overthrow human
presence, complied, only to discover that they were even more susceptible to abyssal power.
Tsumi went to the Watatsumi troops in the guise of a shrine maiden to aid in repelling the Void
Realm, rescue the vishaps trapped under the Dainichi Mikoshi, and perhaps even destroy the
tower. Although she succeeds in her former two goals, she ultimately finds herself unable to
carry through with her last objective.

Areas

CHARACTER CREATION
A Player's character is who they play throughout the game. The more time and effort one
puts into making their character feel alive and a part of the world of Teyvat, the more rewarding
the story will be as a whole. When creating a character, there are several important "gameplay"
aspects to consider. Do you want to create a frontline fighter, a healer who stays in the back
and supports the party, or a scoundrel who dashes around the battlefield, waiting for the right
opportunity to strike? There are many decisions that are possible, and only you can decide for
yourself what you want to play. Arguably, a more important aspect to character creation is their
personality and backstory. Who are they as a person? What is it that they do? What shaped
them into the person they are today? These are questions that will need to be answered as you
play the game. The more in depth you create your Character, the easier it will be to roleplay as
them. It'll also make inter-character dialogue between Players feel more real and interesting.
To create your character at Level 0, let's start with the most basic of things:

RACE / SPECIES
There are many possible races for one to choose for their Character. By far, the most
common race is Human. Of course, there are also human-animal hybrids (like Sucrose and
Diona). Finally, elves are a rare sight, but not unheard of (such as Klee).

HUMAN
The most plentiful sentient creature on the continent of Teyvat. The can take on a variety
of shapes and sizes and are just as varied in their personality and ideals.

Bonuses:
+1 Stat Point
+1 Talent Point
+1 Feature

ELF
The only known members of this race are Klee and her mother, Alice. They are
described as a long-lived race.

Bonuses:
+2 INT
+1 (INT) Talent
You remain youthful and full of vigor for hundreds of years.

KATZLEIN
The Kätzlein Bloodline, also called the Kätzlein Lineage, is a family that has been in
Springvale for at least three hundred years, where the hunter Olaf lived before being
accidentally preserved in ice. They are a line of renowned hunters, from Olaf to his descendant,
Draff.
They are a family who are well known for their feline features, as well as their hunting
prowess. Skills such as infiltration, archery, climbing, and dodging come naturally to members of
the bloodline. They have keen eyes that are able to see well in the dark. The feline features of
members of the Kätzlein bloodline are exceedingly rare in Mondstadt, leading Dr. Edith to write
about them in "Studies of Bloodlines Strange and Unfamiliar." Diona falsely claims that
everyone in the Kätzlein lineage has a Vision, but she is the only member known to have one.
Sucrose, a young woman with similar cat-like features, often wondered if she had shared
ancestry with Diona, and many people would ask her about it. Through observation, she
determined that her feline features were of a similar genome to the Kätzleins but a different
ancestry.

Bonuses:
+1 Perception, +1 Acrobatics
+1 Survival, +1 Athletics
You have Nightvision (you don't suffer any penalties to Perception or Line of
Sight when in darkness).
ADEPTUS
All adepti possess the ability to manipulate elemental energy, which mortals equate to
having a Vision; this led to the "three-eyed" part of the adepti's full Chinese title. It is unclear
whether the adepti's ability to manipulate elemental energy follows the same rules as humans'.
For example, beastlike adepti do not have Visions located externally on their bodies, leading
humans to conclude that they possess "inner eyes" located within their bodies and are not
visible on their bodies. Xiao wears a Vision because he appears in a humanlike form and thus
follows human convention. and whether his Vision is the same as a human's has been left
ambiguous.
Adepti possess adeptal energy that has a unique effect based on the individual. When
the Traveler was infused with three adepti's energies, Madame Ping's created intermittent
shockwaves upon attacking, Ganyu's granted passive healing, and Xiao's increased movement
speed. It is unclear whether adeptal energy is linked to their "third eye," or if it is an independent
power.
For normal humans, prolonged interaction with adepti will become dangerous, as their
souls are not as robust and adeptal energy will overwhelm them with enough time. When a
dying Qiqi was infused with several adepti's energies, it was powerful enough to prevent her
from fully dying — but because it was too much for a mortal to bear, sent her on a rampage that
was only stopped by trapping her in amber for hundreds of years. Even after hundreds of years,
she is still capable of manipulating that adeptal energy as a zombie.
According to Liyue beliefs, adepti formed the landscape; for example, rivers are adepti
saliva, while grass is adepti hair. Mountain Shaper denies those claims as "nonsense," and
explains that the amber found on Mt. Hulao is in fact created by a plant called the karst crawler.
However, he is capable of controlling the plant to a certain degree and has to make sure the
plant will not trap innocent beings before he leaves the area.
Adepti are capable of creating domains — known as abodes — through Sub-Space
Creation for their personal use, even granting them different forms such as teapots. This ability
was granted by Rex Lapis and is part of the "illumination" in "Mighty and Illuminated Adepti".
There are several esoteric techniques used by the adepti. One of them is the "gifting of
dreams and visions," used by Zhongli to inform the other adepti and the Liyue Qixing that Morax
had not actually died, but had chosen to retire from his role. Another is Dream Trawler, which is
primarily used to separate the soul from the body for self-cultivation but can also be used to
summon another's spirit; Xiao and the Traveler use it to summon Starsnatcher's spirit. Pervases
uses Mortal Lingering to temporarily regain a physical vessel.
The adepti have a large range in terms of appearance, but most of them take on their
true, illuminated beast forms when appearing before mortals. Full-blooded adepti are capable of
shapeshifting into a human form, and some — such as Madame Ping and Xiao — prefer such a
form. Others, like Moon Carver, take pride in their beast forms and refuse to use human
disguises.
So far, known half-blooded humans take on a humanoid appearance with a few
distinguishing traits from their illuminated beast blood. It has not been suggested that they have
the ability to shapeshift or otherwise take on a more beastlike form.
Bonuses:
+1 Energy
You remain youthful and full of vigor for thousands of years.
Sub-Type:
Qilin
+1 CON, +1 Talent
Crane
+1 DEX, +2 Reflex
Deer
+1 STR, +1 Move Speed
Xiezhi
+1 INT, +1 WIS
Other
Discuss other adeptal forms with your Narrator to come up with bonuses!

ONI
Oni are particularly powerful in terms of raw strength, as shown with Itto's appearance
and combat style. It is said that an Oni Mask possesses immense power.
One of the oni's weaknesses are beans, which is lethal to them in large amounts. For
part-oni, they do not suffer as much due to their oni blood being significantly thinned, but Itto is a
lone exception to this.
The oni are some of Inazuma's inhabitants, although they lived a mostly secluded
lifestyle as humans feared them. An Inazuman fairytale speaks of two oni; a blue oni, who
preferred seclusion, and a crimson oni, who wished to socialize with humans. The crimson oni's
initial attempts to interact with humans ended in failure, but they still wished to befriend the
humans. The blue oni then proposed a solution in which he would perform "evil" acts and have
the crimson oni scare him off. The plan worked and the crimson oni began to interact with
humans. Seeing this, the blue oni left. Eventually, the crimson oni searched for the blue oni;
upon realizing that the blue oni was purposely avoiding him, the crimson oni left behind a letter
and they reunited during a village festival, albeit away from the village.
Onis are more versed in the story as it held a hidden truth that most people were
unaware of - the oni, being the proud race they were, wanted the Shogun's protection, but in
order to do so, they had to have a good relationship with the humans. People at the time did not
discern between oni, so they treated all of them the same, which was mostly exacerbated by the
blue oni continually clashing with the humans, while the crimson oni tried to maintain good
relationships with them. As a result, the two tribes met and issued a pact - the blue oni would
help the crimson oni integrate with humans as long as the crimson oni would treat humans
respectfully, not use their strength for malicious intents and obtain the respect of the humans.
As the blue oni remained in a life of seclusion, they were eventually thought to have died
off.
500 years before the start of the game, the Cataclysm erupted throughout Teyvat;
Mikoshi Chiyo, one of Ei's friends, was swallowed by a beast of sin. While she broke out, she
was corrupted by its influence and rebelled against the Shogunate, prompting Ei to cut her
sword arm and one horn off, but she was spared and fled into the forests. Chiyo's son, Iwakura
Doukei, was shamed by his mother's actions and led a life of seclusion in Konda Village until he
met Teruyo of the Yougou Tengu.
In the present, the crimson and blue oni tribes continue to exist; Arataki Itto is the current
representative of the crimson oni. The blue oni were also revealed to have survived, albeit in
extremely poor conditions, forcing one of them, Takuya, to join a vagrant group for supplies.
During Itto's Story Quest, he manages to connect to Takuya and now learning of their suffering,
pledges to assist the blue oni tribe however he can after being released from jail. The Traveler
informed Granny Oni of this, who began making preparations to help the blue oni.
Oni have long horns and have larger physical builds than most humans. In the long
distant past, the oni had completely blue or crimson skin color without any markings, although
as they continued to reproduce with humans, their skin became similar to theirs, so oni typically
paint markings on their skin and horns to indicate which tribe they hailed from. This signified
how diluted the blood of the oni had become today
Judging by the appearance of the Oni Mask and the guard of the Maguu Kenki, the Oni
of Old used to have crooked faces and fangs.

Bonuses:
+2 STR
+1 Intimidation

TENGU
The tengu appear to be well-versed in both archery and swordsmanship, although their
arts are not restricted to those within their clans. The Great Tengu taught the human Takamine
her archery techniques, which he later taught to Asase Hibiki.
Another member of the Yougou Three, the onmyouji Kamuna Harunosuke, learned the
tengu art of transcension while training under the Yougou Tengu; which he combined with his
knowledge of Liyue adepti arts to create onmyoudou.
A tengu's speed is said to be nearly unrivaled. Kitsune Saiguu technically won a race
against the Chieftain of the Yougou Tengu but believes that the tengu went easy on her, while
Iwakura Doukei's grazing of Teruyo's wing during a duel won him the name "Tengu Victor."
According to Teruyo, a name given by the Yougou possesses divine powers. It is
unclear whether this is an ability possessed by all tengu or only the Yougou Tengu.
Tengu warriors are known to possess magical items known as feather fans. When
wielded by a tengu, a feather fan can have various effects; while in the hands of ordinary
people, it is only capable of "making one's body lighter" when in mid-air (such that it increases
one's movement speed while gliding).
While tengu are slimmer than oni, they are far more stronger than their appearance
suggests.
The tengu are some of Inazuma's inhabitants and lived a mostly secluded lifestyle. One
tengu, Sasayuri, was acquainted with Ei; during the war against Watatsumi when Orobashi
inexplicably invaded Shogunate-held islands, he was slain in battle. At some point, an unnamed
Tengu was gifted the Thundering Pulse by the Shogun. It is unclear whether it was Makoto or Ei
who gave the gift.
During the Cataclysm, Teruyo met Mikoshi Doukei, who was living a life of self-exile in
Konda Village as a result of his mother's actions against the Shogun. Teruyo later disappeared
after Doukei managed to graze her wing, asking him to forget about her. The "Great Tengu",
Kitsune Saiguu's protector, also disappeared during this time.
Like the oni, most tengu continue to live in seclusion. Prior to the Traveler's arrival in
Inazuma, there are at least two tengu - an unnamed tengu that Arataki Itto had dueled in
Byakko Plain, and Kujou Sara, who was integrated into human society after falling from a great
height while battling monsters and fell unconscious when she was discovered, having been
saved by her recently granted Vision.
Black wings appear to be a common trait among the tengu: Teruyo is described to have
black wings, while Kujou Sara also has black wings. All known tengus have had crow masks
affixed on their head. Akuou mentions beating the Great Tengu at the time and taking her mask
as a trophy, implying that the masks of the tengu are either of great honor or importance, or
even essential to their survival.

Bonuses:
+1 DEX, +1 Acrobatics
Multi-Disciplined (Sword) Feat
Multi-Disciplined (Bow) Feat

KITSUNE
A sly, prideful creature that has incredible intelligence and a long-lasting memory — or
so the urban legends say.
They pay no attention when someone approaches, seemingly used to living alongside
mankind.
The kitsune have a long history in Inazuman culture. Some legends say that they were
family to the Kitsune Saiguu in ages past. After she disappeared, their kind slowly dwindled, and
the Kitsune lost their mystical might, and now no longer speak.
The kitsune seem to have an inexplicable familiarity with the Realm Within, sometimes
sitting peacefully in the distance, watching Tubby as she reposes.
Kitsune possess mythical abilities such as shapeshifting.
According to Toki Alley Tales, the kitsune came to the archipelago of Inazuma from
mainland Teyvat, fighting a war against the island's native tanuki for the land. Although the war
is claimed to have ended in a draw, the tanuki had to cede the Sacred Sakura and Mt. Yougou
to the kitsune.
A prominent kitsune clan was the Hakushin Clan, named after its matriarch Hakushin.
She dwelt on Mt. Yougou and had six apprentices, the eldest of whom was the troublemaking
"Black Fox" Itaru. The Kitsune Saiguu, who was worshiped as a kitsune goddess, was a
member of the Hakushin Clan. She was Ei's companion for a time, up until she was absorbed
and killed by the dark forces during the cataclysm. The unsullied parts of her memories
coalesced into Kazari.

Bonuses:
+1 Performance, +1 Stealth
+1 Deceit, Diplomacy
You possess the ability to Shapeshift (you can alter your physical appearance
slightly and take on both a humanoid and fox-like form). When used during an Encounter, this
action consumes 3 Stamina.
While in Fox Form, your Size is Small and your Move Speed is increased by 1.

TANUKI
Bake-danuki are a type of tanuki found in Inazuma. They have a leaf on their head and a
bag around their neck.
Upon spotting a player in the near vicinity, they'll start to dance and make music. When
approached they'll disappear and then reappear in a puff of smoke nearby continuing their song.
After around 3 or 4 of those "steps" they'll have disguised themselves as some kind of
destructible or interactable environmental object (e.g. a small rock stack, vase or brazier, an
Elemental Monument, objects which will be highlighted by Elemental Sight). Upon attempting to
break the object, they'll drop their disguise and disappear after which their former location can
be inspected, dropping one or a few low-grade artifacts. In Co-Op Mode, all players can lead the
bake-danuki to the spot where they will disguise themselves and destroy the object. However,
the investigation prompt can only be triggered by the host.
Some bake-danukis may "prank" the player by appearing already disguised as a
common chest, then revealing themselves and disappearing in a puff of smoke when the player
gets close. They leave behind an investigation spot that drops cooking ingredients. One such
fake chest can be found along the mountainside path leading to the Grand Narukami Shrine.
These chests can be opened by interacting with it while the bake-danuki is inactive, such as at
night, or by being fast enough so the bake-danuki does not reveal itself.
Some groups of puzzles objects already present in the world, such as multiple Elemental
Monuments, may act as normal until completion of the puzzle and then reveal themselves to all
be bake-danukis. Chests will still be awarded for completing such puzzles, as if they were
normal puzzle objects.
Their leader Ioroi can be found sealed inside a large statue within Chinju Forest.

Bonuses:
+1 Stealth, Performance
+1 Move Speed
Your Size is Small.
You possess the ability to Shapeshift (you can change into small to medium
sized inanimate objects such as vases, chests, and rocks). When used during an Encounter, it
consumes 3 Stamina.

LOCHFOLK
The Lochfolk, known by outsiders as Oceanids, are a species made of pure Hydro
energy, similar to Slimes. Thus far, they appear to be all female. They are able to control water
and mimic real life forms with water.
A Lochfolk's growth is very different from other creatures'. Separating from the others
and departing from their homeland apparently causes them to lose much of their intelligence
and they have to restore it over time. Lochfolk learn and gain intelligence mainly by joining with
water sources, whether spring water, rivers, or even a person's tears. One of the most potent
sources is the water creatures created by another Lochfolk. They can also gain some
intelligence by looking upon the moon's reflection in the water.
Lochfolk are also capable of joining with each other, and prefer to do so likely because
they used to be together back in their homeland, making living separately quite lonely. However,
those that have left their homeland are wary of assassins, seemingly other Lochfolk that forcibly
join with them and destroy their sense of self, which is apparently possible if the invader has a
wicked mind. Unable to join with most other kinds of creatures due to the danger of drowning
them, most Lochfolk are afraid to fall in love with humans, especially since Lochfolk are
seemingly immortal while humans age and die. Because of this, they only talk to humans as
children so that the people forget about them or assume that Lochfolk are imaginary when they
grow up. This method doesn't always work, as some people remain loyal for most or even all of
their lives, waiting for a response.
There appear to be two types of Lochfolks, those that embitter water and those that
sweeten it. Based on current evidence, the type of water they produce seems to be tied to their
size. Rhodeia and Urania, two full sized Oceanids, are noted to have the ability to make water
bitter, while Endora and the Spring Fairy of Springvale produce sweet, refreshing water.

The Lochfolk originate from Fontaine and are devotees of the previous Hydro Archon.
She tasked them with spreading all over Teyvat as spies, not out of any malicious intent, but
rather as a way to connect everyone like how water is connected. After the previous Hydro
Archon died and was replaced by the God of Justice, the Lochfolk did not get along with the
new Hydro Archon. As a result, many have gone on a self-imposed exile from Fontaine.
As their name implies, Lochfolk are closely linked to water. They are born from the
water's essence. Not only can they control water, their very life is directly connected to water —
and changes to the water in their surroundings can affect their health. For example, Rhodeia's
enmity towards Endora turned the water bitter, nearly killing the younger Oceanid and
threatening to ruin Mondstadt's water supply. Endora was able to recover by taking in the sweet
water in Springvale, which was blessed by their fellow Oceanid known as the Spring Fairy.

Bonuses:
+1 Stealth
The only Vision you can obtain is Hydro.
You have Nightvision (you don't suffer any penalties to Perception or Line of
Sight when in darkness).
You have a Swim Speed equal to your Move Speed. You can not Drown.
You possess the ability to Shapeshift (you can change into small natural
creatures such as Cranes, Boars, or Frogs.
You possess Telepathy when communicating with others of your kind.

REPTILIAN
According to Enjou, Reptilians were Bathysmal Vishaps in Enkanomiya who, after being
defeated by humans, began evolving to survive by imitating humans and infiltrating their society.
Everything about them became indistinguishable from humans, save for their pupils, which
stayed vertical and reptilian. Enjou believes that Tsumi, a shrine maiden met in Enkanomiya
during the Three Realms Gateway Offering event, is one such Reptilian.
However, according to Sangonomiya Kokomi, Reptilians are pure fiction, as the ancient
documents of Watatsumi Island do not have any information about them. Instead, she believes
that Tsumi could be the last descendant of the Vassals of Watatsumi. They were Orobashi's
confidants who had a half-human, half-snake appearance, and could understand the language
of both humans and reptiles. Over time, the Vassals of Watatsumi became more human-like
and could only be distinguished by their vertical pupils.
Because of the co-existence of these two theories, there is currently no basis to confirm
Tsumi's origin.

Bonuses:
+1 Stat
+1 Deceit, +1 Performance
You have a Swim Speed equal to your Move Speed. You can not drown.

UNDEAD
A zombie is an individual who has been resurrected from the dead through the use of
adeptal energy. Currently, Qiqi is the only character known to have been revived in this manner.
Although appearing alive at first glance, zombies are typically described as having cold
and stiff bodies, so as a result they are usually forced to move around by hopping. Qiqi is able
to circumvent this however, by performing calisthenics on a daily basis. Zombies speak in
monotone and have virtually no short-term memory. As such, these beings are normally not
capable of performing an action without being ordered to do so, though Qiqi can somehow issue
orders to herself, allowing her to be independent.

Bonuses:
+2 CON
+1 History, Elemental Mastery
You do not age and don't need to eat or sleep.

HOMUNCULI / ANDROID
An artificial being created through advanced technology and/or alchemy.

Bonuses:
+2 (INT) Talent
+1 Talent
You do not age and don't need to eat or sleep.

Physical Appearance
What does your character look like? I believe that a good character design should reflect
what they are like with just a single glance.
Personality
How does your character respond to situations? Do they have a moral compass that
they follow? Are they kind? What are their hobbies?

Background
Now that we have a rough outline of what kind of person you character is, we can start
to visualize a backstory for them. I have listed several different factions that your character
could have ties to, but feel free to come up with something on your own too!
Knight of Favonius
Millelith Guard
Shogun Bakufu
Samurai
Liyue Qixing
Nobility
Mercantile
Treasure Hoarder
Fatui Agent
Adventurer's Guild Member
Sumeru Academian
Astrologer
Charlatan / Ruffian
Idol
Clergy / Religious Leader
Cartographer
Artisan
Blacksmith
Erumite Mercenary
Exorcist
Sailor
Shogunate Warrior
Tri-Comissioner
Akademiya Researcher

Backstory / Lore
With these 4 things written down, you should have a solid basis for fleshing out the
details concerning their character's backstory. From here, you can be as descriptive or as vague
as you'd like.

VISION
Speaking of backstory, usually one of the most important moments in your character's
life is when they received their Vision from the gods. There are 7 possible elements that your
Vision can correspond to.
Visions are a gift bestowed upon mortals whom the Gods recognize. They grant the user
elemental abilities based on the element of their given Vision. It is said that those with Visions
have a chance of ascending to Celestia and attaining godhood themselves.
These objects take the form of glowing crystal orbs, with the respective element's
symbol in the center. To current knowledge, Visions cannot be destroyed and after a person's
passing, their Vision will become an inactive trinket, losing its color.

A list of the 7 possible Visions to acquire are below:


Anemo (tied to Mondstadt and the values of Freedom, Change, and Ideals)
Geo (tied to Liyue and the values of Tradition, Creation, and Contracts)
Electro (tied to Inazuma and the values of Eternity, Power, and Self-Reflection)
Dendro (tied to Sumeru and the values of Wisdom, Life, and Knowledge)
Hydro (tied to Fontaine and the values of Justice, Truth, and Progress)
Pyro (tied to Natlan and the values of War, Passion, and Determination)
Cryo (tied to Snezhnaya and the values of Decision, Double-Naturedness, and Deceit)

STATS
At this point, we're done with the story aspect of character creation and will be moving
on to the numbers and gameplay aspect; this isn't to say that these next few steps should be
devoid of story or theme.
Let's start with your character's Stats. These are the 6 attributes that help to define your
Character's abilities both in and out of combat.

Constitution (CON)
This determines how much Damage you can suffer before you fall unconscious. It’s tied
to one’s stamina and fortitude.

Strength (STR)
This is a combination of physical strength and weapon know-how. The higher this is, the
more damage you can deal with melee weapons.

Dexterity (DEX)
This represents how quick you are on your feet and also how fast your mind reacts to
stimuli. This is also used when attempting to dodge attacks and for a multitude of various
talents.

Wisdom (WIS)
This represents how aware of your surroundings you are as well as how well you can
defend yourself in battle. The higher your WIS is, the more dice you can roll when being
attacked.

Intelligence (INT)
This represents how quick your mind reacts to problems as well as the multitude of
knowledge you possess. The more INT you have, the more Talent Points you have to
allocate (as your intelligence lends itself to you being able to train and study various
topics).

At Level 0, you have 5 points to allocate to any of the 5 stats in any way that you see fit.
For example, if you're building a character who excels at frontline combat, then perhaps
allocating 2 points to STR, 1 point to WIS, and 1 point to DEX would be wise, as it allows them
to deal more damage and avoid incoming attacks from enemies.

HP = 3 + CON
Energy = 3 + WIS
Stealth Points (SP) = 3 + Stealth Talent Stat
Resolve Points (RP) = 3 + WIll Talent Stat
Talent Points (TP) = 10 + Character Level + INT

Features will be explained in more detail below, but each Character begins with 1 known
Feat.

CHARACTER GROWTH
Whether through combat or trial, blade or words, each experience your character has
shapes them and allows them to grow. This is represented through Experience Points (EXP).
Once your character has enough EXP, they can advance in Level.
As you Level Up, your Character will grow stronger in different ways. Sometimes you'll
gain more Stat Points to allocate. Other times, you'll obtain new Feats and learn new Elemental
Skills and even Bursts.
With each successive Level, more EXP will be required to advance. The amount of EXP
required to reach the next Level is shown in the Table below. This Table will also show what
new Skills / Stats / Abilities a Character obtains when they Level Up.

Stat Elemental Elemental Talent Health Points EXP to next


LVL Points Skills Bursts Feats Points (HP) Level
0 5 1 1 10 3 100
1 1 1 1 1 1 120
2 1 1 1 140
3 1 1 1 1 160
4 1 1 1 180
5 1 1 1 1 200
6 1 1 1 1 1 1 n/a

Each time you Level Up, you gain 1 HP and 1 Talent Point.
At every Even Level, you gain 1 new Elemental Skill.
At every Odd Level, you gain 1 new Stat Point and 1 new Feature.
Level 6, being the last level is a bit special as you get 1 of everything!

The Party gains EXP by completing Encounters (explained in greater detail later). For
now, just know that an Encounter is classified in terms of its difficulty.
Easy Encounters yield 20 EXP.
Medium Encounters yield 40 EXP.
Hard Encounters yield 60 EXP.

But what constitutes an “Easy” encounter? Or a “Medium” one? Basically, when


designing an Encounter, the difficulty level is determined based on a generic, dummy, Party of 4
Adventurers - each at a particular level. If an Encounter is designed for a Party of a particular
level, then it is considered a “Medium” Encounter.
If an Encounter is designed for a Party of a higher level than they actually are, it
becomes “Hard” and vice versa. As an Example, say the Narrator creates a Combat Encounter
that’s designed for a Level 3 Party. If that Narrator’s Players are actually only Level 2, then it
would be a “Hard” Encounter for them - meaning that they’d earn extra EXP for overcoming it!
Another way for increase or decrease the difficulty of an Encounter is for the Party to
NOT be the standard size of 4 Adventurers. Say an Encounter is designed for a standard Party
that’s Level 3, and even though the Players are Level 3, maybe there are only 3 of them. This
means that it would still be a “Hard” Encounter for them.

WEAPON TYPE
After distributing your starting Stats, you then get to pick from 5 possible weapon types
to use. Your weapon type determines some of the Attack Actions that you can take while in
battle (Action Types and the costs associated with them will be described in more detail later).
It's important to note that each of these fighting styles present their own positives and negatives.
In terms of gameplay, each style allows you to perform 2 different actions in combat: a normal
attack, and a charged attack. Each of these attacks deal Physical Damage (unless otherwise
stated).
It is possible to learn to use multiple Fighting Styles, but one must obtain a Feature to
learn additional types (you only get 1 at Character Creation). Additionally, more Charged Attack
options can be learned through Features.

Each Weapon Type has an associated Stat that determines how effective one is in battle
with said weapon.

Sword
The Sword style is a balanced fighting style that can deal damage and reposition foes on
the battlefield. This style has 4 possible Charged Attack options. When you create your
character, pick one. As you gain Levels, you can choose to learn additional Charge Attacks.
DAMAGE STAT = STR
Normal Attack
Cost: 1 Stamina
Target: 1 Creature within Melee range
Damage: No Bonus Dice
Effect: None
Charge (Slash)
Cost: 2 Stamina
Target: 1 Creature within Melee range
Damage: +1 Attack Die
Effect: Push the Medium or smaller Creature hit by this attack 1 tile away.
Charge (Thrust)
Cost: 2 Stamina
Target: 1 Creature within Melee range
Damage: +1 Attack Die
Effect: Knock the target of the attack off their feet (they fall Prone).
Charge (Flurry)
Cost: 2 Stamina
Target: 1 Creature within Melee range
Damage: +2 Attack Dice
Effect: None
Charge (Dash)
Cost: 2 Stamina
Target: 1 Creature within Melee range
Damage: +1 Attack Dice
Effect: Shift up to 2 Tiles away, but you must remain adjacent to the Target.

Polearm
The Polearm style favors maneuverability and positioning on the battlefield. Like with the
sword style, there are 2 possible Charged attack variants. You must pick only 1 at Level 0.
DAMAGE STAT = DEX
Normal Attack
Cost: 1 Stamina
Target: 1 Creature within Melee range
Damage: No Bonus Dice
Effect: None
Charge (Pierce)
Cost: 2 Stamina
Target: 1 Creature within Melee range
Damage: +1 Attack Die
Effect: Shift up to 2 Tiles, but you must remain adjacent to the Target.
Charge (Thrust)
Cost: 2 Stamina
Target: 1 Enemy within Melee range
Damage: +1 Attack Die
Effect: Knock the target of the attack off their feet (they fall Prone).

Bow
Those you wield a bow prefer to hang back and snipe their foes from a distance.
DAMAGE STAT = DEX
Normal Attack
Cost: 1 Stamina
Target: 1 Creature within 10 tiles (Range 10) *Can't select Targets in Melee
range*
Damage: -1 Attack Die
Effect: None
Charge (Aim)
Cost: 2 Stamina
Target: 1 Creature within 15 tiles (Range 15) *Can't select Targets in Melee
range*
Damage: No Bonus Die *Damage Type is dependent on one's Vision*
Effect: None
Charge (Volley)
Cost: 2 Stamina
Target: Burst 1 within 5 tiles
Damage: -1 Attack Die *Damage Type is dependent on one's Vision*
Effect: None
Charge (Homing)
Cost: 2 Stamina
Target: 1 Creature within 10 tiles (Range 10) *Can't select Targets in Melee
range*
Damage: 1 Flat Damage *Damage Type is dependent on one's Vision*
Effect: None

Catalyst
These are a strange mix of weapons that specialize in exploiting elemental energies.
DAMAGE STAT = INT
Normal Attack
Cost: 1 Stamina
Target: 1 Creature within 5 tiles (Range 5) *You can't select Targets in Melee
range*
Damage: No Bonus *Damage Type is dependent on one's Vision*
Effect: None
Charge (Splash)
Cost: 2 Stamina
Target: Burst 1 within 5 tiles
Damage: -1 Attack Die *Damage Type is dependent on one's Vision*
Effect: None
Charge (Wave)
Cost: 2 Stamina
Target: Blast 2
Damage: -1 Attack Die *Damage Type is dependent on one's Vision*
Effect: Push the Medium or smaller Creature hit by this attack 1 tile away.
Charge (Focus)
Cost: 2 Stamina
Target: 1 Enemy within 5 Tiles (Range 5)
Damage: +1 Attack Die *Damage Type is dependent on one's Vision*
Effect: None
Charge (Pulse)
Cost: 2 Stamina
Target: 1 Creature within Melee
Damage: +1 Attack Die *Damage Type is dependent on one's Vision*
Effect: Push the Target 1 Tile or Knock them Prone.

Claymore
These heavy, two-handed weapons are difficult to use, but can cut a swathe through the
enemies' ranks. There are 3 possible Charged attack options. You must pick 1 at character
creation.
DAMAGE STAT = STR
Normal Attack
Cost: 1 Stamina
Target: 1 Creature within Melee range
Damage: No Bonus Dice
Effect: None
Charge (Spin)
Cost: 2 Stamina
Target: Burst 1
Damage: No Bonus Dice
Effect: None
Charge (Sweep)
Cost: 2 Stamina
Target: Blast 2
Damage: +1 Attack Die
Effect: None
Charge (Power)
Cost: 2 Stamina
Target: 1 Enemy within Melee range
Damage: +2 Attack Dice
Effect: None

TALENTS
Talents are things your characters can do other than simply fighting an enemy. Many of
these talents can and will be used outside of combat, during exploration, and even during
peaceful treks through the city. Some of these talents are context-sensitive, meaning that their
use can depend on what's happening. For example, you may choose to actively use the
Perception Talent to look for a hidden switch in a Domain, or you may need to make a Fortitude
check in response to eating spoiled food.
Here is a list of all the Talents in the game and what primary stat they are tied to. More
details on how Talent checks are implemented will be listed later in this guide.

CON-based
CRAFTING
This talent can be used in a multitude of ways, the most common of which are for
identifying the rarity and quality of a weapon and/or artifact. Assuming one has the necessary
materials, a character who is skilled in crafting can create their own equipment. Determining the
structural integrity of constructs also falls under this Talent.
FORTITUDE
This is primarily a defensive-oriented talent. One will need to make Fortitude rolls
whenever their physical abilities are being tested. Eating spoiled food, climbing for an extended
period of time, and resisting the effects of poisons would all fall under this talent's jurisdiction.
You'll also use this skill to recover from being Unconscious when your HP drops
below 0.

STR-based
ATHLETICS
This talent represents how physically capable your character is. The most
common uses for this talent are for Climbing and Swimming.
GRAPPLE
Your character may need to hold onto their weapons and bind enemies during
battle. In these situations, Grapple is important.
INTIMIDATION
The ability to use one's body language and threats can be used to scare off
potential foes and/or gain leverage in social situations.

DEX-based
REFLEX
How quickly your character responds to situations is summed up by the Reflex
Talent. Besides determining Turn Order, Reflex checks may be called for when your character
needs to react to something that they were previously unaware of (such as a trap door opening,
a hidden arrow shot, or coming up with a witty retort).
ACROBATICS
Similar to Athletics, the Acrobatics talent represents how dextrous one's
character is. Hand-eye coordination also falls under this category. Balancing on a tightrope and
gliding through the air are common uses for this talent.
STEALTH
Sometimes it’s best to not run head-first into danger. There are some situations
in which avoiding confrontation is preferable; in this scenario, a Stealth check will be used.
ADROITNESS
This represents flexibility, finger control, and hand/eye coordination. One could
use this skill to escape from rope binds, steal a coin purse, or manipulate a fragile object safely.
PERFORMANCE
This represents your control over your body language and technical skill. The
ability to appease others and entertain them can be used to earn Mora.

WIS-based
PERCEPTION
Being aware of one's surroundings is a valuable skill. You'll need to make
Perception checks whenever your character needs to spot an enemy's weakness, look for
hidden chests in a dungeon, and hear approaching enemies.
WILL
As Fortitude is to one's physical resistance, Will is to mental resistance.
Whenever your character is being tested mentally and requires deep concentration, a Will check
will be called for.
DIPLOMACY
The ability to convince others and to talk your way out of trouble is represented
by the Diplomacy talent.
BEAST-TAMING
The ability to communicate with wild animals is crucial during Exploration
Encounters as well as for Farmers and Shepherds. The higher this Talent is, the better
Creatures one can Tame to use for combat.

INT-based
LORE / HISTORY
This talent represents how knowledgeable your character is concerning the
history of the world. When inspecting ancient artifacts, roaming a domain, or surveying the ley of
the land, this talent can be used.
GEOGRAPHY
This encompasses a lot of skills related to traveling the world. Besides knowing
where you are in the world, the Geography talent can be used to find ingredients in nature and
survive in the wild.
ALCHEMY
This form of magic is treated more like a science. The arts of alchemy have been
lost over time, but recent strides have expanded modern understanding. Alchemy can be used
for creating many potions and gadgets.
ELEMENTAL MASTERY
This talent represents your character's understanding of the fundamental aspects
of the world (basically like a chemist or a physicist in the real world). This talent is also used for
calculating the damage of Elemental Reactions.
MEDICINE
This talent is primarily used for first-aid, but can also include knowledge of
natural ingredients that have healing properties (like Wolfhook berries).
RELIGION
The Seven are widely known and many people follow their deities devoutly. The
Religion talent encompasses your character's knowledge of the various rituals and dogma of the
gods of Teyvat.
SOCIETY
Your character's knowledge of the culture and ruling bodies of the various
nations of Teyvat are represented by the Society talent.
COOKING
A skill that almost everyone can perform, but few master, is Cooking. Those who
are proficient can prepare dishes that can grant their team passive bonuses.
DECEIT
Similar to Diplomacy, the Deceit talent is used in social situations, but a different
skill set is required. One can also use this in combat to Feint.
SPELLCASTING
Although Humans aren’t capable of utilizing magic inherently (without the aid of
Visions), they can still learn how to cast spells. The ability to distinguish magical auras,
perform rituals, and launch offensive energy is governed by this Talent.

As mentioned previously, a Character has a number of Talent Points (TP) equal to their
Character Level + 10 + INT. This is because smarter Characters are able to learn talents and
trades quicker than others.

FEATURES
Miscellaneous abilities your character possesses take the form of "Features" (or Feats).
These are obtained through experience and training.
Starting at Level 0, a character gains 1 Feat of their choice. A full list of Feats is listed
later in this guide.

EQUIPMENT
There are several items that you can equip to your character that improves their
strength. There are 6 equipment slots: 1 for your Weapon and 5 for your various Artifacts.
At Level 0, your character begins with a Weapon applicable to your Fighting Style that
you chose earlier. A full list of Weapons and Artifacts will be presented later in this guide.

Weapons
As you play the game, you'll obtain resources that allow you to reforge/refine
your weapons to improve their capabilities. Either through crafting them yourself or by spending
Mora, you can also obtain newer, more powerful magical weapons.
At Level 0, you start with a 2-star weapon according to your fighting style (Silver
Sword, Iron Point, Seasoned Hunter's Bow, Pocket Grimoire, or Old Merc's Pal.

Artifacts
As mentioned before, each character can equip up to 5 artifacts (1 of each type:
Flower of Life, Plume of Death, Sands of Eon, Goblet of Eonotherm, and Circlet of Logos).
Besides the individual benefits that artifacts provide to your character, matching certain artifacts
from the same "Set" will grant bonus buffs.
A full list of artifacts is available at the end of this guide.
Gadgets
Wondrously crafted items, referred to simply as "Gadgets" can grant a plethora of
abilities to adventurers. While some are simple tools, others can be quite useful in combat.
Although characters can be in possession of multiple gadgets, only 1 can be "equipped" at a
time. A full list of Gadgets is presented later in this guide.
At Level 0, you start with a simple Gadget.
Mora
The money used in Teyvat, Mora, is minted in Liyue.
It is recommended that Characters at Level 0 begin with 500 Mora.

*GAME MECHANICS*
MAPS / GRIDS
When outside of combat or a situation in which a Turn Order is required, the game is in a
more "free form" state. Basically, this means you can describe what your character is doing
without too much worry on positioning. Keeping the story going is more important than micro-
managing small details like character placement.
The only time a character's particular placement on the map is important is when a Turn
Order needs to be established (such as when combat breaks out or when a Talent Challenge
occurs). In such situations, this game uses a Hexagonal-grid system. For the most part, a Tile
can hold only 1 Creature/Object. Some Creatures and Objects are extra large, taking up
multiple Tiles, while some are smaller, meaning that multiple Creatures can exist in the same
Tile.
It's important to note that creatures are able to move through tiles that are filled with
friendly units, but tiles that hold enemies are treated as obstacles. Even so, one can not END
their turn in another friendly unit's Tile.
*Player characters can be Medium or Small, depending on if they're an adult or a child*.

Difficult Terrain
Sometimes, you'll encounter environmental obstacles that make traversing the
battlefield a hassle. Examples of such things are: shallow water, rocky roads, and thick
foliage.
Tiles with difficult terrain cost an extra unit of movement in order to enter them.
Basically they count as "2 tiles" for the purposes of movement. Since most Characters
have an innate move speed of 5, moving through purely difficult terrain would mean that
only 2 Tiles could actually be crossed. This also means that you can't use the Dash
action to shift into difficult terrain (since you can only shift 1 tile at a time). However, you
can Shift OUT of Difficult Terrain and into regular areas.

Elevation
A fight can break out anywhere! From the lush, flat plains of Monstadt, to the
jagged peaks of the Guyun Stone Forest. This means that Players won’t always be
fighting on an even surface. We need to discuss how to handle Elevation as this can be
both a hindrance and a blessing to your Characters.
A Character who is higher up is likely to have a better vantage point, affording
them a better view of their surroundings. This is a useful position to be when utilizing
ranged attacks (like Elemental Skills and Bow Attacks).
Slight changes in elevation aren’t difficult for Players to navigate during a Move
Action. But more significant changes (those that are 5 ft or more) may require an
Acrobatics and/or an Athletics check in order to pass through.

ROLLS
Rolling dice is an important aspect of this game as it is the deciding factor between
success and failure in many given situations.

Base Roll
By default, whenever a character needs to roll dice in any capacity, they get to
roll 2 d6s (6-sided die). This is called the "Base Roll". So no matter whether your character is
trying to land a cut with their blade, flatter the local bard, or carefully traverse a tightrope, if the
character needs to make a roll, they get to roll at least 2 d6s.
Note that I said "at least". This implies that the number of dice one can roll in a
given situation is variable. This is, indeed, the case. There are a variety of buffs and debuffs a
character may experience during their attempts to accomplish something. In these situations,
the number of extra dice you get to roll will be specified. Again, more details about these
specific situations will be outlined later in this guide, but suffice to say that the more dice you
roll, the greater your chances of success.

Another universal rule about rolling dice is that rolling high is better. Whenever you need
to roll dice, you're looking to score "Hits" or “Successes”. A Success is scored whenever the die
rolled is a 4, 5, or 6. On the other hand, a "Miss" or “Fail” is scored whenever the die rolls only a
1, 2, or 3. Thus, each die that you roll has a 50/50 chance of success. This is why your chances
of success increase as you roll more dice.
Now let's take a deeper look at the many different situations in which you'd need to roll
dice.

COMBAT ENCOUNTERS
The most intensive part of the game in which dice will be rolled all the time is during
Combat.

Initiative
At the start of Combat, the Narrator will always call for an Initiative check from
any and all Creatures involved in the tussle. This is, essentially, a way to keep play organized.
The Initiative Order is basically a Turn Order that specifies when the participants of battle get to
take their Turn. The higher on the order they are, the earlier in the Round they get to move.
Speaking of, a "Round" is defined as a period of time in which each participant in
battle has taken 1 Turn.
If you recall, Reflex is a Talent that you can invest TP into. Talents were
described in more detail earlier, but Initiative is an important concept that needs to be explained
now (since it's necessary for Combat to occur). When the Narrator calls for an Initiative check,
each participant (both player and enemy) will roll dice based on their Reflex score.
The number of dice rolled will be equal to their Base Roll + their Reflex Talent
score. Each participant then compares the number of "Hits" they received. The one with the
highest number of hits is placed 1st on the Initiative Order. The other Creatures are added in
descending order, based on the number of hits they each received.
In the case of ties, the character with the highest Initiative Talent value gets
placed first. If there's still a tie, then the Narrator will decide the placement.If there are ties
between player characters, those players can choose amongst themselves how they wish to be
placed on the Initiative Order.

So, to summarize:
1) Roll Initiative Check
2) Compare the Results
3) Resolve any Ties

STAMINA SYSTEM
Now that the Turn order of combat has been specified, we can begin the action! On your
Turn you can perform a variety of Actions, but you can't do everything! You'll have to pick and
choose HOW you spend your turn. Each Action that you have available to you costs a certain
amount of Stamina in order to perform. On your Turn, you have 3 Stamina that you can spend.
You can spend these points on a single action (if appropriate) or you can split them up and take
3 separate actions that each cost 1.
Besides your 3 Stamina, you also gain 1 Reaction per Round that can be spent on a
particular action at any time (including if it's not currently your Turn - hence the name
"Reaction"). Only Actions notated with the Reaction tag can be used as a Reaction.

An extensive list of the many Actions you can take on your Turn (and their associated
costs) is below:
Move (1 Stamina)
Dash (1 Stamina or Reaction)
Attack
Normal Attack (1 Stamina)
Charged Attack (2 Stamina)
Elemental Skill (Variable + Energy)
Elemental Burst (Variable + Energy)
*Can only use 1 Elemental Burst per Session*
Attack of Opportunity (Reaction)
Defend (1 Stamina)
Grapple / Pin (1 Stamina)
Escape Restraint (1 Stamina / Reaction)
Disarm (1 Stamina)
Use an Item (1 Stamina)
Tactical Maneuver (1 Stamina)
Feint (1 Stamina)
Scan (1 Stamina)
Recover (3 Stamina + Reaction)
Help (2 Stamina)

There are also other, smaller, things that you can do on your Turn. These are
considered "Free Actions" and don't cost Stamina to use. The Narrator will rule whether
something can be considered a Free Action, but common examples could be: operating a
switch, grabbing a potion from your bag, speaking to a comrade, etc.

POSITIONING
During combat, you'll need to move around the battlefield (afterall, the last thing you
want is to be a sitting duck). You may be forced to move through enemy attacks or when a Tile
becomes full.
Of course you can choose to move yourself, by taking either the Move or the Dash
actions. Each one is detailed below:

Move (1 Stamina)
When you take the Move action, you get to move up to 5 tiles away from your
current position. You must move through 1 space at a time, for if you move through a
"Threatened Space" you may risk suffering an "Attack of Opportunity" (this will be explained in
more detail later).
This type of movement allows you to cover more ground, but has its risks.
Whenever you take the Move action, you can choose to cross difficult terrain
(such as water or mountainsides). Doing so will require an Athletics check (which will be
explained in more detail later).

Dash (1 Stamina or Reaction)


When you take the Dash action, you only get to move 1 tile away, but you are
exempt from suffering Attacks of Opportunity.
This means the Shift is the safer option for maneuvering about the battlefield, but
you won't be able to cover nearly as much ground.
It's also important to note that since you can perform this action as a REACTION,
you can use this in the middle of an enemy's turn to quickly reposition yourself. If you manage to
dodge out of their attack range then you get to avoid damage!

Sometimes you're moved against your will. You can be Pushed (moved further away
from a source), Pulled (moved closer to a source), and can even Fall.
Falling from a large height has its risks, as you can suffer heavy damage (that normally
can't be reduced). Starting at a height of 20 ft, you suffer 1 Physical Damage for every 10 ft that
you fall. For instance, if you fell from 20 ft, you'd suffer 2 Damage. Falling from a height of 40 ft
would cause 4 Damage.

Types of Movement:
Walk / Move (Default)
Shift
Teleport
Push
Pull
Swim
Climb / Burrow
Glide / Fly

ATTACKING
There are several different actions you can take that allow you to aggressively deal
damage to your foes. In such scenarios, the result is determined by the aggressor making an
Attack Roll while the defender makes a Defend Roll (if multiple enemies are attacked at the
same time, resolve each combat roll separately, one at a time).
Only Players have to roll Dice during Combat. Enemies controlled by the Narrator will
have stats that correspond to specific Damage and Defense numbers. For example: a Hilichurl
Guard may always deal 1 Damage per Swipe and have 1 Defense.
The reason for this is to keep Combat quick and snappy. If the outcome of a fight is to be
determined by die rolls, then does it really matter if both a Player and the Narrator roll dice or
just the Player? Either way, dice are rolled. If only the Player rolls dice, then there’s less time
spent on determining the outcome of fights. This also allows for Players to be more strategic
with their decisions in combat as they will know how much damage they can suffer.
Basically, this means there are 2 separate instances where Combat Rolls occur: when
the Player is the aggressor and when the Player is the defender. When the Player attacks, they
make an ATK roll and when they defend, they make a DEF roll.
When performing an Attack Roll, the total amount of dice that a Character rolls is
determined from various sources. As with any roll, a Base Roll is always factored in (2 d6s).
Added to that is any Bonus Dice applied by the attack in question. For example, an Elemental
Skill may state that one adds "1 Bonus Die". In this case, you literally add 1 extra die.
Besides that, there is a Primary Attacking Stat that is dependent on the type of Weapon
utilized to make the Attack. By default Swords and Claymores scale off STR. Bows and
Polearms use DEX. And Catalysts use INT. (Some Features or Abilities may allow one to
change which Primary Stat is used for this calculation). So if a Character is attacking with a
Sword and they have a STR of 2, they'll add 2 more dice to their roll.
The last bonus dice that can be added to an ATK Roll is through Equipment and/or
Temporary Buffs. Some Weapons may simply add a value to one's Primary Stat while others
simply add "+1 ATK" or some variation thereof. Artifacts can also do something similar. In these
cases, whatever the bonus ATK says is turned into extra dice.
Attack Dice = Base + Primary Stat + Bonus Dice + Equipment Bonuses
So if the Traveler swings a Sword using a Charged Attack while in possession of a
Blackcliff Sword and holding a Berserker Artifact piece, they'd roll 2 + 2 (STR = 2) + 1 + 1 = 8
dice.

Here’s an example of the attacking process: Let's say the Traveler performs a Charged
Sword Attack on a hilichurl guard. Aether has a STR stat of 2 and the defending hilichurl has a
DEF of 1. This particular attack grants the user +1 attack die and his Silver Sword grants him an
additional +1 ATK; meaning Aether gets to roll 6 dice in total. He ends up rolling 1, 2, 3, 4, 4,
and 6 (a total of 3 Hits). Subtract 1 from 3 and that means that Aether dealt 2 Damage to the
guard!

Flat Damage
Sometimes damage is dealt to creatures that don't require an ATK Roll at all.
This usually occurs due to the special effects of certain Elemental Skills. In this case, the
opponent is unable to make a DEF Roll in response to this. Basically, unblockable damage is
dealt to the target of such an attack. This is quite powerful, so the Defender needs to be wary of
such skills and try to avoid the damage in other ways (such as deploying a Shield or
maneuvering away from the dangerous area).

Characters begin the game proficient in at least 1 type of Weapon. Through Features
one can learn how to wield more weapons.
Sometimes, one is forced to use a weapon that they aren't proficient in. Perhaps your
Character has been kidnapped and had their weapons stripped away altogether.
In such scenarios, your Character would be attempting to make "An Improvised Weapon
Attack". These are risky attacks to make because your Character is unskilled in this department
- but desperate times call for desperate measures.
When making an Improvised Weapon Attack Roll, you do the same thing as in a regular
attack roll, you just don't get to add your Primary Attack Stat.

ATTACK RANGES
When performing an attack you will usually need to specify the target of said attack. For
example, a Normal Sword Attack states that the Target is an enemy within Melee range (in an
adjacent tile). At this point, we should start to detail the various attack ranges that are possible.
Melee
An enemy within Melee range is within 1 tile away from you (basically in an
adjacent space).
Range “X”
When an attack states "Range" followed by a number, it means the target of the
attack must be within that number of tiles away from you.
Burst “X”
A Burst attack must have an origin point. Once that has been determined, that
tile, plus all tiles within a certain distance away, are all affected by the attack. Basically, these
are Area of Effect attacks that can hit multiple opponents at once.
By default, a Burst attack is considered to have its Origin Point be the tile that
causes the attack. Also, a Character (by default) is immune to the effects of their own Burst
attacks.
Line “X”
A Line attack must also have an origin point. Once that has been determined,
that tile plus a number of tiles equal to its length (in a single direction) are affected by the attack.
By default, a Line attack is considered to have its Origin Point be the tile that
causes the attack. Also, a Character (by default) is immune to the effects of their own Line
attacks.
Blast “X”
A Blast attack is vaguely "cone-shaped" or triangular in nature. All Blasts have an
origin point as the tile of the character performing the attack. The number listed after the word
"blast" refers to the maximum number of spaces away that the attack can travel to.
For example, a Blast 1 attack hits all enemies within your tile, plus 2 tiles
adjacent to you (such that it forms a triangle).
By default, a Blast attack is considered to have its Origin Point be the tile that
causes the attack. Also, a Character (by default) is immune to the effects of their own Blast
attacks.

Line of Sight
Whenever you make an attack, the Target of your attack must be something you can
see. This isn't usually an issue while dealing with foes in melee range, but casting spells or
shooting arrows from a distance can be tricky if the environment is in the way.

Attack of Opportunity / Opportunity Attacks


Previously we mentioned a concept called "Attack of Opportunity". This is when you get
to make a Normal Attack at the cost of your Reaction. Now you don't get to use an Attack of
Opportunity whenever you want, the foe must place themselves in a compromising situation
first. What does this mean? The Narrator will describe if a foe provokes an Attack of
Opportunity, but the most common situation that will trigger one is when a creature leaves a
"threatened tile".
A "Threatened Tile" is any tile that you could perform a Normal Attack on.

For example, say the Traveler is trying to retreat from a nasty Mitachurl. He takes the
Move action to move up to 5 tiles away. Since he started within Melee range of the Mitachurl,
Aether left its "Threatened Tile", meaning the creature gets an Opportunity Attack against the
Traveler! This situation could have been avoided if Aether had listened to Paimon and taken the
Dash action, instead (as that particular type of movement doesn't provoke Attacks of
Opportunity).
Also keep in mind that each creature usually only has 1 Reaction per Round. This
means that if a creature has already used its Opportunity Attack on another player earlier in the
Round, then you should be safe to move around that same creature. The same goes for you,
the player! By default, you only get 1 Attack of Opportunity per Round, so be sure to make it
count!

Defend Action
On your Turn, you can take the "Defend" action. This costs 1 Stamina and grants you a
passive effect that lasts until the start of your next Turn. While defending, you get to add a
number of dice to any Defense rolls you need to make equal to your WIS Stat.

Using an Item
Making use of an item on your person takes 1 Stamina. This can include things such as
drinking a potion, manipulating a gadget, or swapping a weapon on your person.

ADVANTAGE / DISADVANTAGE
Occasionally there are situations in which some creatures are in a position of superiority
over others. Perhaps you've been cornered in a dark alleyway and are outnumbered. Perhaps
you’ve knocked an enemy off their feet. In situations like this, we represent this one-sidedness
mechanically through a system known as Advantage and/or Disadvantage. Any Creature can
gain “Advantage” or “Disadvantage”, but the effects of such statuses are filtered through the
point of view of a Player (since only Players get to roll dice).
If a Player has Advantage, then whenever they make an applicable roll, they get to reroll
any of their Fails once. If an Enemy has Advantage, then whenever they interact with a Player,
it’s treated as if that Player has Disadvantage.
Speaking of, if a Player has Disadvantage, then whenever they make an applicable roll,
they must reroll all of their Successes once.

CONSTELLATION
According to Astrologers of Teyvat, one's fate is connected to the stars. Each person
has a unique constellation that belongs to them and which determines their destiny.
As Players role-play their characters well, the Narrator may see fit to grant that Player a
"Constellation Point" (CP). These points can be used to rewrite fate!
Whenever a Player makes a roll, or their Character has a roll made against them, that
Player may spend a CP to change the outcome of that roll. They are also responsible for
describing the scene and telling what happens when they use this mechanic.

The point of this mechanic is to give Players a chance to more directly influence the
system so that they can tell the story that they wish to tell. CP should only be given out to
players who have proven themselves capable of role-playing well and can, therefore, be trusted
with the ability to borrow the "powers" of the Narrator.

STATUSES / CONDITIONS
Characters and enemies alike can be affected by various statuses. These are usually
detrimental, so be careful when playing with fire! Of course you should try to exploit these
statuses on enemies. A list of the many different conditions that exist are below:
Flanked
A creature that has enemies on both sides of it is considered "Flanked". They are
in a pretty tough spot when it comes to combat. A Flanked creature has Disadvantage on
Defense rolls.

Poisoned
A poisoned creature suffers damage over time. Some Dendro skills and
nefarious alchemical potions can cause poisoning.
If you're poisoned, at the start of your Turn, make a Fortitude check (the CL of
this will be specified in the source of the poison). If you succeed, then you suffer no damage
that Turn.

Prone
Your Character has either been knocked off their feet, or suspended in the air.
While "Prone" your character is unable to take the Move or Defend actions. You also make
Attack rolls with 1 less die.
During your Turn, it costs 1 Stamina to recover your footing and remove this
Status. Recovering from being Prone may incur an Attack of Opportunity from a nearby foe!

Stunned
Your character is temporarily incapacitated. Usually this effect lasts for a certain
number of Turns and prevents your character from doing as much on their turn.
A Stunned creature only gains 1 Stamina at the start of its Turn (and can not take
Reactions).

Deafened / Blinded
Each of these conditions do mostly the same thing, but they are independent
conditions (meaning that they can stack with one another).
When afflicted with one of these conditions, you suffer -2 Perception checks and
-2 Defense rolls. When afflicted with both at the same time, the maximum Perception and
Defense dice rolled is only 1.

Fatigued / Exhausted

Restrained
Your Character is bound, slowed, or otherwise unable to move freely. Your Move
Speed is reduced to 1 Tile while you are Restrained. You're also unable to Shift (including
taking the Dash action).

Fear / Shaken
A Character that is Fearful can not make any rolls against the source of their
Fear without Disadvantage.
They must also make a WILL check at the start of each of their Turns (CL =
Intimidate score of the source of the Fear), otherwise they must spend their first Action on their
Turn to Move as far away from the source of their Fear as possible.

Taunted
A Character that is Taunted is antagonized by a particular force. They are
compelled to engage the source of their taunting in battle whether through emotional or mental
manipulation. The most common way to utilize the Taunt status is to inflict it upon enemies
through Elemental Skills.
Taunted foes must spend their Turn attacking the source of their Taunting. This
attack may include other foes, but it must at least include the source. Because Taunted foes are
singularly focused on the source of their taunting, they are not considered to have Threatened
Spaces.
The more intelligent the foe, the more likely they are to overcome the compulsion
and temporarily come to their senses. At the start of a Taunted creature's Turn, they make an
Insight Check vs the Taunter's Elemental Mastery or Deceit.

Unconscious / Dead
When your HP falls to 0 or below, you drop Unconscious. Keep track of how far
below 0 your HP drops, as enemies can still hurt you (although most will ignore you since you're
no longer a threat). Your character dies if their HP drops below a negative value of their HP stat.
When you fall Unconscious, your character's Initiative drops to the last position in
the Order. While you're Unconscious, the only action you can take is "Recover". To do this, it
takes all 3 Stamina + your Reaction for the Round. Perform a Fortitude check with a CL equal to
your current negative HP value. If you succeed, you are no longer Unconscious and your HP
becomes 1. You are also Stunned for 1 Round.

ELEMENTAL STATES
Although there are 7 elements in the world of Teyvat, only 6 of these have
associated states or conditions (Anemo is the 1 exception). A creature that suffers elemental
damage will become subjected to that element's status. For example, if the Traveler is hit by a
Pyro Slime, he will temporarily be affected by the "Pyro" status. Luckily, this does nothing on its
own - however! When multiple elemental states come into contact with one another, elemental
reactions can occur.
By default, an elemental state will last for 3 Turns - however, if a particular effect
or ability grants that condition, it may specify a different duration.

ELEMENTAL REACTIONS
The 7 elements of Teyvat are crucial in every aspect of life. When 2 different
elements come together, fascinating reactions can occur.
Whenever such an Elemental Reaction occurs, it removes the elemental
conditions that are associated with it from the character. These Reactions also occur
instantaneously (meaning they don't require any sort of action on the part of a player or enemy
in order to trigger). So long as 2 appropriate elements come into contact with one another, be
ready!

SWIRL
Cause: Anemo + (Pyro, Cryo, Hydro, or Electro) *Order doesn't matter*
Effect: Deal Burst 1 Damage equal to the (Elemental Mastery -1) of the one who
triggered the Reaction (the type of Damage is the element that combined with the Anemo).
CRYSTALLIZE
Cause: (Pyro, Cryo, Hydro, or Electro) + Geo
Effect: Generate an Elemental Shard that spawns in an Adjacent tile of the
Creature. When picked up, the Shard will generate a Shield with a type that's the same as the
element that interacted with the Geo. The Shield Strength is equal to the Elemental Mastery of
the one who triggered the Reaction.
ELECTRO-CHARGED
Cause: Electro + Hydro *Order doesn't matter*
Effect: Deal 1 Flat Electro Damage to the Affected Creature and to any "Wet"
enemies within 2 Tiles of it. Repeat this damage at the start of the affected enemy's Turn. This
state lasts for a number of Turns equal to the Triggering Creature's EM - 1.
OVERLOAD
Cause: Electro + Pyro *Order doesn't matter*
Effect: Deal Pyro Damage equal to your EM - 1 in a Burst 1, centered on the
triggering Creature.
SUPERCONDUCT
Cause: Electro + Cryo *Order doesn't matter*
Effect: Deal 1 Flat Cryo Damage to the triggering Creature as well as lowering
their DEF by 1 for a number of Turns equal to your EM.
BLOOM
Cause: Dendro + Hydro
Effect: Spawn a Small Dendro Construct in the same tile or adjacent tile to the
Creature. At the end of the next Turn after it was generated, the Bloom Construct will explode,
dealing Dendro Damage equal to the Triggering Character's EM.
HYPERBLOOM
Cause: Bloom Construct suffers Electro Damage.
Effect: The Construct homes in on a nearby enemy (within Melee range),
exploding and dealing Flat Dendro Damage equal to the Triggering Character's EM.
BURGEON
Cause: Bloom Construct suffers Pyro Damage.
Effect: The Construct explodes, dealing AoE Dendro Damage equal to the
Triggering Character's EM (Burst 1).
QUICKEN
Cause: Dendro + Electro
Effect: While affected, the Creature suffers additional Damage from Dendro and
Electro sources - in the form of Spread and Aggravate (see below). This state lasts for a number
of Turns equal to the Triggering Creature's EM - 1.
SPREAD
Cause: Quickened Creature suffering Dendro Damage
Effect: Increase the Dendro Damage inflicted by EM - 1.
AGGRAVATE
Cause: Quickened Creature suffering Electro Damage
Effect: Increase the Electro Damage inflicted by EM - 1.
BURNING
Cause: Dendro + Pyro *Order doesn't matter*
Effect: Deal 1 Flat Pyro Damage to the triggering Creature. Repeat this damage
at the start of the affected enemy's Turn. This status may spread to other Dendro creatures and
constructs. This state lasts for a number of Turns equal to your EM. It can also end early if
exposed to Hydro or Cryo.
VAPORIZE
Cause: Hydro + Pyro *Order doesn't matter*
Effect: When Hydro Damage causes this reaction (comes into contact with an
enemy that has the Pyro state), deal Hydro Damage equal to EM + 1. When Pyro Damage
causes this reaction (comes into contact with an enemy that has the Hydro state), deal Pyro
Damage equal to EM + 1.
FROZEN
Cause: Hydro + Cryo *Order doesn't matter*
Effect: A Frozen enemy is unable to act for a number of Turns equal to your EM -
their STR (minimum of 1 Turn). This status can also be removed early if the target is subjected
to another Elemental Reaction.
*SHATTER
Cause: Hit a Frozen enemy with a Plunging Attack, Claymore, Geo, and/or
Explosion Damage
Effect: Deal extra Damage to the triggering Creature equal to your EM.
MELT
Cause: Pyro + Cryo *Order doesn't matter*
Effect: When Cryo Damage causes this reaction (comes into contact with an
enemy that has the Pyro state), deal Cryo Damage equal to EM + 1. When Pyro Damage
causes this reaction (comes into contact with an enemy that has the Cryo state), deal Pyro
Damage equal to EM + 1.

ELEMENTAL RESONANCE
Just as the saying goes, "2 Heads are better than 1" so too does this apply to Vision
holders. Teamwork is an essential aspect of a well-functioning Party. Just as one party member
can shore up the deficiencies of another member, so too can the magical aura emitted by
Visions be passed on to nearby allies.
Whenever multiple Vision users of the same element are near one another (within 20
Tiles) they are considered a "Party". A Party is subject to a variety of passive benefits
corresponding to the 7 Elements. These benefits are known as Elemental Resonances.

Impetuous Winds (Anemo)


The Party has its Move Speed increased by 1.
Once per Session, each Party member may decrease the cost of an Action by 1
Stamina.
Enduring Rock (Geo)
The Party's Shield Strength is increased by 1.
Party Members that have a Shield gain +1 ATK.
High Voltage (Electro)
The Party can only be afflicted by the Hydro Status for 1 Turn.
The Party receives 1 Energy whenever they Trigger an Electro-based Elemental
Reaction.
Sprawling Greenery (Dendro)
Triggering a Primary Dendro Reaction (Burning, Bloom, and Quicken) grants the
Party 1 EM for 3 Rounds.
Triggering a Secondary Dendro Reaction (Hyperbloom, Burgeon, Spread, and
Aggravate) grants the Party 1 EM for 3 Rounds.
These bonuses do not stack with themselves, but each Party Member's bonuses
can stack with others.
Soothing Water (Hydro)
The Party can only be afflicted by the Pyro Status for 1 Turn.
The Party receives an additional 1 HP whenever they are Healed.
Fervent Flames (Pyro)
The Party can only be afflicted by the Cryo Status for 1 Turn.
The Party gains +1 ATK.
Shattering Ice (Cryo)
The Party can only be afflicted by the Electro Status for 1 Turn.
The Party gains Advantage against foes that are Frozen or afflicted with Cryo.
Protective Canopy (At Least 4 Unique Elements)
The Party gains +1 DEF.

SHIELDS
A powerful form of warding magic is a Shield. These enchantments can surround a
character, protecting them from harm for several Turns. One can think of a shield as "temporary
hit points" that gives them a buffer from taking real damage.
An effect that creates the Shield will specify how much HP it can absorb (known as its
"Strength") and for how long the Shield will last (of course the Shield expires early if it runs out
of HP).
Shields can also have an elemental type associated with it. If it does, then the Shield
takes 1 less damage from its corresponding type. Characters are also treated as being afflicted
by the Element of their Shield.

CONSTRUCTS / FAMILIARS
Another continuous form of magic that can be generated is what's known as a Construct
(or sometimes, a Familiar - if the construct appears to have a consciousness of its own).
Like with Shields, Constructs are objects that can be created with magic and last a
certain amount of Turns. Each Construct is unique with its details described by the effect that
creates it.
For example, some Constructs are Medium or Large (and therefore take up multiple
Tiles) while others are Small (meaning they can coexist inside Tiles with other Creatures and
Objects).

HEALING
At times, a character's HP can be restored. This can occur through various means (such
as eating food, elemental skill effects, etc). In each case, the effect will specify how much HP is
restored to the character in question.
Keep in mind that a character has a maximum number of HP (equal to 3 + their CON
stat + their Level), meaning that if a character at full health receives Healing, that healing
essentially does nothing.

GRIEVOUS WOUNDS
Sometimes Characters receive heavy damage during a fight. These wounds may leave
a lasting impression on them for days or even weeks to come. Examples of these wounds could
be a broken limb, a deep gash that leaves a scar, a sickness, or head trauma.
Whenever a Character falls unconscious they may develop a Grievous Wound. These
will heal slowly over time (rather than through standard healing). See “Resting” below, to learn
more about how to recover from Grievous Wounds.
For each Grievous Wound that a Character possesses, their max HP is reduced by 1.

RESTING
No matter how much energy a Character has, eventually they need to rest. Getting
proper sleep and refueling with a warm, hearty meal is the key to any adventurer’s prosperity. A
Character must Rest once per in-game Day or else suffer a consequence. If a Character goes
without Resting for a Day, they become Fatigued. If a Fatigued Character goes without Resting
for a Day, they instead become Exhausted.
In order to “Rest” a Character must have access to ample food and a place to sleep for
at least 6 hours. Resting not only prevents Characters from developing Fatigue, but it also
restores their HP, removes Grievous Wounds, and refills their Energy.
Speaking of Grievous Wounds, each time a Character Rests, they have a chance to
recover from a devastating injury.

TALENT CHALLENGES)
In situations where you need to make a Talent check to see if you succeed or fail in your
task, you're aiming to receive a certain number of "hits". A "hit" on a die is when you roll 4, 5, or
6 (while a "miss" is a roll of 1, 2, or 3). Depending on how difficult the challenge you are facing
is, you'll need a certain number of "hits" to succeed. The various levels of difficulty for
challenges you may face are:
Common Task (CL 1)
Climbing a Sunsettia tree
Uncommon Task (CL 2)
Maintaining one's composure after eating a Jueyun Chili
Specialized Task (CL 3)
Knowing how to safely extract stamen from a Mist Flower
Difficult Task (CL 4)
Gliding through Stormterror's Lair safely
Very Difficult Task (CL 5)
Sniping a Ruin Guard's weak point while it is spinning
Unrealistic Task (CL 6)
Surviving the climate of Dragonspine without warmth for an hour
Virtually Impossible Task (CL 7)
Shattering the stone armor of a Lawachurl with one's bare hands
Inconceivable Task (CL 8)
Finding Timmie's Dad!

The Narrator will state how difficult the task is whenever you try to make a Talent Check.
Whenever a Talent Check is required, every Player has a base roll of 2d6. From there, add a
number of dice equal to the number of points you have in the applicable Talent. Each talent has
a particular Primary Stat that it is tied to. When making a check using a Talent, be sure to also
add a bonus based on the stat that it is tied to.
For example, if you need to make an Acrobatics check in response to losing your footing
along the edge of a cliff, you'd roll a number of d6s equal to your base roll of 2 + the number of
points you have in Acrobatics + the number of points you have in DEX.

Keep in mind that failing a challenge doesn't necessarily mean your character "fails".
Perhaps an unforeseen circumstance will happen instead.
For example, in the above example where your character starts to slip off a cliff - let's
say the character would need to get 3 "hits" to pass. They roll a total of 6 dice and get: 1, 3, 3, 4,
5, 2, and another 2. They only got 2 "hits", so technically they failed. But since they only failed
slightly, the character is safe - they regain their balance, but instead they drop a weapon or
some other object they were carrying. Perhaps they'd now need to retrieve this item or they
could simply let it go.

Talents in Combat
A clever Character can make use of their talents even during combat. A skilled warrior
knows how to do more than simply wave a pointy stick around! The following Talent checks can
be performed on your Turn for their associated costs:
Grapple / Pin (1 Stamina)
Restraining your foe is a great way to subdue them. This can be used to end a
fight by pinning them down, or to hold them up and prevent them from assisting their allies.
In order to Grapple a foe, you must be Unarmed. You can also only select
Creatures who are within Melee range. You must also make a Grapple Check (CL = the
opposing Creature's STR or DEX (whichever is higher)).
On a Success, both you and the foe are Restrained. If the foe Moves, you move
along with them such that you remain adjacent to them. If you're unable to follow them, then the
Grapple is broken.

Escape Restraint (1 Stamina / Reaction)


During their Turn, a Creature can attempt to break a Grapple by making an
opposing Grapple Check (both combatants make a Grapple roll and whoever has the most
Successes wins). In the case of a tie, the Grapple is still broken.

Disarm (1 Stamina)
Sometimes violence is the answer. Sometimes it's not. When you wish to disarm
your opponent by knocking their weapon aside, you can give yourself a tactical advantage. A
Creature that is not in possession of their Weapon can not use Skills that are tied to particular
Weapon types. They are also treated as Unarmed.
In order to Disarm an opponent, you must be within Melee range of them. Make a
Grapple Check (CL = the opposing Creature's STR or DEX (whichever is higher)).

Tactical Maneuver (1 Stamina)


Footwork is just as important (if not more so) than upper body movements during
combat. A master of hand-to-hand combat can manipulate their foes in 1 of the following ways:
Push or Prone.
The target of such a tactical maneuver must be within Melee range. Make an
appropriate Talent check (CL depends on various things).
Push (forcibly move the target 1 tile away) [Athletics check]
Small = CL 1
Medium = CL 2
Large = CL 3
Giant = CL 5
Humongous = CL 7
Prone [Athletics check]
Small = CL 1
Medium = CL 2
Large = CL 3
Giant = CL 4
Humongous = CL 5
*Creatures with more than 2 legs increase the CL by 1*
*Creatures with no legs can not be knocked Prone*

Feint (1 Stamina)
A crafty character can outwit their foes, giving them the upper hand in
battle. Once again, the Target of your Feint must be within Melee range. If you successfully
Feint against an opponent, they are considered Flanked by you until the end of your Turn.
In order to perform this action, you must make either a Deceit or a
Performance check (your choice). The CL of this check is equal to the Target's WIS stat.

Intimidate (1 Stamina)
Perhaps Intimidation didn't work to stave off battle...but once the foe gets
a good look at your skills on the battlefield, they may think twice about continuing a losing battle.
To perform an Intimidate check during battle, make an opposing roll
(Intimidate vs. Will). If the Intimidator has more successes, the foe is Feared for a number of
rounds equal to the number of successes rolled. In the case of a Tie, nothing happens.
You can attempt to Intimidate any foe that you can perceive (they must
also be able to perceive you).

Scan for Weak Point (1 Stamina)


Through proper analysis, you can find a weak point in your opponent's
defenses. You can make an opposing Perception check against a foe that you can see (they
use Deceit).
If the Perceiver has more successes than the defender, they gain
Advantage on their next Attack Roll against them.

Recover (3 Stamina + Reaction)


This has been outlined earlier in the guide when explaining what happens
when your character falls below 0 HP.
Perform a Fortitude check with a CL equal to your current negative HP
value. If you succeed, you are no longer Unconscious and your HP becomes 1. You are also
Stunned for 1 Round.

Help (2 Stamina)
This is a vague ability that any character is able to perform. The specific
Talent that is rolled is context-sensitive. The Narrator will tell you what kind of roll you need to
make.
Essentially, your characters are able to lend a helping hand to another
character - either through supplying them with information or physically assisting them with a
task. This is a versatile ability that can be used both in and out of combat.
If the Narrator deems your Character is successful in their Help Action,
then they grant their Ally Advantage on their next applicable roll.

BEAST-TAMING)
Many people spend their lives raising and growing close to a variety of creatures in
Teyvat. Shepherds, Knights, and all manner of beast tamers serve an important role in their
cultures.
Those with exceptional skills are able to train their beasts to understand and obey even
complicated commands. The most advanced bonds between Master and Beast are close to one
being - the beast becoming an extension of its master’s will.
Some Tamers make up for their lack of innate charisma and understanding with gadgets
such as the Omni-Ubiquity Net or the Wisdom Orb. Even for the most talented, these devices
are necessary for taming more dangerous creatures like fungi and slimes.

Beasts can be commanded in battle by their Tamers. Beasts get their own Character
Sheet and are Level-capped by 2 separate criteria: its Tamer’s Character Level and its Tamer’s
Beast-Taming Talent Level.
The Beast-Taming Talent governs the total Level of Beasts that a Chracter can
command at one time. If a Character has a Beast-Taming Talent of 4, then they can have 2
Beasts that are each Level 2.
A Beast can never be the same level (or higher) than their Tamer. Thus they must be 1
level below or lower. So if a Character is level 5, then the highest level one of their Beasts can
be is 4.

A Beast is created in nearly the same way as a Player Character. They are created with
Stat Points, a Species / Race, and Talent Points, They are treated as Party Members and take
up a position on the Battle Map and have their own Initiative Order. They are under the control
of the Player who is Master over the Beast
A Beast only has 1 Stamina on its Turn, however (meaning it can only take 1 Action).
The Beast’s Tamer may spend their Stamina.on their own Turn to take additional actions
through their beasts as if it were their turn. This is because the Master can issue commands to
the beast.

One can gain Features and Equipment that improve their ability to Tame Beasts. A list of
Beast Species / Races will be provided near the end of the Appendix.

SPELLCASTING)
Humans aren’t capable of utilizing magic as immortals can (adepti, youkai, etc). Instead
of relying on their own innate abilities, humans have discovered ways of manipulating the
Elements through an art known as “Spellcasting”. Practitioners of the art are referred to as
witches and wizards.
Vision holders, Allogenes, are a sole exception to this. Alchemy is also a form of magic,
but it is fundamentally different. Common forms of spellcasting are: Astrology, Hydromancy, and
Pyromancy.
Spellcasters are rare because the art is so little known and very intensive to learn. Most
who set out to learn magic are unable to understand or handle the mystical powers they attempt
to control.

Player Characters can learn to become Spellcasters by investing heavily into their
“Spellcasting Talent”. Like with Elemental Reactions scaling off Elemental Mastery, the
effectiveness of known Spells will scale off the Spellcasting Talent.
By taking the “Spell Knowledge” Feature, a Character is able to learn a number of spells.
Spells are treated like Elemental Skills (in that they are completely created, by scratch, by the
Player themselves, guided by a formula.
Learning Spells has its upsides by not locking a Player into 1 particular Element (like a
Vision does). The downside is that they are often less powerful and harder to control than the
magic conjured from a Vision.

An Example list of Spells will be presented later in the Appendix. One last thing to note
about Spells is that their Stamina Cost can be: 1, 2, 3, Reaction, or “Ritual”. If a Spell has a
“Ritual” Stamina Cost, it means that it can’t be used quickly during battle or various other
Encounters (as it takes too long to cast). A Ritual Spell usually takes at least several hours to
prepare and cast (the time taken should be listed in the Spell’s Description).
These types of Spells can be used for a variety of out-of-combat purposes

COOKING)
When you eat well, your body is at its best. Although it takes time and ingredients to
prepare, those with the Cooking talent can create dishes for the party to enjoy. These dishes
can provide passive benefits to those who eat them for a period of time (usually long enough for
1 combat session). A list of recipes is posted later in the guide.

*ENCOUNTERS*
When the game isn't in a free-form story mode, it is referred to as an "Encounter". There
are 5 main forms of Encounters, each one unique in the kinds of stories and events that can be
told.
When the game transitions into an Encounter, a Turn Order is issued so that everyone
has a chance to contribute. It is in these moments where uncertainty in Characters' Actions and
their outcomes need to be determined. Dice are rolled during these Encounters.

COMBAT ENCOUNTERS)
This is the most common type of Encounter. Whenever Combat occurs, Characters are
able to use the cunning and skills in order to see them through. We have already talked about
these situations in great detail earlier.

STEALTH ENCOUNTERS)
Sometimes the Party needs to keep their foes unaware of their involvement. Perhaps
they are staring down a large force that they have no hope of defeating on their own. In such
encounters, the Party needs to be crafty and avoid confrontation. In a Stealth Encounter, every
participant is given "Stealth HP" which represents how hidden they are to others in the
Encounter. Whenever a Character runs out of Stealth HP, the jig is up and they've been
discovered. The results of this could range from being captured to transitioning into a Combat
Encounter.
Characters may suffer damage to their Stealth HP through a multitude of ways. Each
Action they take in a Stealth Encounter has a risk of revealing themselves to those who wish to
catch them. The most common way to suffer damage to one's Stealth HP is by passing through
an enemy's Zone of Sight.
Foes possess Zones of Sight that is usually a zone represented by a Blast 5. They also
possess an additional zone of Sight that is a Burst 1, centered on themselves (as creatures are
usually aware of those directly behind and beside them).
During Stealth Encounters, Characters will need to avoid moving through a Zone of
Sight so that they aren't noticed (suffering damage to their Stealth HP).

A character must spend 1 SP to take a Move or Dash Action. Each time they take this
action, increase the amount of SP required by 1.
So if a Character who is hiding wants to Move once during their Turn, they will lose 1
SP. If they wish to Move twice (or Move once and Dash once), it will cost 2 SP for that second
move (3 SP in total). Similarly, using all 3 Stamina to Move three times during the same Turn
means it will cost a total of 6 SP!
Moving through a Zone of Sight automatically deducts 2 SP from a Character.

During a Stealth Encounter, perceptive enemies that wish to locate the hidden players
may spend their Turn searching for the Players. When they do so, they make a Perception Skill
Attack and the Players within range of their search may make a Stealth Skill roll in response.
These 2 rolls play out similarly to an Attack vs. Defense roll in Combat Encounters. If the
perceiver has more Successes than the hider's Successes, then the difference is deducted from
the hider's SP.

SOCIAL ENCOUNTERS)
"The Pen is mightier than the Sword" or so they say. Some of the world's most
dangerous games are played out with words alone. Players can use this to their advantage. A
Social Encounter occurs whenever a long term debate needs to play out.

Try to deplete an opponent's resources by outmaneuvering them in "social combat".


Your main method of attack is the argument/conversation that you form (Diplomacy,
Deceit, Intimidation, etc.)
You have a number of dice that you can roll equal to your stat, but you don't have to roll
them all at once. Each line of dialogue / point you're trying to make has you spend any number
of your available dice. Opponents can flip the conversation on you by presenting new
arguments or making valid points of their own.

Damage Types are present here in the form of kinds of arguments:


Logical (Logos)
Ethical (Ethos)
Emotional (Pathos)
NPCs will have different weaknesses depending on their personality and beliefs.

There will also be Social Skills that Characters can be proficient in (like in regular
Combat).
Threaten (Intimidation)
Bribe (Diplomacy)

CHASE ENCOUNTERS)
There are situations in which the Party may need to catch a fleeing foe, someone who
has information they need. Or perhaps the shoe is on the other foot - maybe the Party is being
hunted by a menacing assassin, someone whom the Party has no chance of overcoming in a
direct conflict.
In these types of Encounters, the goal is to either reduce the distance between the 2
parties to 0 or increase it above 7 (depending on what your personal goals are).

A Chase Encounter is played out on a Line that has 7 tick marks. This Timeline is used
to represent the relative distance between the Pursuer and the Quarry. This Timeline can be as
vague as the story demands (the Distance could span anywhere from feet to miles).
The Tick Marks on this Line are listed as 0, 1, 2, 3, 4, 5, and 6. A Chase Encounter
usually begins with the Distance marker being set right in the middle at "3". Depending on the
Actions taken during a Chase Encounter, this marker can be shifted about the Timeline. If it
reaches 0, then the Pursuer has caught up to the Quarry and the Chase Encounter ends.
Likewise, if the Marker reaches 6 then the Quarry has successfully evaded its Pursuers and the
Chase Encounter ends.

Just like with other Encounters, Initiative is still rolled for each acting Character. At the
start of each Round of the Chase Encounter, the Narrator will describe something that is
happening within the immediate surroundings of the participating Creatures. This may dictate
the sorts of Actions that they take on their Turn.

Example)
A Party of Adventurers has just raided an Artifact from an ancient ruin in the Hypostyle
Desert. This has triggered an alarm and now a seemingly endless swarm of scorpions is
pursuing the Party! A Chase Encounter begins and the Distance Marker is set to "3".
The scorpions are dubbed the "Pursuer" and the Party is dubbed the "Quarry". Since the
scorpions have gotten the drop on the Party, they will have Initiative over them.
During the 1st Round of the Encounter, the Narrator describes that the scorpions close
in on the Party, moving the Distance Marker down to "2." The Party collectively decides how
they wish to proceed. They decide to make an Acrobatics check to jump across a large gap,
hoping to put some extra distance between the arthropods and themselves. They make a roll
and succeed. The Narrator moves them up 2, putting the Distance Marker on "4".
A new Round begins and the Narrator says that the temple is now beginning to collapse,
so sand is pouring in from all sides. The scorpions are trapped in the sand, slowing them down
(so they pass their Turn). The Party must make an Athletics check or else lose their turn as well!
They succeed and are able to simply use their Turn to put more distance between themselves.
The Distance Marker is moved up to "5".
At the start of this final Round, the Narrator states that the Party is nearing the exit of the
Temple and the entrance looks fragile. It wouldn't take much to collapse the cave. The
scorpions take their turn and close some distance (Distance Marker is set to "4". The Party then
aims a Pyro spell at the cave entrance, causing it to collapse, trapping the scorpions inside. This
moves the Distance Marker to "6" and the Party successfully escapes!

EXPLORATION ENCOUNTERS)
Teyvat is a large world full of detail. Whether one is traveling between nations or just
between cities, it takes a lot of time to get from one place to another. Characters can use this
opportunity to train, to get to know each other better, to forage, and to simply explore. A lot can
happen on the way to a location.
Exploration Encounters can arise when the Narrator decides that something interesting
should happen during the time skip of traveling. It is the Narrator's job to describe things that
happen along the way, allowing Players to respond with how their Characters react.

APPENDIX:
ELEMENTAL SKILLS)
Vision bearers possess innate magical talents, powers gifted to them by the gods
of Teyvat. As a character grows, they learn to utilize their Visions in different ways. Every
person is unique and the ways in which they use their magical abilities are just as unique.
When designing your Character, one can use the following formula for creating
Elemental Skills that their Character can use in battle. It is encouraged to work with one's GM in
order to design a skill that is, not only balanced, but also fun and unique to their own Character.
In order to ensure balance, an Elemental Skill must be no more than "5 Value" in
power level. As you design your Elemental Skill, different mechanical properties can be added
to make the skill the way one wants. But the stronger the skill is, the more "value" it is worth.
The limit of 5 is put in place to make sure that created skills aren't too powerful for the narrative
that is being told. This also helps to keep things fair between Players.
For example, if one wants to create a skill that does a lot of damage, it must be
balanced by either costing Stamina and/or Energy. Likewise, both beneficial and detrimental
effects can be added to augment the value of the skill.
Since these skills require a Character to call upon the magic of their Vision, any
Damage the skill inflicts must be of their Vision's element.

Formula:
Skill Value <= 5
Stamina Cost:
1 = +2 Value
2 = +1 Value
3 = +0 Value
Reaction = +2 Value
Energy Cost:
0 = +1 Value
1 = -1 Value
2 = -2 Value
3 = -3 Value
4 = -4 Value
5 = -5 Value
Damage:
No Damage = -2 Value
-1 Die = +0 Value
+0 Die = +1 Value
+1 Die = +2 Value
+2 Die = +3 Value
1 Flat = +2 Value
2 Flat = +3 Value
Target / Range:
Self = 0 Value
Melee = +1 Value
Additional Targets = +1 for each
Range (5) = +1 Value
Additional Range = +1 for every additional 5 tiles
Additional Targets = +1 for each
Line (2) = +2 Value
Additional Range = +1 for each
Blast (2) = +2 Value
Additional Area = +2 for each
Burst (1) = +3 Value
Additional Area = +2 for each
Effect:
Create Construct / Entity = +2 Value
*Must include at least 1 Particle Energy cost*
Create Shield = +2 Value
*Must include at least 1 Particle Energy cost*
Healing = +2 Value
*Must include at least 1 Particle Energy cost*
Beneficial = +1 Value for each
Detrimental = -1 Value for each

Elemental Skill Examples)


Anemo
Palm Vortex
Cost: 2 Stamina
Energy: 1 Particle
Target: Blast 1
Damage: No Bonus *Anemo Damage*
Effect: Pull all enemies within melee range to the targeted tiles (as close
as possible, minding the capacity rules for tiles).
Then perform the Attack roll on enemies within the targeted tiles.
Enemies that suffer damage from this attack are then Pushed up to 1 tile away.

Gale Blade (Hold)


Cost: 1 AP, or Reaction
Energy: 1 Particle
Target: Line 2
Damage: None
Effect: Pull Creatures within the Targeted Tiles to any Tile adjacent to
you.
If a Creature was already adjacent to you, it is now Prone.

Gale Blade (Press)


Cost: 2 Stamina
Energy: 1 Particle
Target: 1 Enemy within Melee range
Damage: +2 Attack Dice *Anemo Damage*
Effect: Push the hit Medium or smaller enemy up to 1 tile away.
Larger foes are knocked Prone, instead.

Astable Creation
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1 within 1 tile away *can't be your tile*
Damage: No Bonus *Anemo Damage*
Effect: Pull all enemies within range up to 1 tile closer to the center of the
attack zone.
Any enemies that were already in the center of the attack zone are
knocked Prone, instead.

Skyward Sonnet
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1 within 1 tile away *can't be your tile*
Damage: No Bonus *Anemo Damage*
Effect: All enemies within range a suspended briefly in the air (knocked
Prone).

Lemniscatic Wind Cycling


Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Enemy within Melee range
Damage: +1 Attack Die *Anemo Damage*
Effect: Shift up to 1 tile away (must remain adjacent to Target of the
attack)

Chihayaburu
Cost: 1 Stamina
Energy: 2 Particles
Target: Burst 2
Damage: N/A
Effect: Jump into the air and Pull enemies within range 1 tile closer before
following up with a Plunging Attack.
*Perform a Normal Attack (for free) after the pulling effect.*

Fuuin Dash
Cost: 3 Stamina
Energy: 1 Particle
Target: Self
Damage: 1 Flat Damge *Anemo/Variable*
Effect: Curl into a ball and use Anemo energy to propel oneself along the
battlefield. This allows you to make 1 Move Action (for free).
Any enemies that you move Adjacent to along this movement suffer
Damage (enemies can be hit multiple times with this attack).
Ignore the effects of Difficult Terrain and Opportunity Attacks during this
special Move Action.
Also, infuse this Attack with the 1st Element that is encountered during
this Move, changing the Damage type from Anemo to the associated element.

Heartstopper Strike (Press)


Cost: 1 Stamina
Energy: None
Target: Melee
Damage: -1 Attack Dice *Anemo Damage*
Effect: You can consume all Stacks of "Declension" to increase the
Damage of this attack by 1 die for each stack consumed.

Heartstopper Strike (Hold)


Cost: 3 Stamina
Energy: 1 Particle
Target: Blast 2
Damage: +1 Attack Dice *Anemo Damage*
Effect: You gain 1 stack of "Declension".
You can consume all Stacks of "Declension" to increase the Damage of
this attack by 1 die for each stack consumed.

Geo
Starfell Sword
Cost: 3 Stamina
Energy: 1 Particle
Target: 1 Tile within Range 5
Damage: +1 Attack Die *Geo Damage*
Effect: Conjure a Large Geo Construct in the target location (dealing
damage in the process). This Constuct lasts for 3 Turns and is tall enough and wide enough to
block line of sight.
If the targeted tile is occupied, Push Creatures out of the targeted tile (if
necessary), dealiing Damage as normal. In this case, the Construct is not created.

Solar Isotoma
Cost: 3 Stamina
Energy: 3 Particles
Target: 1 Tile within Range 5
Damage: No Damage
Effect: Conjure a Small Geo Construct in the targeted tile. This construct
produces a Burst 2 Zone and lasts for 3 Turns.
While active, up to once per Turn, whenever an enemy within the zone
takes damage, you may have the Construct generate a Burst 1 Attack (1 Flat Geo Damage),
centered on that enemy.

Jade Screen
Cost: 3 Stamina
Energy: 3 Particles
Target: 1 Tile within Range 5
Damage: No Damage
Effect: Conjure a Huge Geo Construct centered on the targeted tile. The
construct assumes the shape of a Line and spans 3 tiles. It lasts 3 Turns.
This construct does not block Line of Sight, but projectiles can not pass
through it.
If any of the targeted Tiles were occupied when the construct is created,
Push other creatures out of the way (if necessary).

Dominus Lapidis (Shield)


Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 1 (centered on you)
Damage: No Bonus *Geo Damage*
Effect: Generate a Geo Shield whose Strength is equal to your CON stat.
The Shield lasts for 3 Turns.

Dominus Lapidis (Pillar)


Cost: 3 Stamina
Energy: 4 Particles
Target: 1 Tile within Melee range
Damage: +1 Attack Die *Geo Damage*
Effect: Create a Medium Geo Construct within the targeted tile. The
construct lasts 3 Turns.
While active, it generates a Burst 1 Zone. At the start of each of your
Turns, you may spend your Reaction to have the Pillar create a "Resonating Wave". When this
occurs, the pillar and each other Geo Construct within its Zone creates a Burst 1 attack (1 Flat
Geo Damage), centered on each construct.
If the targeted tile was occupied, the construct immediately disappears
(but still does damage).

Breastplate
Cost: 2 Stamina
Energy: 2 Particles
Target: 1 Creature within Melee range
Damage: +2 Attack Dice *Geo Damage*
Effect: Generate a Geo Shield whose strength is equal to your DEF. The
Shield lasts for 3 Turns.

Akaushi Burst!
Cost: 2 Stamina
Energy: 1 Particle
Target: 1 Creature within Range 5
Damage: No Bonus *Geo Damage*
Effect: Conjure a Small Geo Construct that has HP = your max HP and
lasts for 3 Turns.
While present, this construct Taunts nearby enemies (within a Burst 1
Zone).

Inuzaka: All-Round Defense


Cost: 3 Stamina
Energy: 2 Particles
Target: 1 Tile within Range 2
Damage: No Damage
Effect: Create a Small Geo Construct that generates a Burst 2 Zone that
lasts for 3 Turns.
Allies within this zone gain +1 Stat Buff (this stat is chosen when the
Construct is created).
*There can only be 1 Construct of this type in play at any given time.*

Opening Flourish
Cost: Reaction
Energy: 2 Particles
Target: 1 Creature within Melee range
Damage: +2 Attack Dice *Geo Damage*
Effect: Whenever you are Targeted for a Melee Attack, you quickly raise
your defenses and lash out with an attack of your own.
Perform a this Attack *You must target the Creature who triggered this
Reaction.*
If you dealt damage with this attack, reduce the Damage you suffer from
the Triggering Attack by an equal amount.

Electro
Tidecaller
Cost: 2 Stamina
Target: Self
Damage: N/A; Variable
Effect: Until the start of your next Turn, enter a Parrying Stance. While in
this Stance, reduce the Damage you suffer by 1 (further reduce Electro Damage by another 1).
You're also afflicted by the Electro status. You also cannot make Attacks
while in this Stance.
When the stance ends, immediately unleash a Counterattack (treated as
a Reaction) against all foes within Melee range (Burst 1).
The bonus dice of this attack is (X+1) where X is the number of attacks
you sustained while the stance was active. The Damage dealt by this attack is Electro.

Nightrider
Cost: 2 Stamina
Energy: 3 Particles
Target: 1 Target within Range 3
Damage: No Bonus *Electro Damage*
Effect: Call upon a familiar made of lightning in the targeted tile. This
familiar lasts for 3 Turns and can not be attacked or damaged. Perform an immediate attack on
a Creature within the Targeted Tile as part of this Summoning process.
While it remains active, at start of each of your Turns, you may use a
Rection to command the familiar to attack an enemy within Range 3. This attack deals 1 Flat
Electro Damage.
*While the familiar is summoned, you may re-use Nightrider for a cost of 1
Stamina to re-summon the familiar to your tile, without resetting the Familiar's duration.*

Stellar Restoration
Cost: 2 Stamina
Energy: 1 Particle
Target: 1 Target within (Range 3)
Damage: 1 Flat Damage *Electro*
Effect: Mark the tile that you attacked with an Electro Stiletto which lasts
for 3 Turns.
While a spot remains marked, you may use Stellar Restoration again (for
2 Stamina) to Teleport to the location and perform a Burst 1 attack, dealing 1 Flat Electro
Damage. The Mark then disappears. If this location is occupied, enter the closest available tile
and perform the attack.

Violet Arc (Minor)


Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Enemy within Range 5
Damage: 1 Flat *Electro*
Effect: Apply a stack of "Conductiveness" to the Target. This lasts for up
to 3 Turns. While afflicted, an Enemy is treated as being infused with Electro.
An enemy can have a max of 3 stacks. Whenever a new stack of
"Conductiveness" is obtained, refresh the duration of each stack.

Violet Arc (Major)


Cost: 2 Stamina
Energy: 3 Particles
Target: Burst 2 centered on your tile
Damage: No Bonus *Electro Damage*
Effect: Clears all stacks of "Conductiveness" from all enemies within the
zone, dealing an extra +X attack dice to each Target, where X is the number of stacks that were
removed from each individual.

Claw and Thunder (Minor)


Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1 within Melee range
Damage: No Bonus *Electro Damage*
Effect: If you damage at least 2 enemies, you gain an Electro Sigil.
You can have a max of 3 sigils at any time. An Electro Sigil will last 3
Turns. While in possession of a Sigil, you are embued with the Electro Element.

Claw and Thunder (Major)


Cost: 3 Stamina
Target: Burst 1 centered on You
Damage: No Bonus *Electro Damage*
Effect: Clear all of your stacks of Electro Sigils, gaining 1 Energy if 1 stack
was removed or 2 Energy if 3 stacks were removed.
Tengu Stormcall (Dash)
Cost: 1 Stamina or Reaction
Energy: 1 Particle
Target: Self
Damage: N/A
Effect: Shift 1 Tile, leaving behind a "Crowfeather" in your vacated Tile.
A Crowfeather erupts upon contact, dealing AoE Electro Damage (Burst
1, -1 Attack Die).
Creatures that suffer damage from this attack are Deafened for 3 Turns.

Tengu Stormcall (Attack)


Cost: 2 Stamina
Energy: 2 Particles
Target: 1 Enemy within 10 tiles (Range 10) *Can't select Targets in Melee
range*
Damage: -1 Attack Die *Electro Damage*
Effect: Leave behind a "Crowfeather" at the Targeted Tile.
A Crowfeather erupts upon contact, dealing AoE Electro Damage (Burst
1, -1 Attack Die).
Creatures that suffer damage from this attack are Deafened for 3 Turns.

Transcendence: Baleful Omen


Cost: 3 Stamina
Energy: 3 Particles
Target: Blast 2
Damage: -1 Attack Die *Electro Damage*
Effect: You radiate a Zone that's Burst 5 which lasts for 3 Turns.
Allies within this Zone gain the Eye of Stormy Judgment buff. Whenever
they perform a Normal Attack, in addition to regular damage, the attack will deal 1 Flat Electro
Damage.

Sesshou Sakura
Cost: 1 Stamina or Reaction
Energy: 1 Particle
Target: Self
Damage: N/A
Effect: Shift 1 Tile and Conjure a Small Electro Construct in the vacated
Tile.
*These last for 3 Rounds. You can only have a max of 3 such Constructs
active at one time.*
During your Turn, as a Reaction, you may command ALL of your
Constructs to perform the following attack: Range 3, 1 Flat Electro Damage.
Sanctifying Ring
Cost: 2 Stamina
Energy: 2 Particles
Target: Self
Damage: N/A
Effect: Lose 1 HP.
Conjure a ring that's Burst 1, centered on you. This lasts for 3 Rounds
and follows your Character.
Enemies that start their Turns or enter this Zone suffer 1 Electro Damage.
Allies that start their Turns or enter this Zone gain 1 HP (including
yourself).

Troubleshooter Cannon
Cost: 3 Stamina
Energy: 1 Particle
Target: 1 Creature within 5 Tiles (Range 5) *Can't Select Targets in Melee
Range*
Damage: -1 Atack Die *Electro Damage*
Effect: If this Attack dealt Damage to the Target, it will split off, dealing 1
Flat Electro Damage to up to 2 different Creatures within Melee range of the Target.

Secret Rite: Chasmic Soulfarer


Cost: 1 Stamina
Energy: 2 Particles
Target: Line 3
Damage: No Bonus *Electro Damage*
Effect: You must Move as part of this Attack, landing in the last Tile of this
Skill's Attack Range.
This Movement does not provoke Opportunity Attacks from Creatures
within range of this Skill's attack.

Mortuary Rite: Chasmic Soulfarer


Cost: 2 Stamina
Energy: 2 Particles
Target: Burst 1
Damage: No Bonus *Electro Damage*
Effect: Extend the duration of your "Pathsworn Pathclearer" state by 1
Turn.
*You can only gain this effect once per Round.*

Dendro
Razorgrass Blade
Cost: 1 Stamina
Energy: 1 Particle
Target: Blast 2
Damage: No Bonus *Dendro Damage*
Effect: This attack's damage ignores Shields on the Targets.

Vijnana-Phala Mine
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1 within Range 5
Damage: None
Effect: Conjure a Taunting Zone within the Target Range.
Creatures Taunted by this Zone may even attack their Allies.

Floral Brush
Cost: 2 Stamina
Energy: 4 Particles
Target: Line 5
Damage: No Bonus Die *Dendro Damage*
Effect: At the End of your Turn, your boomerang returns to you;
Repeat this attack by performing another instance of Line 5.
You can choose to not have Allies suffer Damage from these Attacks.

All Schemes to Know


Cost: 3 Stamina
Energy: 2 Particles
Target: Blast 3
Damage: No Damage
Effect: Each Target is marked with a "Seed of Skandha" for up to 3
Rounds. (This is treated as a "Dendro" elemental state). Marked Creatures are connected
together by a transparent green line.
Whenever a Creature with a Seed of Skandha experiences an Elemental
Reaction, all connected Creatures suffer 1 Flat Dendro Damage.

Hydro
Let the Show Begin
Cost: 2 Stamina
Energy: 1 Particle
Target: Self
Damage: None
Effect: Summon a Melody Loop that surrounds you (it lasts 2 Turns).
While Active, enemies that start their Turns in your tile suffer 1 Flat Hydro
Damage.
Also, your Normal Attacks heal 1 ally within 5 tiles of you by 1. Also, your
Charged Attack heals all allies within 5 tiles by 1. You're Wet while this is Active.
Also, At the start of each of your Turns, heal 1 HP.

Mirror Reflection of Doom (Press)


Cost: 3 Stamina
Energy: 1 Particle
Target: 1 Tile within Melee range
Damage: None
Effect: Summon an Illusory Phantom of Fate to the targeted location.
The IPoFate has an Aura Zone (Burst 1) that Taunts nearby enemies. It
lasts 2 Turns. It has no HP and can't be Damaged.
At the start of each of your Turns you may spend your Reaction to have it
make a water attack, Burst 1 (centered on its tile) that deals 1 Flat Hydro Damage.
It also makes this attack automatically when it expires.
Shift 1 tile, summoning IPoF to the tile you left.

Mirror Reflection of Doom (Hold)


Cost: Reaction
Energy: 3 Particles
Target: Self
Damage: None
Effect: Shift 1 Tile and Summon an Illusory Phantom of Fate to your
vacated Tile.
The IPoFate has an Aura Zone (Burst 1) that Taunts nearby enemies. It
lasts 2 Turns. It has no HP and can't be Damaged.
At the start of each of your Turns you may spend your Reaction to have it
make a water attack, Burst 1 (centered on its tile) that deals 1 Flat Hydro Damage.
It also makes this attack automatically when it expires.
Shift 1 tile, summoning IPoF to the tile you left.

Foul Legacy: Raging Tide


Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Creature within Melee range
Damage: +1 Attack Die *Hydro Damage*
Effect: Apply the "Riptide" status to the creature struck by this attack. This
lasts for 5 Turns and counts as the Hydro status (Wet).

Cutting Torrent
Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Creature within Range 10
Damage: No Bonus Die *Hydro Damage*
Effect: Apply the "Riptide" status to the creature struck by this attack. This
lasts for 5 Turns and counts as the Hydro status (Wet).
Riptide Burst
Cost: 2 Stamina
Energy: 1 Particle
Target: 1 Creature in Melee range
Damage: No Bonus Die *Hydro Damage*
Effect: If the Target is afflicted with the "Riptide" status, it erupts into a
burst of water (make the following attack).
Burst 1, -1 Attack Die *Hydro Damage*

Riptide Flash
Cost: 2 Stamina
Energy: 1 Particle
Target: 1 Creature within Range 10
Damage: -1 Attack Die *Hydro Damage*
Effect: If the Target is afflicted with the "Riptide" status, it bursts into a
torrent of water (make the following attack).
So long as it remains afflicted with Riptide, the Target suffers 1 Flat Hydro
Damage at the start of each of its turns.

Fatal Rainscreen
Cost: 2 Stamina
Energy: 1 Particle
Target: 2 Creatures within Melee Range
Damage: No Bonus *Hydro Damage*
Effect: Gain 3 stacks of "Rain Swords". When you would suffer Damage,
reduce that damage by 1, then lose 1 stack of Rain Swords.
You can only have a max of 3 stacks of Rain Swords. While you have any
stacks of Rain Swords you are Wet. All stacks of Rain Swords expire 3 Turns after coming into
existence.

Kurage's Oath
Cost: 3 Stamina
Energy: 2 Particles
Target: 1 Tile within Melee range
Damage: None
Effect: Conjure a Small Hydro Construct at the targeted location that does
not have HP and can't be damaged. This lasts for 3 Turns.
At the start of each of your turns, you may use your Reaction to cause the
Bake-Kurage to perform a Burst 1, -1 Attack Die *Hydro Damage* to only Enemies within the
zone.
Allies within 5 tiles of the Bake-Kurage heal 1 HP if this attack dealt
damage to a creature.
Kyouka (Shift)
Cost: 1 Stamina, or Reaction
Energy: 1 Particle
Target: Self
Damage: None
Effect: Shift 1 Tile and leave a Watery Illusion in the vacated Tile.
If an enemy ends its turn adjacent to this illusion, the illusion explodes,
dealing Burst 1, -1 Attack Die *Hydro Damage*.

Kyouka (Slash)
Cost: 1 Stamina
Energy: None
Target: 1 Creature within Melee range
Damage: +1 Attack Die *Hydro Damage*
Effect: If you use this attack, you can't make Charged Attacks for the rest
of the Round.

Lingering Lifeline
Cost: 1 Stamina
Energy: 1 Particle
Target: Self
Damage: -1 Attack Die *Hydro Damage*
Effect: Enter the "Lingering Lifeline" state. This lasts until the end of your
Turn.
While in this state, you can Move through Enemies. You also do NOT
provoke Opportunity Attacks.
Whenever you Move through an Enemy, Mark them with "Lifeline".
When this state ends, each Enemy marked by "Lifeline" suffers the above
Attack and are Pulled 1 Tile towards you.

Heron's Sanctum (Press)


Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Creature within Melee Range
Damage: No Bonus *Hydro Damage*
Effect: Push the Target up to 1 Tile away.

Heron's Sanctum (Hold)


Cost: 3 Stamina / Reaction
Energy: 4 Particles
Target: None
Damage: None
Effect: Take a defensive stance until the start of your next Turn.
While in this stance, your DEF is increased by 2 and you have Advantage
on DEF rolls.
When this stance ends, perform the following attack:
Burst 1, +X Attack Dice *Hydro Damage*, where X = 1 if you were
attacked during your stance (0 otherwise).

Dance of Haftkarsvar
Cost: 1 Stamina
Energy: None
Target: Self
Damage: None
Effect: You enter the "Pirouette" state until the start of your next Turn.
While in this state you gain the following effects:
Your Normal Attacks are converted to Hydro Damage.
You can't perform Charged Attacks.
You gain access to the following 2 Elemental Skills:

Sword Dance - Luminous Illusion


Cost: 1 Stamina
Energy: 1 Particle
Target: Line 3
Damage: No Bonus Dice *Hydro Damage*
Effect: None
Whirling Steps - Water Wheel
Cost: 1 Stamina
Energy: 1 Particle
Target: Burst 1
Damage: No Bonus Dice *Hydro Damage*
Effect: None

Pyro
Explosive Puppet
Cost: 3 Stamina
Energy: 1 Particle
Target: 1 tile within 3 spaces (Range 3)
Damage: None
Effect: Summon a Small Taunting construct at the targeted location
(Taunt radius is Burst 1). It has an amount of HP equal to your CON stat.
If its HP hits 0, or after 3 Turns (whichever occurs first), the construct will
explode, dealing Attack Roll (No Bonus) Pyro Damage to all Creatures in its Zone.

Passion Overload (Press)


Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Enemy within Melee range
Damage: +2 Attack Dice *Pyro Damage*
Effect: None

Passion Overload (Hold)


Cost: 2 Stamina
Target: 1 Enemy within Melee range
Damage: +2 Attack Dice *Pyro Damage*
Effect: You suffer Damage from this Attack, as well.
Push each Creature that suffered Damage from this Attack 1 Tile and
knock them Prone.

Searing Onslaught
Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Creature within Melee range
Damage: +1 Attack Die *Pyro Damage*
Effect: You infuse your weapon with Pyro energy, changing your Normal
Attack damage to Pyro for 3 Turns.

Jumpy Dumpty!
Cost: 3 Stamina
Energy: 2 Particles
Target: Line 3
Damage: 1 Flat *Pyro Damage*
Effect: The last Tile of this Line attack becomes covered in explosive
bombs. Until the end of your next Turn, any enemies that start their Turns and/or enter the
affected tile, suffer 1 Flat Pyro Damage.
Tiles with explosive bombs are treated as Difficult Terrain.

Guoba Attack!
Cost: 3 Stamina
Energy: 1 Particle
Target: 1 tile within Melee range
Damage: None
Effect: Summon a Small Pyro construct in the targeted tile. This construct
lasts for 3 Turns.
While it persists, at the start of each of your Turns, you may use your
Reaction to cause the construct to produce a gout of flame (Blast 2), dealing an Attack that
deals -1 Attack Dice *Pyro Damage*.

Sweeping Fervor
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1
Damage: -1 Attack Die *Pyro Damage*
Effect: Generate a Pyro Shield with a Strength equal to your WIS + the
number of enemies hit (a max of 3). This Shield lasts 3 Turns and afflicts the user with Pyro for
the duration.

Guide to Afterlife
Cost: 3 Stamina
Target: Self
Damage: None
Effect: Lose 1 HP (you don't drop to 0 HP or less due to this effect).
Enter the "Paramita Papilio State" which lasts 3 Turns.
While in this state, increase your ATK by an amount equal to your HP / 2
(rounded down).
Your Normal and Charged Attacks deal Pyro Damage.
Also, your Charged Attacks inflict "Blood Blossom" on enemies hit (which
lasts for 2 Turns).
Blood Blossom counts as "Pyro" for the sake of triggering Reactions.
Enemies afflicted by Blood Blossom take 1 Flat Pyro Damage at the end of each of their Turns.

Seal of Approval
Cost: 1 Stamina
Energy: 1 Particle
Target: 1 Creature within Range 5
Damage: No Bonus Die *Pyro Damage*
Effect: Gain 1 stack of "Scarlet Seal". You can have a maximum of only 3
Scarlet Seals at any time.
Scarlet Seals last for 3 Turns. Gaining a new Scarlet Seal refreshes the
duration of each of them.
Once per Turn, you may reduce the Cost of an Action you take by 1
Stamina at the cost of 1 Scarlet Seal (but you cannot reduce an action to less than 1 Stamina
using this effect).

Signed Edict (Skill)


Cost: 2 Stamina
Energy: 2 Particles
Target: Burst 1 within Range 5
Damage: -1 Attack Die *Pyro Damage*
Effect: Gain 3 stacks of "Scarlet Seal". You can have a maximum of only
3 Scarlet Seals at any time.
Scarlet Seals last for 3 Turns. Gaining a new Scarlet Seal refreshes the
duration of each of them.
Once per Turn, you may reduce the Cost of an Action you take by 1
Stamina at the cost of 1 Scarlet Seal (but you cannot reduce an action to less than 1 Stamina
using this effect).

Signed Edict (Charge)


Cost: 3 Stamina
Energy: 2 Particles
Target: Burst 1 within Range 5
Damage: -1 Attack Die *Pyro Damage*
Effect: You may consume all your stacks of Scarlet Seals.
Increase the range of this Burst by 1 for each stack consumed.
Increase the Damage Dice of this attack by 1 for each stack consumed.

Niwabi Fire-Dance
Cost: 1 Stamina
Target: Self
Damage: None
Effect: Enter the "Niwabi Enshou" state. This lasts for 3 Turns and you are
afflicted with Pyro during this.
While in this state, your Normal Attacks deal +1 Atk Die of damage and
have their damage converted to Pyro.

Firework Flare-Up
Cost: 3 Stamina
Energy: 1 Particle
Target: 3 Creatures within Range 10 *You can target the same Creature
multiple times with this attack*. *You can't select a Creature that's adjacent to your*
Damage: 1 Flat *Pyro Damage*
Effect: None

Blazing Blessing
Cost: 2 Stamina
Energy: 1 Particle
Target: Blast 2
Damage: -1 Attack Die *Pyro Damage*
Effect: Generate a Pyro Shield whose Strength is equal to your max HP.
This lasts for 3 Turns.
Whenever this Shield is overwritten by a new Shield, increase the
duration of that Shield and its Strength by 1 each.

Cryo
Chonghua's Layered Frost
Cost: 3 Stamina
Energy: 3 Particles
Target: 1 Creature within Melee Range.
Damage: -1 Attack Die *Cryo Damage*
Effect: Create a Burst 2 zone centered either on your Tile or the Targeted
Creature's Tile. This field lasts for 3 Turns.
While inside the field, Sword, Polearm, and Claymore users have their
Normal and Charged attacks deal Cryo Damage (instead of Physical).
This Field is treated as Difficult Terrain.

Icy Paws (Press)


Cost: 1 Stamina
Energy: 1 Particle
Target: 2 Creatures within Range 5 *You can select the same Creature
more than once* *You can't select a Creature within Melee Range*
Damage: 1 Flat *Cryo Damage*
Effect: None

Icy Paws (Hold)


Cost: 2 Stamina, or Reaction
Energy: 3 Particles
Target: 2 Creatures within Range 5 *You can select the same Creature
more than once* *You can't select a Creature within Melee Range*
Damage: 1 Flat *Cryo Damage*
Effect: Shift 1 Tile and Generate a Cryo Shield with a Strength equal to
your max HP. This lasts for 3 Turns.

Trail of the Qilin


Cost: 2 Stamina, or Reaction
Energy: 4 Particles
Target: Self
Damage: None
Effect: Shift 1 Tile and then leave behind a small Cryo Construct in the
vacated Tile.
This construct has HP equal to your max HP and lasts for 3 Turns. It
Taunts adjacent enemies.
When the construct is destroyed or expires, it blooms into a Burst 1 attack
that deals 1 Flat Cryo Damage.

Frostgnaw
Cost: 1 Stamina
Energy: 1 Particle
Target: Blast 2
Damage: No Bonus *Cryo Damage*
Effect: This attack's damage ignores Shields on the Targets.
Herald of Frost
Cost: 2 Stamina
Energy: 3 Particles
Target: 1 Enemy within Melee range
Damage: -1 Attack Die *Cryo Damage*
Effect: Create a small wisp that surrounds your character for 3 Turns.
While active, at the start of each of your Turns, you may use your
Reaction to command the wisp will deal 1 Flat Cryo Damage to an enemy within Melee range.
Each time this wisp attacks (including on the initial use), Heal 1 HP.

Ravaging Confession
Cost: 1 Stamina, or Reaction
Energy: 1 Particle
Target: 1 Creature within Melee range
Damage: +1 Attack Die *Cryo Damage*
Effect: If the Target of this attack is Medium or smaller, you may Teleport
to any tile adjacent to it before or after the attack.

Icetide Vortex (Press)


Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1
Damage: -1 Attack Die *Cryo Damage*
Effect: Gain 1 stack of "Grimheart". These stacks last for 3 Turns.
While in possession of a stack of Grimheart, increase your DEF by 1.

Icetide Vortex (Hold)


Cost: 3 Stamina
Energy: 2 Particles
Target: Burst 1
Damage: -1 Attack Die *Cryo Damage*
Effect: Consume all your stacks of "Grimheart". Deal an additional 1 Flat
Cryo Damage to a Target within range a number of times equal to the amount of Grimheart
stacks consumed.
Enemies hit by these Grimheart attacks have their DEF reduced by 1 until
the end of their next Turn.

Hyouka
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1
Damage: +1 Attack Die *Cryo Damage*
Effect: None
Spring Spirit Summoning (Press)
Cost: 1 Stamina, or Reaction
Energy: 2 Particles
Target: Line 2
Damage: -1 Attack Die *Cryo Damage*
Effect: You may Teleport to an unoccupied location within attack range.
Leave an "Icy Quill" on targets that suffered Damage from this attack.
This lasts for 3 Turns.
When a Creature with an Icy Quill suffers Cryo Damage, increase the
damage dealt by 1.

Spring Spirit Summoning (Hold)


Cost: 2 Stamina, or Reaction
Energy: 2 Particles
Target: Burst 1
Damage: -1 Attack Die *Cryo Damage*
Effect: You may Shift 1 Tile after this attack.
Leave an "Icy Quill" on targets that suffered Damage from this attack.
This lasts for 3 Turns.
When a Creature with an Icy Quill suffers Cryo Damage, increase the
damage dealt by 1.

Nights of Formal Focus


Cost: 3 Stamina
Energy: 3 Particles
Target: Self or 1 Creature within Range 5
Damage: None
Effect: Generate a Cryo Shield whose Strength is equal to your Max HP
and lasts for 3 Rounds on the Target.
At the start of each of your Turns, while this Shield remains, generate 1
“Night Star".
Each time an Elemental Skill is used by the Character protected by this
Shield, generate 1 "Night Star".
Once 4 "Night Stars" have been accumulated, lose all stacks and make 1
attack for each stack. This attack deals 1 Flat Cryo Damage to a Creature within 5 tiles of the
Shielded Character.

ELEMENTAL BURSTS)
As one gains Experience, they become adept enough at utilizing their Vision to
create amazing feats. These types of abilities require a tremendous amount of fortitude and can
only be used once per Session (as a Character needs time to recover from its use).
*You can think of these abilities as "Daily Powers" from D&D 4th Edition*
Characters first gain access to these powers at Level 5 and every 5th level after
that. Regardless of the number of Elemental Bursts a Character knows, only 1 Burst can be
used per Session. Knowing more Bursts just allows for more versatility.
Just like with Elemental Skills, in order to customize a unique Elemental Burst for
your Character, you can abide by the following formula. Note that this is the same formula for
creating Elemental Skills, the only difference being that Bursts can have a Value of 10 (instead
of 5).

Formula:
Skill Value <= 10
Stamina Cost:
1 = +2 Value
2 = +1 Value
3 = +0 Value
Reaction = +2 Value
Energy Cost:
0 = +1 Value
1 = -1 Value
2 = -2 Value
3 = -3 Value
4 = -4 Value
5 = -5 Value
Damage:
No Damage = -2 Value
-1 Die = +0 Value
+0 Die = +1 Value
+1 Die = +2 Value
+2 Die = +3 Value
1 Flat = +2 Value
2 Flat = +3 Value
Target / Range:
Self = 0 Value
Melee = +1 Value
Additional Targets = +1 for each
Range (5) = +1 Value
Additional Range = +1 for every additional 5 tiles
Additional Targets = +1 for each
Line (2) = +2 Value
Additional Range = +1 for each
Blast (2) = +2 Value
Additional Area = +2 for each
Burst (1) = +3 Value
Additional Area = +2 for each
Effect:
Create Construct / Entity = +2 Value
*Must include at least 1 Particle Energy cost*
Create Shield = +2 Value
*Must include at least 1 Particle Energy cost*
Healing = +2 Value
*Must include at least 1 Particle Energy cost*
Beneficial = +1 Value for each
Detrimental = -1 Value for each

Elemental Burst Examples)


Anemo
Gust Surge
Cost: 3 Stamina
Target: Line 5
Damage: +1 Attack Die *Anemo Damage*
Effect: Any Large and smaller enemies that suffer Damage from this
attack get carried along the Line, getting deposited at the final tile of the Line.

Dandelion Breeze
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2 (centered on your Tile)
Damage: +1 Attack Die *Anemo Damage*
Effect: Create a zone of wind in the targeted tiles that lasts for 3 Turns.
Upon creation, Heal all allies (including yourself) 3 HP.
While active, whenever an enemy enters or leaves the zone, it suffers 1
Flat Anemo Damage.

Forbidden Creation
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2 within 2 tiles (Range 2)
Damage: +1 Attack Die *Anemo Damage*
Effect: Create a zone of wind in the targeted tiles that lasts for 2 Turns.
This zone is treated as Difficult Terrain.
Upon creation (and at the start of each of your Turns) knock all Creatures
within this Zone Prone.

Wind's Grand Ode


Cost: 3 Stamina
Energy: 4 Particles
Target: Burst 2 within 3 tiles (Range 3)
Damage: None
Effect: Create a zone of wind in the targeted tiles that lasts for 3 Turns.
This zone is treated as Difficult Terrain.
Upon creation (and at the start of each of your Turns, as a Reaction,) Pull
all Large and smaller Creatures within the Zone 1 tile closer to the center of the Zone and then
perform the following Burst 1 attack, 1 Flat Anemo Damage. This Damage is changed to an
element that is absorbed inside this Zone.
Any enemies that suffer Damage from this attack are knocked Prone.

Bane of All Evil


Cost: 1 Stamina
Target: Self
Damage: None
Effect: Enter a Stance that lasts 5 Turns.
While in this Stance, lose 1 HP at the start of each of your Turns.
While in this Stance your Normal and Charged Attacks deal Anemo
Damage (instead of Physical). They also add 1 additional Bonus Attack Dice.
You also gain +2 bonus dice on Athletics and Acrobatics rolls.
As an Action (that costs 1 Stamina), you can Jump and perform a
modified Plunging Attack. This is your Normal Attack with its range changed to Burst 1.

Kazuha Slash
Cost: 1 Stamina
Energy: 1 Particle
Target: Burst 2
Damage: No Bonus Die *Anemo Damage*
Effect: Create a Zone in the Targeted tiles for 3 Turns.
At the start of each of your Turns, this Zone deals 1 Flat Anemo Damage
to all Creatures (except you) within.
When this Zone is created, if there is an element present, the Zone
becomes infused with that element for the duration, changing its damage type.

Mujina Flurry
Cost: 2 Stamina
Energy: 1 Particle
Target: Self
Damage: None
Effect: Summon a Small Anemo Construct in your Tile. This Muji-Muji
Daruma has no HP and cannot be destroyed.
The Muji-Muji Daruma emits an Aura (Burst 2).
At the start of each of your Turns, as a Reaction, you can command the
Daruma to take 1 of the following Actions:
Heal all Allies within its Aura by 1.
Deal 1 Flat Anemo Damage to all Enemies within Burst 1.
Windmuster Kick
Cost: 2 Stamina
Energy: 2 Particles
Target: Burst 2 within 5 Tiles
Damage: No Bonus *Anemo Damage*
Effect: Large Enemies and Smaller within the Zone of this Attack are
Pulled as close as possible towards the center (starting with the Smallest Enemy).
Enemies afflicted by Swirlable Elements (Hydro, Cryo, Pyro, and Electro)
suffer additional Flat Damage of their respective types.

Geo
Wake of Earth
Cost: 3 Stamina
Energy: 3 Particles
Target: Burst 2
Damage: -1 Attack Die *Geo Damage*
Effect: Push all Large and smaller enemies to a tile along the outer edge
of the attack radius.
Also, spawn up to 3 Large Geo Constructs (2-Tiles in size) along the
outer edge of the attack's radius.
These last for 3 turns and they do block Line of Sight.

Tectonic Tide
Cost: 2 Stamina
Target: Blast 3
Damage: +1 Attack Die *Geo Damage*
Effect: Increase the Damage Dice of this Attack by a number equal to the
amount of Geo Constructs within the Zone.

Starshatter
Cost: 2 Stamina
Energy: 2 Particles
Target: Any number of Creatures within Range 5
Damage: 1 Flat Geo Damage
Effect: Perform 6 attacks on Creatures within the targeted tiles (you can
select the same enemy more than once).
If a Geo Construct is within the Zone, perform 3 more attacks.

Planet Befall
Cost: 3 Stamina
Target: Burst 1 within Range 2
Damage: +1 Attack Die *Geo Damage*
Effect: Enemies that suffer damage from this attack are Petrified for 1
Turn.
This is a special condition that prevents the affected creatures from taking
any Actions or Reactions.

Sweeping Time
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1 centered on your Tile
Damage: +1 Attack Die *Geo Damage*
Effect: Enter a Stance that lasts for 3 Turns. While active, your Normal
and Charged Attacks deal Geo Damage (instead of Physical).
Whenever you make Attack rolls, gain a number of bonus dice equal to
your WIS.
Also, increase the attack range of your Melee attacks by 1 Tile.
Increase the attack range of your Burst attacks by 1 Tile.

Royal Descent
Cost: 1 Stamina
Target: Self
Damage: None
Effect: Enter a Stance that lasts for 5 Turns. While active, your Normal
and Charged Attacks deal Geo Damage (instead of Physical).
Whenever you make Attack rolls, gain a number of bonus dice equal to
your WIS.
While this Stance is active, whenever you make a Normal Attack, gain 1
stack of "Superlative Superstrength". These stacks last for 5 Turn and you can only have a max
of 5 stacks at one time.
During your Turn, you may consume a stack of Superlative Superstrength
in order to perform a Normal Attack for no Stamina.

Juuga: Forward Unto Victory


Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2
Damage: No Bonus *Geo Damage*
Effect: Summon a Small Geo Construct that follows you wherever you
move. It lasts for 5 Turns and has no HP and cannot be destroyed. This Construct emits an
Aura that's Burst 2.
At the start of each of your Turns, as a Reaction, you may command this
Valor to repeat its burst attack.
At the start of each of your Turns, if there is an Elemental Shard (created
from Geo Reactions) within the Valor's Aura, it attracts to you and you can obtain it.
Allies within this zone gains a Stat Buff (this stat is chosen when the
Construct is created). The amount of this Stat Buff is equal to the number of Geo characters in
your Party.
Cliffbreaker's Banner
Cost: 3 Stamina
Target: Burst 2
Damage: -1 Attack Die *Geo Damage*
Effect: Each Party member gains 3 stacks of "Flying Cloud Flag
Formation". These stacks last 5 Turns.
Whenever a Party member makes a Normal Attack, they may consume a
stack of FCFF. If they do, increase the bonus damage of that attack by an amount equal to your
WIS.

Electro
Stormbreaker
Cost: 1 Stamina
Target: Self
Damage: No Damage
Effect: Surround yourself with the Thunderbeast's Targe (for 5 Turns).
Enemies that start their turns adjacent to you suffer 1 Flat Electro
Damage.
While the Targe is active, your Normal and Charged Attack hits cause
lightning to spark between enemies. Only one spark can occur each Round.
Each spark affects the enemy that you hit during your attack and then
jumps to another enemy of your choice that is within 2 Tiles (Range 2) of that 1st enemy. This
spark deals 1 Flat Electro Damage.
While your Thunderbeast's Targe is Active, you have no limit to the
number of Reactions you make for Opportunity Attacks.

Midnight Phantasmagoria
Cost: 1 Stamina, or Reaction
Target: Self
Damage: None
Effect: Assume the form of a familial-raven for the Turn. Shift a number of
Tiles equal to your Move Speed +2.
During this movement, ignore Difficult Terrain and you can pass through
Enemie's Tiles.
Also, whenever you Move through a tile with an enemy, that enemy
suffers 2 Flat Electro Damage. Each Enemy can only suffer Damage from this effect once per
Turn.
Each Creature that suffers Damage from this attack is Blinded and
Deafened for 1 Round.

Starward Sword
Cost: 1 Stamina, Reaction
Energy: 2 Particles
Target: Burst 2
Damage: +1 Attack Die *Electro Damage*
Effect: After the attack, you may Teleport to any spot within the targeted
zone.

Lightning Rose
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 2
Damage: No Bonus *Electro Damage*
Effect: Create a Small Electro Construct in your Tile. This construct will
last 3 Turns and emits a Burst 2 Aura.
Push any Medium and smaller enemies that suffer damage from this
attack 1 Tile away.
At the start of each of your Turns, you may use your Reaction, to cause
lightning to strike a single Creature within the Construct's Aura, dealing No Bonus Dice *Electro
Damage* that Pushes the Medium or smaller Target 1 Tile away and knocks them Prone.

Lightning Fang
Cost: 1 Stamina
Energy: 1 Particle
Target: Burst 1
Damage: +1 Attack Die *Electro Damage*
Effect: Unleash the Wolf Within (a stance) for 3 Turns. While in this
stance, you're afflicted with Electro.
While active, your Normal Attacks deal an additional 1 Flat Electro
Damage.
Once per Turn, you may make 1 Normal Attack without consuming
Stamina.
You're immune to Electro-Charged Damage.
You can't use Charged Attacks.

Koukou Sendou
Cost: 3 Stamina
Energy: 2 Particles
Target: Burst 1
Damage: -1 Attack Die *Electro Damage*
Effect: Creatures that suffer damage from this attack are Defeaned for 3
Turns.
After this attack, additional bolts of lightning are called down; perform 4
Line 2 attacks that deal -1 Attack Die Electro Damage.

Musou Shinsetsu
Cost: 2 Stamina
Energy: 1 Particle
Target: Blast 3
Damage: +2 Attack Dice *Electro Damage*
Effect: You enter the "Musou Isshin" state for 3 Turns. While in this state
you're Immune to Electro-Charged damage.
You're Normal and Charged attacks are Infused with Electro.
Once per Round, when you deal damage with a Normal or Charged
Attack, select 1 Ally within 5 Tiles; they gain 1 Energy Particle.

Tenko Kenshin
Cost: 1 Stamina
Energy: 1 Particle
Target: Burst 2 within Range 3
Damage: -1 Attack Die *Electro Damage*
Effect: Destroy any Electro Constructs within Burst 3.
For each one destroyed, a lightning strike in that Construct's location will
erupt as a Burst 1 attack that deals -1 Attack Die Electro Damage.

Gyoei Narukami Kariyama Rite


Cost: 3 Stamina
Energy: 1 Particle
Target: Blast 3
Damage: +1 Attack Die *Electro Damage*
Effect: This attack creates a Zone that lasts until the start of your next
Turn.
This Zone repeats its attack when it disappears.
If you're under 1/2 HP, this Zone will Remove any Status Effects on Allies
within (including yourself).

Alcazarzaray's Exactitude
Cost: 3 Stamina
Energy: 2 Particles
Target: Range 5
Damage: None
Effect: Conjure a Small Electro Construct that can't be attacked or
destroyed. This Jinni lasts for 5 Rounds.
While Active, the Jinni will connect itself to an Ally (a new Ally can be
chosen at the start of each of your Turns).
While connected, a Line of Electro is formed between the Jinni and the
Ally.
While connected to the Jinni, the following effects occur:
You are affected by Electro.
At the Start of your Turn, gain 1 HP
At the Start of your Turn, gain 1 Energy Particle
Any Enemies that start their Turns or enter a Zone of the Electro Line
suffers 1 Flat Electro Damage.

Sacred Rite: Wolf's Swiftness


Cost: 1 Stamina
Energy: 3 Particles
Target: N/A
Damage: None
Effect: Enter the "Pactsworn Pathclearer" state for 3 Rounds. While in this
state you gain the following effects:
You are Immune to Electro-Charged Damage.
Your Elementary Mastery is increased by 1.
Your Normal Attacks are deal Electro Damage (instead of Physical).
You gain Advantage on "Chasmic Soulfarer" Skill Attacks.
Once per Turn, whenever you use a "Chasmic Soulfarer" Skill,
additionally, you fire off 3 "Duststalker Bolts". These attacks deal 1 Flat Electro Damage to
Targets within 2 Tiles of you.

Dendro
Surgent Manifestation
Cost: 3 Stamina
Energy: 3 Particles
Target: Burst 3 within Melee Range (including your own Tile)
Damage: None
Effect: Conjure a Small Dendro Construct "Lea Lotus Lamp" at the center
of the Target range. This Construct cannot be Destroyed or Moved and will last for 5 Rounds.
Conjure a Dendro Zone within the Targeted range.
At the end of each of your Turns, the Lea Lotus Lamp will emit a wave of
energy, dealing 1 Flat Dendro Damage to Creatures within the Zone.
The Lea Lotus Lamp can undergo Lotuslight Transfiguration when it
suffers certain Elemental Damage:
Electro: The Lea Lotus Lamp also performs its AoE Attack at the Start of
the conjuring Character's Turn.
Hydro: Increase the Zone's AoE by 1 (becomes Burst 4)
Pyro: When the Lea Lotus Lamp performs its next AoE Attack, it will be
destroyed, but the Damage inflicted is increased by 3.
Only 1 Lotuslight Transfiguration can occur at a time.

Fashioner's Tanglevine Shaft


Cost: 2 Stamina
Energy: 2 Particles
Target: Any number of Creatures within Range 5
Damage: 1 Flat Dendro Damage
Effect: Perform 6 attacks on Creatures within the targeted tiles (you can
select the same enemy more than once).
If a Dendro Construct is within the Zone, perform 3 more attacks.

Trump-Card Kitty
Cost: 3 Stamina
Energy: 3 Particles
Target: Burst 2 within Range 3
Damage: No Bonus Die *Dendro Damage*
Effect: Create a Dendro Zone within the Target location for 5 Rounds.
At the End of each of your Turns, deal 1 Flat Dendro Damage to one
Creature within the Zone.
While Active, you can use a Reaction to deal 1 Flat Dendro Damage to
one Creature within the Zone.

Illusory Heart
Cost: 3 Stamina
Energy: 4 Particles
Target: Burst 5
Damage: None
Effect: Conjure a Zone of Dendro that lasts for 3 Rounds. This "Shrine of
Maya" gains the following effects, based on your Party composition:
Pyro: Party members within the zone gain +1 ATK die.
Hydro: The Shrine lasts up to 5 Rounds, instead.
Electro: Party members within the zone start with 1 additional Stamina.

Hydro
Shining Miracle
Cost: 3 Stamina
Energy: 2 Particles
Target: Burst 5
Damage: None
Effect: Heal all Allies (including yourself) within the targeted zone by an
amount equal to your CON stat.

Stellaris Phantasm
Cost: 3 Stamina
Target: Blast 3
Damage: None
Effect: Applies an Omen Bubble to enemies within the targeted zone.
All enemies are Wet while the Omen is present (lasts 2 Turns). Large
creatures are Stunned while the Omen is present. Medium and smaller enemies are unable to
take any Actions or Reactions while the Omen is present.
When an enemy with an Omen is hit, they take double Damage and the
Omen expires.
When the Omen expires on its own, it deals 2 Flat Hydro Damage to that
creature.

Havoc: Obliteration (Ranged)


Cost: 3 Stamina
Target: Burst 2 within Range 5
Damage: No Bonus *Hydro Damage*
Effect: Enemies within the targeted zone are marked with "Riptide". This
lasts for 5 Turns and counts as the Hydro status (Wet).
Gain 1 Energy Particle.

Havoc: Obliteration (Melee)


Cost: 3 Stamina
Target: Burst 2
Damage: -1 Attack Die *Hydro Damage*
Effect: Any enemies within the targeted zone have their "Riptide" status
removed.
For each of these Targets, perform a Burst 1 attack, -1 Attack Die *Hydro
Damage*.

Raincutter
Cost: 1 Stamina
Target: Self
Damage: None
Effect: Gain 3 stacks of "Rain Swords". When you would suffer Damage,
reduce that damage by 1. These last for 5 Turns.
While you have stacks of Rain Swords, whenever you make a Normal or
Charged Attack against an enemy, a rain sword will lash out at that foe, dealing an additional 1
Flat Hydro Damage to it.
Whenever a Creature suffers damage from a Rain Sword, decrease its
DEF against Hydro Attacks by 1 for 3 Turns (this effect can not stack with itself).
Whenever you deal damage with a Rain Sword, gain 1 Energy Particle.
This can trigger multiple times per Round (but only once per Turn).

Nereid's Ascension
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 1
Damage: -1 Attack Die *Hydro Damage*
Effect: You don Ceremonial Robes out of Hydro for 5 Turns. While in this
state, you are considered Wet.
While in this state, damage inflicted by your Normal, Charged Attacks,
and Hydro Constructs are increased by 1 bonus die.
Also, attacks from these sources restore 1 HP to all nearby Allies (within
Range 10).
While in this state, you're able to walk on water and are unaffected by
Difficult Terrain related to water.

Suiyuu
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 3
Damage: None
Effect: Create a "Garden of Purity" Zone within the Targeted area for 5
Rounds.
At the start of each Turn, spawn a Bloomwater Blade at some location
within the Zone. A Bloomwater Blade deals 2 Flat Hydro Damage.
While this Zone is active, it is treated as Difficult Terrain for Enemies.
Once per Turn, whenever an Ally makes a Normal Attack whithin this
Garden of Purity, they can do so without spending Stamina.

Depth-Clarion Dice
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2 (centered on you)
Damage: No Bonus *Hydro Damage*
Effect: Conjure a Small Hydro Construct "Exquisite Throw" that follows
you around. This construct lasts for 3 Rounds.
You may, instead, cause this Construct to follow another Party member if
they were within the Zone of this attack.
Once per Turn, whenever the Character that Exquisite Throw is following
makes an Attack, it will perform a coordinated attack of its own.
This attack hits one of the Enemies that was targeted by the triggering
Character's attack and deals 1 Flat Hydro Damage.

Wagtail's Tide
Cost: 3 Stamina
Energy: 4 Particles
Target: Burst 2
Damage: -1 Attack Die *Hydro Damage*
Effect: You confer the "Prayer of the Crimson Crown" to the Party for 3
Rounds. This bonus grants the following benefits:
Normal Attacks deal Hydro Damage (instead of Physical).
Normal Attacks gain 1 bonus Attack Die.
Once per Turn, whenever a Party Member Moves, a rippling wave erupts
from them, dealing 1 Flat Hydro Damage in a Burst 1 (centered on the Tile that Character
vacated).

Dance of Abzendegi
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 2
Damage: +1 Attack Die *Hydro Damage*
Effect: Targets gain the "Lingering Aeon" status for 3 Rounds.
At the start of their Turn, a Creature affected by "Lingering Aeon" suffers
1 Flat Hydro Damage.

Pyro
Fiery Rain
Cost: 1 Stamina
Energy: 1 Particle
Target: Burst 1 within Range 5
Damage: No Bonus *Pyro Damage*
Effect: Conjure a volley of flaming arrows that lasts for 3 Turns.
If an enemy starts their turn or enters the zone, they suffer 1 Flat Pyro
Damage.
This zone is treated as Difficult Terrain and contains the Pyro element.

Fantastic Voyage
Cost: 3 Stamina
Energy: 1 Particle
Target: 1 Creature in Melee range
Damage: No Bonus *Pyro Damage*
Effect: The impact from this attack creates a Burst 2 Zone centered on
your Tile or the Target's Tile that lasts for 3 Turns.
Allies (including yourself) within the zone benefit in the following ways:
If they are not at full HP, then at the start of their Turn, they Heal 1.
If they are at full HP, then increase the bonus attack dice of all of their
Attacks by 1.
Sword, Polearm, and Claymore users have their Normal and Charged
Attacks deal Pyro Damage (instead of Physical).

Dawn
Cost: 2 Stamina
Target: Line 5
Damage: No Bonus *Pyro Damage*
Effect: Your Weapons (if they're a Sword, Polearm, or Claymore) are
infused with Pyro for 3 Turns. This means that Normal and Charged Attacks involving these
weapons deal Pyro Damage (instead of Physical).

Sparks 'n' Splash


Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2 within Melee range
Damage: +2 Bonus Dice *Pyro Damage*
Effect: Create a zone of highly explosive magic that lasts for 3 Turns.
At the start of each of your Turns, as a Reaction, you may select an
enemy within the Zone and repeat this fiery attack against them.

Pyronado
Cost: 1 Stamina
Target: Burst 1
Damage: No Bonus *Pyro Damage*
Effect: Surround yourself with a swirling chakram of fire that lasts for 3
Turns (this is a Burst 1 Aura).
While the pyronado lasts, any enemy that starts its Turn or enters a space
within this Zone suffers a repeat attack.

Riff Revolution
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 1 centered on your Tile
Damage: No Bonus *Pyro Damage*
Effect: After performing the attack, all Enemies within Burst 2 suffer 1 Flat
Pyro Damage.

Spirit Soother
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 1 centered on your Tile
Damage: +2 Bonus Dice *Pyro Damage*
Effect: Heal HP equal to the number of Creatures that suffered damage
from this attack.
If you were under 1/2 your Max HP when using this ability, increase the
Healing by 1.
If you were under 1/2 your Max HP when using this ability, increase the
number of Attack Dice you roll for this attack by 1.

Done Deal
Cost: 3 Stamina
Energy: 2 Particles
Target: Burst 2
Damage: -1 Bonus Die *Pyro Damage*
Effect: Gain 3 stacks of "Scarlet Seal". You can have a maximum of only
3 Scarlet Seals at any time.
Scarlet Seals last for 3 Turns. Gaining a new Scarlet Seal refreshes the
duration of each of them.
Once per Turn, you may reduce the Cost of an Action you take by 1
Stamina at the cost of 1 Scarlet Seal (but you cannot reduce an action to less than 1 Stamina
using this effect).
Gain the state of "Brilliance" for 3 Turns.
While in this state, gain 1 Scarlet Seal at the start of each of your Turns.
Also, increase the bonus dice for your Charged Attack rolls by 1.

Ryuukin Saxifrage
Cost: 3 Stamina
Energy: 2 Particles
Target: Blast 3
Damage: No Bonus *Pyro Damage*
Effect: Mark one of the Creatures within the targeted tiles with "Aurous
Blaze" for 5 Turns.
While marked, if the Creature suffers Damage from anyone other than
you, the mark erupts into a Burst 1 attack that deals 1 Flat Pyro Damage.
*This damage can only be triggered once per Turn.*
If a marked Creature dies before Aurous Blaze expires, another Creature
within 5 Tiles of it will inherit the mark (retaining its previous duration).

Crimson Ooyoroi
Cost: 3 AP
Energy: 1 Particle
Target: Burst 1
Damage: -1 Bonus Die *Pyro Damage*
Effect: You enter the "Scorching Ooyoroi" state for 3 Turns.
While in this state, your Normal Attacks triggers a "Fiery Collapse", a
Blast 2 attack (in the direction of the Creature targeted by your Normal attack) that deals 1 Flat
Pyro Damage.
Also, your Normal Attack will create a Pyro Shield with a Strength equal
to your max HP for 3 Turns.
Whenever this Shield is overwritten by another Shield, increase that new
shield's Strength and Duration by 1 each.
*This Fiery Collapse can only trigger Once per Turn.*

Cryo
Cloud-Parting Star
Cost: 2 Stamina
Energy: 1 Particle
Target: Burst 1 within Melee range
Damage: +2 Bonus Dice *Cryo Damage*
Effect: Creatures that suffer damage from this attack are knocked Prone.
If any Creature within the targeted tiles have less HP remaining than you
do, increase the amount of bonus dice you roll for this attack by 1.
You can exclude any number of Creatures from suffering the damage
from this attack.

Signature Mix
Cost: 2 Stamina
Energy: 2 Particles
Target: Burst 1 within Melee range
Damage: No Bonus *Cryo Damage*
Effect: This attack creates a field of Drunken Mist in the affected tiles.
This zone lasts for 3 Turns and is treated as Difficult Terrain.
Whenever an Enemy starts its Turn in the zone or enters it, it suffers 1
Cryo Damage.
Whenever an Ally starts its Turn in the zone, they Heal 1.

Celestial Shower
Cost: 3 Stamina
Energy: 3 Particles
Target: Burst 2 centered on your Tile
Damage: 1 Flat Cryo Damage
Effect: A zone of icy rain is formed within the targeted tiles and lasts for 3
Rounds. This is treated as Difficult Terrain.
While the zone is active, at the start of your Turn, as a Reaction, you may
deal 1 Flat Cryo damage to all Enemies within the Aura.
Increase the amount of bonus Attack dice of Cryo Damage within the
zone by 1.
Increase the amount of Flat Cryo Damage within the zone by 1.

Glacial Waltz
Cost: 1 Stamina
Target: Burst 1
Damage: -1 Attack Die *Cryo Damage*
Effect: Surround yourself with a ring of ice shards that last for 3 Turns.
While Active, whenever an Enemy starts its Turn (or enters a Tile
adjacent to you), it suffers 1 Flat Cryo Damage.

Preserver of Fortune
Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2 centered on your Tile
Damage: No Bonus *Cryo Damage*
Effect: Heal all Allies (including yourself) within 5 tiles of you by 1 HP.
Each enemy within the targeted tiles becomes Marked by a Fortune-
Preserving Talisman. This mark lasts for 3 Turns.
Whenever an Ally deals Damage to an enemy Marked by the talisman,
they Heal 1.

Rites of Termination
Cost: 3 Stamina
Energy: 3 Particles
Target: Blast 3
Damage: +1 Attack Die *Cryo Damage*
Effect: Select a Tile within the Zone; create a Medium Cryo Construct
(pushing creatures out the way if necessary).
It has no HP and can't be destroyed. It lasts for 3 Turns.
At the start of each of your Turns, as a Reaction, you can command the
Construct to emit a burst of frigid air, dealing 1 Flat Cryo Damage in a Burst 1.

Glacial Illumination
Cost: 2 Stamina
Energy: 2 Particles
Target: Burst 1
Damage: No Bonus *Cryo Damage*
Effect: Conjure a magical "Lightfall Sword" that follows you for 2 Rounds.
Whenever you deal damage to enemies while the Lightfall Sword is
present, it gains a Charge.
When the duration of the Lightfall Sword is over, it explodes into a Burst
2, dealing a Physical Damage attack with a number of bonus dice equal to the number of
Charges it had when it expired.

Soumetsu
Cost: 1 Stamina
Energy: 2 Particles
Target: Blast 4
Damage: No Bonus *Cryo Damage*

Divine Maiden's Deliverance


Cost: 1 Stamina
Energy: 1 Particle
Target: Burst 2
Damage: -1 Attack Die *Cryo Damage*
Effect: Create a Zone of cold air within the targeted Tiles. This lasts for 3
Turns.
Enemies within this Zone have their Physical and Cryo Resistances
reduced by 1 each.
Allies within this Zone can roll an additional attack die when dealing Cryo
Damage.

Dream of the Star-Stream Shaker


Cost: 3 Stamina
Energy: 1 Particle
Target: Burst 2
Damage: None
Effect: Conjure a Cryo construct within the Target zone that lasts for 3
Rounds. It has no HP and cannot be destroyed.
Upon creation and at the start of each of your Turns, the construct fires
off a bolt of ice, dealing 2 Flat Cryo Damage to any Creature within the zone.
This attack also generates a "Night Star".

FEATURES LIST)
General
Ranger of the Wilds
Ignore the penalties of moving through Difficult Terrain.
Juggernaut
Whenever your HP is at 0 or less, you do not fall Unsconscious. Instead,
you are Stunned while at 0 HP or less.
Natural Camouflage
When given time to prepare, you can make use of your surroundings to
increase your stealthiness (covering your tracks, placing mud on yourself, etc.)
In such situations, roll bonus dice during a Stealth roll equal to your
Geography talent.
Cold Visage
+2 Intimidate
*You must wield a Cryo Vision*
Rugged Adventurer
+2 Athletics rolls related to Climbing and Swimming.
+2 Acrobatics roll related to Gliding.
Aversion Tolerance
+2 Fortitude rolls related to surviving in harsher climates, respective to
your Vision.
For example, if you have a Pyro vision, you gain this benefit in hot
environments (like deserts and volcanos).
Scruffy Hunter
+2 Perception rolls related to tracking game.
+2 Geography rolls related to recalling territories of various wildlife.
Survivalist
+1 Geography, Cooking, Fortitude, and Perception
Skeptic
As long as you have at least 1 point in Deceit, gain +2 Perception checks
to detect someone lying to you.
Cat's Fall
Reduce the Damage you suffer from falling by 2.
You also do not land Prone in such situations.
Parkour
+1 Acrobatics and Athletics when in a city-environment.
Ancient Knowledge
+2 Lore / History related to events prior to the Calamity (from 500 years
ago).
Enchanting Smith
Treat your Crafting Talent as an INT-based talent (instead of CON).
Night Owl
You don't suffer any penalties for Perception checks at night or in areas of
darkness.
Diehard
Once per Session, when your HP would fall below 0, it doesn't (it remains
at 1 HP).
Divining Gaze
Once per Session, you can make a Perception check (with a bonus equal
to your INT stat) in order to try and gain supernatural insight into the immediate future and/or
information important to your current situation.
Divine Intervention
Once per Session, whenever you make a roll, you can increase the
number of dice you roll equal to your WILL.
Durable Summoner
Increase the HP of your constructs by an amount equal to your Crafting
Talent.
Sturdy Shields
Increase the strength of your Shields by an amount equal to your Crafting
Talent.
Iron Stomach
+2 Fortitude checks involving the ingestion of poisons, spoiled food, and
too much alcohol.
In addition, whenever you succeed in a Fortitude roll against Poison, you
are no longer affected by the status.
Mystic Stride
You can assume a magical form in which you embody the element
associated with your Vision (like Mona's or Ayaka's Dash).
When in Combat, gain the following Action:
Cost: 2 Stamina
Effect: Move a number of tiles up to your Move Speed +1, ignoring
Difficult Terrain and Opportunity Attacks.
Overexert
At the start of your Turn, you may choose to gain 4 Stamina (instead of
3).
If you do, lose 1 HP and you lose your Reaction.
Plunging Attack
When Falling, if not Stunned, you can use Reaction to make a Normal
Attack on enemy below you with reduced Fall Damage.
Stat Booster
*You can only gain one Stat Booster feat and you can only gain it once*
CON +2
ATK +2
DEF +2
REF +2
INT +2
CHA +2
Talent Booster
*You can select the Talent Booster feat more than once, but you must
select a different Talent each time.*
Crafting +2
Fortitude +2
Athletics +2
Grapple +2
Perception +2
Will +2
Initiative +2
Acrobatics +2
Stealth +2
Thievery +2
Lore +2
Geography +2
Alchemy +2
Elemental Mastery +2
Medicine +2
Religion +2
Society +2
Cooking +2
Diplomacy +2
Deceit +2
Intimidation +2
Performance +2
Weapon Skill Extension
Select another Charged Attack option of a Weapon Type with which you
are proficient in.
Multi-Disciplined
Gain training on another Weapon Type.
You can only make use of 1 Fighting Style at one time (so you'd have to
swap back and forth between your weapons as you see fit).
Swapping wielded Weapons during Combat is an Action that costs 1
Stamina and provokes Attacks of Opportunity.
Hardy
Increase your HP by 3.
Energetic
Increase your Energy by 3.
Energy Efficient
Whenever you spend 4 or more Energy Particles during a single Action,
decrease that amount by 1.
Elemental Fortitude
Gain the following benefit based on your Vision type:
Anemo:
Suffer 1 less Dendro Damage
Geo:
Suffer 1 less Anemo Damage
Electro:
Suffer 1 less Hydro Damage
Dendro:
Suffer 1 less Geo Damage
Hydro:
Suffer 1 less Pyro Damage
Pyro:
Suffer 1 less Cryo Damage
Cryo:
Suffer 1 less Electro Damage
Fleet-Footed
Increase your Move Speed by 1.
Reflexive Fighter
You have a number of Reactions per Round equal to your DEX (instead
of just 1).
Vision Cantrip
As an Action (1 Stamina), you can produce a small magical effect based
on the type of Vision you possess.
These effects are limited to the imagination of Players, but they must be
small and relatively inconsequential. For example, a Pyro Vision holder may produce a small
gout of flames, but it can't be large enough to deal Damage.
Some more examples are listed below (this is NOT an exhaustive list):
Anemo
Produce a small breeze
Geo
Conjure a handful of dirt
Sculpt dirt into stone
Electro
Create static electricity
Power a small device (like a tiny battery)
Dendro
Create a nature scent
Cause grass to grow in a small area
Conjure a vine to be used like rope
Hydro
Make something moist
Conjure a small drink of fresh water
Douse a small flame
Pyro
Generate a light like a candle
Warm the temperature of an object
Cryo
Lower the temperature of an object
Form a bit of powdery snow
Sculpt ice
Jack of All Trades
Choose 4 Talents. Gain +1 Bonus in each of them.
Combat
Point-blank Shot
Allows you to make Normal and Charged Bow Attacks against enemies
that are in your tile.
Far-Shot
Allows you to make Normal and Charged Bow Attacks against enemies
with an additional tile away (Range 6)
Retaliator
If you are to suffer no damage as Defender during Combat, each
additional "block" that you rolled allows you to deal 1 Physical Damage to the Attacker.
Overwatch
When wielding a Bow, you may take an Attack of Opportunity against any
foe that moves within your Line of Sight.
Reflexive Fighter
During Combat, as a Reaction, you may make a Reflex Roll. For each
success, you may remove one of the lowest rolled dice of the Opposing Creature's combat roll.
Elemental Master
Whenever you cause an Elemental Reaction that deals damage, increase
that damage by 1.
Whenever you cause Crystallize, increase the Shield Strength by 1.
Whenever you cause passive effect, increase the duration by 1.
Energy Focus
On your Turn, as an Action that costs 3 Stamina, you can gain 1 Energy.
Charging Assault
Whenever you Move at least 2 tiles during your Turn, until the end of that
Turn, add 1 die to your Melee Attack rolls.
Overrun

Ever Vigilant
Each Round, you gain an additional Reaction.
Trained Blade
Whenever you make an Attack roll, you may reroll 1 of your rolled dice
(you must take the new result - even if it's lower).
Skilled Reaction

Bursting Reaction

Scrappy Fighter
Enemies within Melee range of you are considered "Flanked" if you have
at least 1 other Ally adjacent to it.
As long as you have another Ally adjacent to you, you can't be "Flanked".
Agile Fighter

Careful Steps
You gain the following Action:
Cost: 1 Stamina
Effect: Move up to 2 tiles. This movement does NOT provoke
Opportunity Attacks.
Quick Stepper
Once, during your Turn, you may use the "Dash" Action as a Free Action
(rather than paying its normal costs).
Giant Slayer
Increase your bonus Attack dice against foes larger than you by 1.
Increase your bonus Defense dice against attacks from foes larger than
you by 1.
Pest Exterminator
Increase your bonus Attack dice against foes smaller than you by 1.
Increase your bonus Defense dice against attacks from foes smaller than
you by 1.
Touch Spell
Allows you to make Normal and Charged Catalyst Attacks against
enemies that are in your tile.
Duelist Extraordinare
If there is only 1 enemy within Melee range of you, increase your bonus
Attack dice against that foe by 1.
Likewise, increase your bonus Defense dice from attacks involving that
foe by 1.
Overpowering Presence
Whenever you succeed at an Intimidate check, until the end of the Turn,
you score "hits" on Attack rolls that show a value of 3 or higher.
Unarmed Combatant
You don't suffer any penalties for attacking or defending while Unarmed.
Basically, while Disarmed, you can use the Augmented Attack Action with a +2 bonus to attack
rolls. You also get to use the regular Defend Action.
Barrage of Attacks
When making a Normal Attack, increase your bonus Attack dice equal to
the number of attack rolls you made previously this Turn.
Blindfighter
When making Attack rolls against foes that you're unable to perceive, use
your Perception instead of ATK Stat to determine the amount of Attack dice you get to roll.
Also, when defending against attacks made by foes that you're unable to
perceive, you may reroll any number of dice from your Initiative check (keeping the 2nd result -
even if it's lower).
Bodyguard
Whenever an adjacent Ally is being targeted by an Attack, you may use
your Reaction to grant a bonus to that Ally's defense roll equal to your WIS.
Regardless of the outcome, you suffer 1 Damage (the type depends on
what kind of attack is being reacted to).
Shield Breaker
Increase the Damage you deal to Shields by 1.
Surefooted
Once per Turn, whenever you would be Pushed, Pulled, or knocked
Prone, you aren't.
Press the Advantage
Increase the bonus attack dice you roll against Flanked foes by 1.
Combat Medic
Whenever you Heal an Ally, increase your ATK Stat by 1 until the end of
your next Turn.
Covering Fire
If you're wielding a Bow, whenever an Ally would provoke an Attack of
Opportunity, as a Reaction, you can target the enemy that is making the attack. Roll 1 d6. On a
"hit" that enemy loses its Attack of Opportunity (but it still spends its Reaction).
Dazzling Display

Cautious Fighter
Increase the bonus Defense dice you roll by 1 whenever you're
not under the effects of the "Defend" Action.
Disengaging Flourish
Whenever you succeed at a "Feint" check, until the end of the Turn, you
can Move out of your current tile without provoking Opportunity Attacks.
Dispelling Catalyst
Whenever an enemy within 5 tiles begins to cast a Spell, as a Reaction,
you can roll 1 d6. On a "hit" the enemy loses its action (the spell has no effect).
*You must be a Catalyst user to take this Feat*
Concentrated Spell
While wielding a Catalyst, if you perform an attack that targets more than
one creature (such as a Burst 0 or such), you can change the target to "1 Enemy within the
same number of tiles away". If you do, increase your bonus Attack dice for that attack by 2.
Elemental Strike
While wielding a Catalyst, whenever an Ally within 5 tiles of you makes a
Normal or Charged Attack, as a Reaction, you can infuse that Ally's attack with the element of
your Vision (changing their damage type to whatever your Vision is).
Fencer's Grace

Hold the Line


You don't suffer any penalties for being "Flanked".
Disciplined Strike
During your 1st Turn in Combat, increase your bonus attack dice by an
amount equal to your WILL.
Follow Up
Whenever an enemy moves away from you, as a Reaction, you can take
a Move action (so long as you end your movement adjacent to the triggering enemy - or as
close as possible).
Gang Up
If you're causing an enemy to be Flanked, both you and your Allies that
are causing the Flanking gain an additional bonus attack die against that Flanked foe.
Small Target
If your Size is Small, increase your bonus Defense dice against Ranged
Attacks by 1.
Duck!
If you're being targeted by a Ranged Attack, as a Reaction, you can drop
Prone. If you do, don't roll Defense dice. Instead, gain a number of "blocks" equal to the amount
of dice that you would have rolled.
Persistent Elements
Whenever you apply an Elemental Status to a foe, increase its duration
by 1 Turn.
Bracing Stance
While wielding a Polearm, enemies that enter a tile within Melee range of
you provoke an Opportunity Attack.
Superior Reach
Once per Turn, when performing a Normal Polearm Attack, you gain
Advantage on your attack roll.
Pouncing Thrust
If you Shift during your Turn, you gain Advantage on the next Attack roll
you make that Turn.
Spring Attack
Whenever you Stand Up from being Prone, you may make a Normal
Attack as a Free Action.
Instinctive Swipe
Whenever you recover from being Stunned or Frozen, you may make a
Normal Attack as a Free Action.
Lunging Attack
Whenever you make a Normal Attack, you may Shift 1 square as part of
the attack.
If you do so, until the start of your next Turn, you roll 1 less Defense dice.
Exploding Shield
Whenever your Shield expires, deal 1 Physical Damage (or elemental
damage if the shield had an element) to all enemies in your Tile.
Towering Shield
Reduce the damage your Shield suffers from Ranged attacks by 1.
Opening Volley
Once during your 1st Turn in combat, whenever you take a Normal Bow
Attack, you may instead target up to a number of enemies within Range equal to your DEX.
Stunning Blow
Whenever you deal Damage to a foe with a Normal or Charged Attack, if
you rolled at least 2 6s, that foe is Stunned until the end of its next Turn.
Penetrating Strike
Whenever you deal Damage to a foe with a Shield, you may reduce that
Damage by 1, and if you do, deal this damage to the foe (ignoring the Shield).
Pin Down
Foes that Shift away from you still provoke Opportunity Attacks from you.
Warning Shot
When wielding a Bow, you can perform an Intimidate check with a +2
bonus.
Rending Blade
When wielding a Sword, Polearm, or Claymore, if you deal Damage to a
foe with a Normal or Charged Attack, if you rolled at least 2 6s, that foe is Poisoned (technically
they're bleeding, but mechanically it's the same as the Poisoned status).
Fancy Footwork
If you Shift during your Turn, you can Push a Medium or smaller foe that
you've attacked during this Turn (and that was previously adjacent to you) 1 Tile.
Second Wind
Once per Encounter, you can perform the following Action:
Cost: 2 Stamina
Effect: Heal HP equal to CON/2 (rounded down)
Snap Shot
Whenever an enemy moves into your tile, as a Reaction, you can make a
Normal Bow Attack against the triggering foe (ignoring any restrictions on attacking foes in your
own tile).
Elemental Potency
*You can only gain one Elemental Potency feat and you can only gain it
once*
When you select this Feature, choose an Element.
Whenever you make an attack roll that deals Damage of the chosen
Element, increase the dice you roll by 1.
Spell Storing
You gain the following Action:
Cost: 3 Stamina
Effect: Until the end of your next Turn, increase the amount of
bonus dice you roll for a Normal or Charged Attack equal to your INT.
*You must be wielding a Catalyst to benefit from this Feat*
Coordinated Blast
Whenever you make an attack that is a Burst, Blast, or Line and there is
an Ally within the targeted tiles, increase the bonus dice you roll by 1.
Careful Blast
Whenever you make an attack that is a Burst, Blast, or Line, you may
select a number of Creatures (up to your WIS) within the affected area to be unaffected by your
attack.
Delay Blast
If you're a Catalyst user, when you make an Attack that involves a Burst,
Blast, or Line, you can delay the damage of the attack until the start of your next Turn. Doing so
increases the cost of the Attack by your Reaction.
Spellsong
Increase the bonus Attack dice you roll for Elemental Skills and Bursts by
an amount equal to Performance / 2 (rounded down).
Close-Quarters Combatant

Prime Shot
Increase your attack roll by 1 whenever you attack the closest enemy to
you.
*You must be wielding a Bow or Catalyst to benefit from this Feat*
Weapon Sword Proficiency
You may choose to use either your STR or DEX for attack rolls involving
Sword attacks.
Weapon Polearm Proficiency
You may choose to use either your STR or DEX for attack rolls involving
Polearm attacks.
Weapon Bow Proficiency
You may choose to use either your STR or DEX for attack rolls involving
Bow attacks.
Impregnable
When you make a Defense Roll, you suffer no Damage unless the
opposing creature rolls at least a number of Successes equal to your WIS.
Heavy-handed
Whenever you make an Attack roll involving a Melee attack, you score a
"Hit" on a 3 or higher.
Battleguard
Whenever you make an Attack of Opportunity because a foe used a
Move action to leave your Threatened Tile, if you deal damage with that Attack, the triggering
foe loses the rest of its movement.
Area Evader
Whenever you are within range of an Area of Effect (Line, Blast, or Burst),
you may use your Reaction to make a Reflex check (CL = # of Attack Dice of the Triggering
Attack - 2).
On a Success, you manage to avoid Damage from the attack.
Stealth
Assassin
When you're foe is unable to perceive you, and you're not currently in
Combat, whenever you would make an Attack roll against them, don't roll. Instead, deal
Damage equal to the amount of dice you would have rolled (keeping the same damage type).
Death from Above
Increase the bonus Attack dice you roll for Plunging Attacks by 2.
Eagle Eye
After succeeding at a "Scan for Weak Point" check, until the end of the
Turn, your Charged Bow Attacks don't need to make attack rolls. Simply deal Damage equal to
the amount of dice you would have rolled.
Unarmed Fighter
You are considered proficient in Unarmed Strikes. This means that you're
able to fight normally without your weapons. Your fists (and other body parts) are considered
Sword weapons for the purposes of attacks. You gain access to the Sword Normal Attack Skill
(but only while Unarmed).
Social
Clever Speaker
Add a bonus to your Diplomacy equal to your INT stat.

Chase

MAGIC WEAPONS LIST:


SWORDS)
Dull Blade (1*)
Silver Sword (*2)
+1 ATK
Cool Steel (*3)
Can inflict Phys / Cryo Damage.
You have Advantage on Targets afflicted with Hydro or Cryo.
Dark Iron Sword (*3)
+1 ATK
While you are afflicted with Electro, you have Advantage on ATK rolls.
Fillet Blade (*3)
+1 ATK
During an ATK roll, if you roll a “6”, increase the Damage of this attack by 1.
Harbinger of Dawn (*3)
+1 ATK
This weapon can emit bright light.
Skyrider Sword (*3)
+1 Move
+1 Initiative
Traveler’s Handy Sword (*3)
+1 DEF
+1 Energy
Amenoma Kageuchi (*4)
+1 ATK
You have Advantage on Acrobatics.
You have Advantage on Plunging Attacks.
Blackcliff Longsword (*4)
+1 ATK
You have Advantage on Targets afflicted with Geo.
After Defeating a Creature, gain +1 ATK until the End of the Encounter (this Buff
can stack up to 3 times).
Cinnabar Spindle (*4)
+1 DEF
While Defending, you may use your WIS instead of STR/DEX on ATK rolls.
You have Advantage on Fortitude rolls when resisting the effects of Poison.
Favonious Sword (*4)
+1 ATK
+1 Energy
Once per Encounter, when you roll a “6” on an ATK roll, gain 1 Energy.
Festering Desire (*4)
+1 ATK
Your Normal and Charged Attacks inflict Poison on the Targets (CL = 3).
Iron Sting (*4)
+1 Elemental Mastery
After dealing Elemental Damage, until the End of your Turn, Increase your
Elemental Damage by 1.
Kagetsurube Isshin (4)
+1 ATK
After performing a Normal or Charged Attack, you may spend 1 Energy. If you
do, perform the following Action [Burst 1 (Centered on the Triggering Target), -1
Anemo Damage].
Lion’s Roar (*4)
+1 ATK
You have Advantage on Targets afflicted with Pyro or Electro.
You have Advantage on Intimidate.
Prototype Rancour (*4)
+1 Phys Damage
Can deal Phys / Geo / Anemo Damage.
Royal Longsword (*4)
You have Advantage on Diplomacy, Performance, and Culture.
Sacrificial Sword (*4)
You have Advantage on Performance.
Once per Encounter, you may spend no Energy to use an Elemental Skill or
Burst.
Sapwood Blade (*4)
You have Advantage on Survival.
When triggering a Dendro Reaction, gain +1 EM for that reaction.
Cna deal Phys / Dendro Damage.
Sword of Descension (*4)
+2 ATK
This weapon is resistant to taking Damage and needing Repairs.
Alley Flash (*4)
+1 SP (Stealth HP)
You have Advantage on Stealth and Acrobatics.
Black Sword (*4)
+1 ATK
Once per Turn, when you deal Damage using a Normal or Charged Attack, gain
1 HP.
The Flute (*4)
+1 RP (Resolve HP)
You have Advantage on Performance.
While you are Taunting a Creature, you have Advantage against it.
Toukabou Shigure (*4)
Inflicting Damage with this weapon places a “Curse” upon one of the Targets
(your choice) for 3 Rounds.
“Cursed” Creatures suffer Disadvantage on all Rolls.
*Only 1 Creature can be Cursed at one time.*
Xiphos’ Moonlight (*4)
+2 ATK
You gain Darkvision when outside at Night.
Aquila Favonia (*5)
Can deal Phys / Anemo Damage.
As an Action (costing 1 Stamina) you may spend 1 Energy to “Inspire the Party”.
Until the start of your next Turn, your Party gains Advantage on all Rolls. They
also restore 1 HP.
Freedom-Sworn (*5)
+1 ATK
You are Immune to “Fear” and “Taunt”.
After Triggering an Elemental Reaction, your Party receives these Buffs until the
End of your next Turn.
Haran Geppaku Futsu (*5)
Can deal Phys / Hydro Damage.
+2 Elemental Damage
Key of Khaj-Nisut (*5)
+1 HP
Can deal Phys / Geo / Dendro Damage
After using an Elemental Skill, gain +1 EM until the End of this Turn.
Light of Foliar Incision (*5)
Attack roll Successes are 3 or higher (instead of 4 and higher).
When your Normal Attacks deal Elemental Damage, increase the Bonus Dice
you roll for that attack by an amount equal to your EM.
Mistsplitter Reforged (*5)
+1 ATK
+1 Initiative
Can deal Phys / Electro Damage.
You have Advantage on Targets afflicted with Hydro.
Primordial Jade Cutter (*5)
+2 ATK
+1 HP
Attack roll Successes are 3 or higher (instead of 4 and higher).
Skyward Blade (*5)
+1 Move
You have Advantage on Acrobatics and Reflex.
Attack roll Successes are 3 or higher (instead of 4 and higher).
Summit Shaper (*5)
You have Advantage on Targets afflicted with Geo.
While Shielded, Attack roll Successes are 3 or higher (instead of 4 and higher).
While Shielded, you have Advantage on DEF rolls.
When being Forced to Move, you may spend a Reaction to make a Fortitude
check (CL = 2) to prevent it.

POLEARMS)
Beginner’s Protector (*1)
Iron Point (*2)
+1 ATK
Black Tassel (*3)
+1 ATK
+1 HP
Halberd (*3)
+1 ATK
Attack roll Successes are 3 or higher (instead of 4 and higher).
White Tassel (*3)
+1 ATK
You have Advantage on Intimidate.
The Catch (*4)
You have Advantage on Survival, Grapple, and Athletics.
Blackcliff Pole (*4)
+1 ATK
After Defeating a Creature, gain +1 ATK until the End of the Encounter (this Buff
can stack up to 3 times).
Crescent Pike (*4)
You have Advantage on Deceit (when Feinting).
Attack roll Successes are 3 or higher (instead of 4 and higher).
You can make Normal Attacks at “Range 3” instead of Melee. Doing so reduces
the Damage by 1 Attack Die.
Deathmatch (*4)
While Flanked, gain +1 ATK and DEF.
While Adjacent to only 1 Foe, gain +2 ATK.
Dragon’s Bane (*4)
+1 ATK
You have Advantage on Targets afflicted by Hydro or Pyro.
Increase the Damage you inflict to “Dragons”.
Dragonspine Spear (*4)
Can deal Phys / Pyro / Cryo Damage.
You have Advantage on Targets afflicted by Cryo.
Favonious Spear (*4)
+1 ATK
+1 Energy
Once per Encounter, when you roll a “6” on an ATK roll, gain 1 Energy.
Kitain Cross Spear (*4)
+1 Elemental Mastery
Once per Rest, you may Spend 1 Energy to regain the use of an Elemental
Burst.
Lithic Spear (*4)
You have Advantage on Targets afflicted with Geo.
This weapon is resistant to taking Damage and needing Repairs.
When being Forced to Move, you may spend a Reaction to make a Fortitude
check (CL = 2) to prevent it.
Missive Windspear (*4)
Can deal Phys / Anemo Damage.
+1 Move
This weapon always points toward the City of Mondstadt.
Moonpiercer (*4)
Can deal Phys / Dendro Damage.
Whenever you Trigger a Dendro Reaction, gain +1 ATK until the End of this Turn.
You can make Normal Attacks at “Range 3” instead of Melee. Doing so reduces
the Damage by 1 Attack Die.
Prototype Starglitter (*4)
This weapon can emit Dim Light.
Can deal Phys / Electro Damage.
After using an Elemental Skill, increase the Damage of your Normal Attacks by 1
until the End of this Turn.
Royal Spear (*4)
You have Advantage on Diplomacy, Performance, and Culture.
Wavebreaker’s Fin (*4)
+1 ATK
Your Elemental Burst Damage is increased by an amount equal to your Party’s
total Energy / 2.
Calamity Queller (*5)
This weapon can emit Dim Light.
+2 ATK
+1 Elemental Damage
Engulfing Lightning (*5)
Can deal Phys / Electro Damage.
+1 ATK
Once per Rest, you can use a 2nd Elemental Burst.
Primordial Jade Winged-Spear (*5)
+2 ATK
Gain a Movement Speed of Fly 2.
Skyward Spine (*5)
+1 ATK
Can deal Phys / Anemo Damage.
After performing a Normal or Charged Attack, you may spend 1 Energy. If you
do, perform the following Action [Burst 2 (Centered on the Triggering Target),
Pull Targets 1 Tile closer towards the center of the burst].
Staff of Homa (*5)
+1 HP
While at or under ½ HP, gain +2 ATK.
Can deal Phys / Pyro Damage.
Staff of the Scarlet Sands (*5)
Can deal Phys / Pyro / Geo / Anemo Damage.
+1 Elemental Mastery
Vortex Vanquisher (*5)
+1 ATK
While Shielded, increase the Buffs you receive by 1.
Targets hit with this weapon falls Prone and can’t attempt to stand without
succeeding on an Athletics check (CL = 3).

CLAYMORES)
Waster Greatsword (*1)
Old Merc’s Pal (*2)
+1 ATK
Bloodtainted Greatsword (*3)
+1 ATK
You have Advantage on Targets afflicted with Pyro or Electro.
Debate Club (*3)
+2 ATK
Ferrous Shadow (*3)
Your Charged Attacks cost 1 less Stamina.
Skyrider Greatsword (*3)
+1 ATK
+1 Move
White Iron Greatsword (*3)
+1 DEF
After Defeating a Creature, restore 1 HP.
Akuoumaru (*4)
Can deal Phys / Hydro Damage.
Increase the Damage of your Elemental Burst by an amount equal to your
remaining Energy.
Blackcliff Slasher (*4)
+1 ATK
After Defeating a Creature, gain +1 ATK until the End of the Encounter (this Buff
can stack up to 3 times).
Favonious Greatsword (*4)
+1 ATK
+1 Energy
Once per Encounter, when you roll a “6” on an ATK roll, gain 1 Energy.
Forest Regalia (*4)
+1 ATK
Can deal Phys / Dendro Damage.
Triggering a Dendro Reaction grants you +1 Elemental Mastery until the End of
this Turn.
Katsuragikiri Nagamasa (*4)
+1 ATK
+1 Energy
When using an Elemental Skill, you may spend 1 Energy to increase the
Damage inflicted by 1.
Lithic Blade (*4)
+1 ATK
This weapon is resistant to taking Damage and needing Repairs.
When being Forced to Move, you may spend a Reaction to make a Fortitude
check (CL = 2) to prevent it.
Luxurious Sea-Lord (*4)
+2 ATK
This weapon is resistant to taking Damage and needing Repairs.
Makhaira Aquamarine (*4)
+1 ATK
Your Party gains +1 Elemental Mastery.
Prototype Archaic (*4)
+1 ATK
Your Normal and Charged Attacks also inflict 1 Flat Phys Damage to 1 Target
that’s Adjacent to the original Target.
Rainslasher (*4)
+1 ATK
Can deal Phys / Hydro Damage.
You have Advantage on Targets afflicted with Hydro or Electro.
Royal Greatsword (*4)
+1 ATK
You have Advantage on Culture and Diplomacy.
Sacrificial Greatsword (*4)
You have Advantage on Performance.
Once per Encounter, you can spend 0 Energy on an Elemental Skill or Burst.
Serpent Spine (*4)
+2 ATK
+1 DEF
Increase the Damage you inflict and receive by 1.
Snow-Tombed Starsilver (*4)
Can deal Phys / Cryo Damage.
You have Advantage on Targets afflicted with Cryo.
You have Advantage on Fortitude rolls to keep warm in Cold Climates.
The Bell (*4)
Once per Encounter, after suffering Damage, you can generate a Shield
(Strength = 3) which lasts for up to 3 Rounds.
While Shielded, +1 ATK.
Whiteblind (*4)
You can “Defend” for 1 less Stamina.
While Defending, +1 ATK.
Redhorn Stonethresher (*5)
+1 ATK
+1 DEF
You have Advantage on Intimidate and Deceit.
Skyward Pride (*5)
+1 Energy
Can deal Phys / Anemo Damage.
As an Action (costing 1 Stamina) you may spend 1 Energy to emit a blade of
wind. [Line 3, -1 Anemo Damage].
Song of Broken Pines (*5)
+1 ATK
You have Advantage on Performance.
After attacking at least twice during your Turn, your Party gains the following Buff
until the End of your next Turn: +1 ATK, +1 Move.
The Unforged (*5)
+1 Shield Strength
While Shielded, +2 ATK
You have Advantage on Attack rolls against “Dragons”.
Wolf’s Gravestone (*5)
+3 ATK
You have Advantage on Survival.

BOWS)
Hunter’s Bow (*1)
Seasoned Hunter’s Bow (*2)
+1 ATK
Messenger (*3)
+1 ATK
During an Attack roll, if you roll a “6”, increase the Damage of that Attack by 1.
Raven Bow (*3)
You have Advantage on Perception.
You gain Nightvision.
Recurve Bow (*3)
+1 ATK
You have Advantage on Survival.
Sharpshooter’s Oath (*3)
You have Advantage on Perception and Charged Attacks.
Slingshot (*3)
You gain +2 ATK when targeting the closest Foe to you.
Alley Hunter (*4)
You have Advantage on Stealth and Reflex (when rolling for Initiative).
You have Advantage on Targets that haven’t yet taken a Turn during the
Encounter.
Blackcliff Bow (*4)
+1 ATK
The Range of your Attacks are doubled.
Compound Bow (*4)
+1 ATK
Whenever you make a Normal Attack, Increase your Initiative Order by 1.
End of the Line (*4)
This weapon is resistant to taking Damage and needing Repairs.
The Range of your Attacks are doubled.
Fading Twilight (*4)
This weapon imbues its fired arrows with Bright Light.
Your Charged Attacks knock the Target(s) Prone.
You have Advantage on Fortitude rolls when resisting the effects of Poison.

Favonious Warbow (*4)


+1 ATK
+1 HP
You have Advantage on Survival.
Hamayumi (*4)
You have Advantage on Religion.
+1 ATK
While at Max Energy Capacity, +1 ATK.
King’s Squire (*4)
+1 ATK
+1 Energy
You have Advantage on Survival.
Mitternachts Waltz (*4)
+1 ATK
Can deal Phys / Electro Damage.
You gain Nightvision.
Mouun’s Moon (*4)
Can deal Phys / Hydro Damage.
This weapon can emit Dim Light.
You have Advantage on Religion.
Predator (*4)
+1 ATK
Can deal Phys / Cryo Damage.
You have Advantage on Targets afflicted with Cryo.
Prototype Crescent (*4)
+1 ATK
Whenever you make a Charged Attack, increase your Initiative order by 1.
This weapon is resistant to taking Damage and needing Repairs.
Royal Longbow (*4)
You have Advantage on Diplomacy, Culture, and Survival.
Rust (*4)
+1 ATK
Increase the bonus dice of your Normal Attacks by 1, but decrease the bonus
dice of your Charged Attacks by 1.
Sacrificial Bow (*4)
You have Advantage on Performance.
Once per Encounter, you can spend 0 Energy for an Elemental Skill or Burst.
The Stringless (*4)
+1 RP (Resolve HP)
You have Advantage on Performance.
While you are Taunting a Creature, you have Advantage against it.
The Viridescent Hunt (*4)
You have Advantage on Survival.
After performing a Normal or Charged Attack, you may spend 1 Energy. If you
do, perform the following Action [Burst 2 (Centered on the Triggering Target),
Pull Targets 1 Tile closer towards the center of the burst].
Windblume Ode (*4)
Can deal Phys / Anemo Damage.
+1 Elemental Mastery.
The arrows shot from this weapon aren’t affected by harsh winds.
Amos’ Bow (*5)
+2 ATK
Increase your ATK by an amount equal to ½ the Distance between you and your
Target.
Aqua Simulacra (*5)
Can deal Phys / Hydro Damage.
You gain +2 ATK when targeting the closest Foe to you.
As a Free Action, you can conjure a small amount of water that can take on any
reasonable shape.
Elegy for the End (*5)
+1 Energy
+1 Elemental Mastery
After using an Elemental Skill or Burst, your Party gains the following Buff until
the End of your next Turn: +1 Elemental Mastery, +1.
Hunter’s Path (*5)
+1 Elemental Mastery
Can deal Phys / Dendro Damage.
After using a Charged Attack, gain +1 ATK until the End of this Turn.
You have Advantage on Survival.
Polar Star (*5)
+1 ATK
Can deal Phys / Cryo Damage.
This weapon imbues its fired arrows with Bright Light.
Attack roll Successes are 3 or higher (instead of 4 and higher).
Skyward Harp (*5)
Can deal Phys / Anemo Damage.
You have Advantage on Performance.
After performing a Normal or Charged Attack, you may spend 1 Energy. If you
do, perform the following Action [Burst 1 (Centered on the Triggering Target), -1
Anemo Damage].
Thundering Pulse (*5)
Can deal Phys / Electro Damage.
Whenever you make an Attack, gain 1 stack of “Static” (max of 3 stacks which
last up to 3 Rounds). While you have “Static” you are afflicted with Electro. Also,
gain +1 ATK for each stack.
After you make an Attack while you have max stacks of “Static” you may
consume all stacks to cause the Targets of that attack to be Deafened for 3
Rounds.

CATALYSTS)
Apprentice’s Notes (*1)
Pocket Grimoire (*2)
+1 ATK
Emerald Orb (*3)
+1 Elemental Mastery
When triggering a Hydro Reaction, increase your EM by 1 for that Reaction.
Magic Guide (*3)
+1 Elemental Mastery
You have Advantage on ATK rolls involving the Element of your Spellcasting
Ability.
Otherworldly Story (*3)
Whenever you gain Energy, gain 1 HP.
Thrilling Tales of Dragon Slayers (*3)
+1 HP
You have Advantage on ATK rolls against “Dragons”.
Twin Nephrite (*3)
You have Advantage on Deceit.
Whenever you make a Normal Attack, increase your Initiative Order by 1.
Blackcliff Agate (*4)
Can deal Geo Damage.
This weapon emits Dim Light.
+1 ATK
Dodoco Tales (*4)
+2 ATK
You have Advantage on Survival.
Eye of Perception (*4)
Can deal Hydro / Electro Damage.
You have Advantage on Perception.
Favonious Codex (*4)
+1 Elemental Mastery
You have Advantage on Alchemy.
Once per Encounter, when you roll a “6” on an ATK roll, gain 1 Energy.
Frostbearer (*4)
Can deal Cryo Damage.
You have Advantage on Fortitude rolls to survive in Cold Climates.
+1 ATK
Fruit of Fulfillment (*4)
Can deal Dendro Damage.
+1 Elemental Mastery
+1 Energy
Hakushin Ring (*4)
Can deal Electro Damage.
You have Advantage on Deceit.
Whenever you trigger an Electro Reaction, other Party members gain +1
Elemental Mastery until the Start of your next Turn.
Mappa Mare (*4)
You have Advantage on Survival.
Can deal Hydro / Anemo Damage.
Oathsworn Eye (*4)
Can deal Hydro / Dendro Damage.
+1 Energy
Prototype Amber (*4)
This weapon glows with a Bright Light.
When you make an Elemental Burst, you may have your other Party members
gain 1 Energy or 1 HP.
Royal Grimoire (*4)
You have Advantage on Diplomacy, Culture, and Alchemy.
Sacrificial Fragments (*4)
You have Advantage on Performance.
Once per Encounter, you can make an Elemental Skill or Burst without
consuming Energy.
Solar Pearl (*4)
Can deal Pyro Damage.
+2 ATK
The Widsith (*4)
You have Advantage on Lore and Performance.
+1 ATK
Wandering Evenstar (*4)
This weapon can be used as a conduit for performing Astrology.
Your Party gains +1 Elemental Mastery.
Wine and Song (*4)
You have Advantage on Diplomacy, Performance, and Deceit.
A Thousand Floating Dreams (*5)
This weapon can house a Jinni.
This weapon can be used to enter the Dream Realm.
Your Party gains +1 Elemental Mastery.
Everlasting Moonglow (*5)
Can deal Hydro Damage.
This weapon emits Dim Light.
Whenever you make a Normal Attack, you may Heal 1 Target within 3 Tiles by 1.
Kagura’s Verity (*5)
You have Advantage on Religion and Performance.
+1 Elemental Damage
Lost Prayer to the Sacred Winds (*5)
You have Advantage on Religion
Can deal Anemo Damage
+1 Move
Attack roll Successes are 3 or higher (instead of 4 and higher).
Memory of Dust (*5)
Can deal Geo Damage.
+1 Shield Strength
While Shielded, +2 ATK
Skyward Atlas (*5)
+1 ATK
Can deal Anemo Damage.
Whenever you deal Anemo Damage, you may decrease the amount by 1, but it
becomes Flat Damage.
Tulaytullah’s Remembrance (*5)
The 1st Normal Attack you make each Round costs 0 Stamina.
Whenever you make a Normal Attack, increase your Initiative Order by 1.
+1 ATK

ARTIFACTS)
Type / Slot
Flower of Life
+1 HP
Plume of Death
+1 ATK
Sands of Eon
+Something
Goblet of Eonotherm
+Something
Circlet of Logos
+Something

Artifact Sets:
Initiate (*1)
Flower and Plume pieces only
Adventurer (*2)
2-Set: +1 HP
4-Set: +1 Athletics, Acrobatics, Survival, and Geography
Lucky Dog (*2)
2-Set: +1 DEF
4-Set: Whenever you make a roll, you can reroll 1 of the dice (taking the new
result - even if it's lower).
Traveling Doctor (*2)
2-Set: Increase the amount of HP you gain from Effects by 1.
4-Set: After using an Elemental Burst, gain 1 HP.
Prayers for Illumination (*3)
1-Set: You are affected by Pyro for 1 less Turn.
Prayers for Destiny (*3)
1-Set: You are affected by Hydro for 1 less Turn.
Prayers for Wisdom (*3)
1-Set: You are affected by Electro for 1 less Turn.
Prayers to Springtime (*3)
1-Set: You are affected by Cryo for 1 less Turn.
Resolution of Sojourner (*4)
2-Set: +1 ATK
4-Set: Your Charged Attacks score Successes on a 3 or higher (instead of 4).
Tiny Miracle (*4)
2-Set: Whenever you make a roll, you can reroll 1 of the dice (taking the new
result - even if it's lower).
4-Set: Reduce the amount of Elemental Damage you receive by 1.
Berserker (*4)
2-Set: While under ½ HP, +1 ATK.
4-Set: Your Attacks score Successes on a 3 or higher (instead of 4).
Instructor (*4)
2-Set: +1 Elemental Mastery
4-Set: After triggering an Elemental Reaction, your other Party members gain +1
EM until the Start of your next Turn.
The Exile (*4)
2-Set: +1 Energy
4-Set: After you use an Elemental Burst, your other Party members gain +1
Energy.
Defender’s Will (*4)
2-Set: +1 DEF
4-Set: You have Advantage on DEF rolls against Damage from Elemental
sources (these Elements are the ones present in your Party).
Brave Heart (*4)
2-Set: You are Immune to Fear.
4-Set: When attacking a Creature above ½ HP, increase that Damage by 1.
Martial Artist (*4)
2-Set:Your Normal and Charged Attacks score Successes on a 3 or higher
(instead of 4).
4-Set: After making an Elemental Skill, you gain Advantage on Normal and
Charged Attacks until the End of this Turn.
Gambler (*4)
2-Set: Your Elemental Skill scores Successes on a 3 or higher (instead of 4).
4-Set: After Defeating a Creature with an Elemental Skill, regain any spent
Energy on that attack.
Scholar (*4)
2-Set: +1 Energy
4-Set: +1 INT
Gladiator’s Finale (*5)
2-Set: +1 ATK
4-Set: When using a Sword, Polearm, or Claymore, Increase the Damage of your
Normal Attacks by 1.
Wanderer’s Troupe (*5)
2-Set: +1 Elemental Mastery
4-Set: When using a Bow or Catalyst, Increase the Damage of your Charged
Attacks by 1.
Noblesse Oblige (*5)
2-Set: Your Elemental Bursts have Successes on a 3 or higher (instead of 4).
4-Set: When you use an Elemental Burst, your Party gains +1 ATK until the End
of your next Turn.
Bloodstained Chivalry (*5)
2-Set: +1 Phys Damage
4-Set: After Defeating a Creature, the next Charged Attack that you make costs 0
Stamina.
Maiden Beloved (*5)
2-Set: Increase the amount of HP that you restore by 1.
4-Set: After using an Elemental Skill or Burst, your other Party members gain 1
extra HP when they are Healed, until the End of your next Turn.
Viridescent Venerer (*5)
2-Set: +1 Anemo Damage
4-Set: Triggering a Swirl Reaction causes the Targets affected to have their
Elemental Resistance reduced by 1 (these Elements are the ones they were
afflicted by).
Archaic Petra (*5)
2-Set: +1 Geo Damage
4-Set: After picking up a Crystallize Shard, your Party gains +1 Damage for that
corresponding Element.
Retracing Bolide (*5)
2-Set: +1 Shield Strength
4-Set: While Shielded, your Normal and Charged Attacks score Successes on a
3 or higher (instead of 4).
Thundersoother (*5)
2-Set: You have Advantage on DEF Rolls against Electro Damage.
4-Set: You have Advantage on ATK Rolls against Creatures afflicted by Electro.
Thundering Fury (*5)
2-Set: +1 Electro Damage
4-Set: After triggering an Electro Reaction, gain +1 Initiative Order.
Lavawalker (*5)
2-Set: You have Advantage on DEF Rolls against Pyro Damage.
4-Set: You have Advantage on ATK Rolls against Creatures afflicted by Pyro.
Crimson Witch of the Flames (*5)
2-Set: +1 Pyro Damage
4-Set: Increase the Damage inflicted by your Pyro Reactions by 1.
Blizzard Strayer (*5)
2-Set: +1 Cryo Damage
4-Set: You have Advantage on ATK Rolls against Creatures afflicted by Cryo.
Heart of Depth (*5)
2-Set: +1 Hydro Damage
4-Set: After using an Elemental Skill, your Normal and Charged Attacks deal 1
more Damage, until the End of your next Turn.
Tenacity of the Millelith (*5)
2-Set: +1 CON
4-Set: +1 Fortitude, Reflex, and Will
Pale Flame (*5)
2-Set: +1 Phys Damage
4-Set: You can deal Pyro or Cryo Damage with your Normal or Charged Attacks.
Shimenawa’s Reminiscence (*5)
2-Set: +1 Religion and Deceit
4-Set: +1 ATK
Emblem of Severed Fate (*5)
2-Set: +1 Energy
4-Set: Increase the Damage of your Elemental Burst by an amount equal to your
remaining Energy.
Husk of Opulent Dreams (*5)
2-Set: +1 DEF
4-Set: +1 Geo Damage
Ocean-Hued Clam (*5)
2-Set: Increase the amount of HP you Heal by 1.
4-Set: Whenever you Heal, as a Reaction, select a Target within Range 3. Deal
Flat Hydro Damage equal to the amount of HP you Healed - 1.
Vermillion Hereafter (*5)
2-Set: +1 ATK
4-Set: After using an Elemental Burst, your Normal and Charged Attacks become
infused with Electro for 3 Rounds.
Echoes of an Offering (*5)
2-Set: +1 ATK
4-Set: Your vision isn’t impeded by Mist / Thick Fog. You’re unaffected by
Difficult Terrain.
Deepwood Memories (*5)
2-Set: +1 Dendro Damage
4-Set: Targets of your Dendro Attacks suffer a penalty for 3 Rounds: They gain
Disadvantage on DEF rolls against Dendro Damage.
Gilded Dreams (*5)
2-Set: +1 ATK for each other Party member that shares a Vision Element with
you.
4-Set: +1 EM for each other Party member that has a different Vision Element
from you.
Desert Pavilion Chronicle (*5)
2-Set: +1 Anemo Damage
4-Set: After using a Charged Attack, Increase your Initiative Order by 1.
Flowers of Paradise Lost (*5)
2-Set: +1 Elemental Mastery
4-Set: Increase the Damage of your Bloom-based Reactions by 1.

Craftables
Crafting
Weapons

Artifacts

Gadgets
Gliding Wings
Hunting Traps
Climbing Gear
Adepti Seeker's Stove
Kamera
Parametric Transformer
Warming Bottle
Wind Catcher
Portable Waypoint
Fishing Rod
Launch Tube
Serenitea Pot
Chaos Prospector
Red Feather Fan
Memento Lens
Peculiar Pinion
Omni-Ubiquiti Net
Lumenstone Adjuvant
Oculus Resonance Stone
Vintage Lyre

ALCHEMICAL ITEMS)
Laws of the universe interact with one another, creating this wondrous world. Seven
elements of the world come together, weaving your journey. Through this ancient and
mythical practice, can you create your own world with all things you've gathered on your
journey?
Alchemy is a Talent that Characters can become proficient in. It can be used to create a
wide variety of items and gadgets. A list of some of these - as well as their Crafting Level - is
listed below. [An item’s Crafting Level serves to depict how ‘strong’ that item is. It also
represents the CL that a Character needs to overcome with an Alchemy check in order to create
the item}.

Potions
Healing Vial (CL 1 -> 7)
Restores a Character’s HP by an amount equal to the Vial’s CL.
Restorative Potion (CL -> 7)
Removes up to a number of Debuffs / Status Conditions from the
Character equal to the Potion’s CL.
Smellingsalts (CL 3 -> 7)
Returns a Character to Consciousness and restores their HP to a value
equal to this Item’s CL - 2.
Potion of Fast-Acting Poison
Potion of Slow-Acting Poison
Venom Vial
Unmoving Essential Oil (CL 1 -> 7)
When applied to a Creature, immediately afflict it with Geo and Restore a
number of HP equal to the Oil’s CL - 2.
When applied to a Weapon or other Item, it will become imbued with Geo
for a number of Rounds equal to the Oil’s CL.
Dustproof Potion
When applied to a Creature, it gains Advantage on DEF rolls against Geo
Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Immune to being Blinded by Dust and Smoke.
Flaming Essential Oil (CL 1 -> 7)
When applied to a Creature, immediately afflict it with Pyro and Remove a
number of Status Conditions equal to the Oil’s CL - 2 from among: Dazed,
and Stunned.
When applied to a Weapon or other Item, it will become imbued with Pyro
for a number of Rounds equal to the Oil’s CL.
Heatshield Potion (CL 1 -> 7)
When applied to a Creature, it gains Advantage on DEF rolls against Pyro
Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Acclimated to High Temperature areas.
Frosting Essential Oil (CL 1 -> 7)
When applied to a Creature, immediately afflict it with Cryo and it
becomes Immune to Fear and Taunting for a number of Rounds equal to
the Oil’s CL.
When applied to a Weapon or other Item, it will become imbued with Cryo
for a number of Rounds equal to the Oil’s CL.
Frostshield Potion
When applied to a Creature, it gains Advantage on DEF rolls against Cryo
Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Acclimated to Low Temperature areas.
Gushing Essential Oil (CL 1 -> 7)
When applied to a Creature, immediately afflict it with Anemo and it
becomes unaffected by Difficult Terrain for a number of Rounds equal to
the Oil’s CL.
When applied to a Weapon or other Item, it will become imbued with
Anemo for a number of Rounds equal to the Oil’s CL.
Shocking Essential Oil (CL 1 -> 7)
When applied to a Creature, immediately afflict it with Electro and it
becomes Dazed for a number of Rounds equal to the Oil’s CL - 2.
When applied to a Weapon or other Item, it will become imbued with
Electro for a number of Rounds equal to the Oil’s CL.
Insulation Potion
When applied to a Creature, it gains Advantage on DEF rolls against
Electro Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Immune to Electro-Reaction Damage.
Streaming Essential Oil (CL 1 -> 7)
When applied to a Creature, immediately afflict it with Hydro and Remove
a number of Debuffs up to the OIl’s CL - 2.
When applied to a Weapon or other Item, it will become imbued with
Hydro for a number of Rounds equal to the Oil’s CL.
Desiccant Potion
When applied to a Creature, it gains Advantage on DEF rolls against
Hydro Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Acclimated to Humid environments..
Windbarrier Potion
When applied to a Creature, it gains Advantage on DEF rolls against
Anemo Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Acclimated to Low Temperature areas.
Forest Essential Oil
When applied to a Creature, immediately afflict it with Dendro and
Remove a number of Status Conditions equal to the Oil’s CL - 2 from
among: Blind, Deafened, and Poisoned..
When applied to a Weapon or other Item, it will become imbued with
Dendro for a number of Rounds equal to the Oil’s CL.
Dendrocide Potion
When applied to a Creature, it gains Advantage on DEF rolls against
Dendro Damage for a number of Rounds equal to the Potion’s CL. It also
becomes Immune to Poison Damage for the same Duration.

Wind-Blessed Harpastum
Windcatcher
NRE (Menu 30)
Warming Bottle
Kamera
Parametric Transformer
Red Feather Fan
Elemental Sight Lens
Omni-Ubiquity Net
Lumenstone Adjuvant
Vintage Lyre
Fishing Rod
Magic Bottle (Jinni)
Wisdom Orb

Enchantments

Cooking Recipes
Adventurer (Reduces Stamina drain and Climate adjustment)
Barbatos Ratatouille
Cream Stew
Goulash
Lotus Seed and Bird Egg Soup
Noodles with Mountain Delicacies
Northern Smoked Chicken
Sticky Honey Roast
Zhongyuan Chop Suey
Rice Pudding
Sangayaki
Five Pickled Treasures
Omelette Rice
Oncidium Tofu

Warrior (Atk buff)


Pile 'Em Up
Adeptus' Temptation
Adventurer's Breakfast Sandwich
Almond Tofu
Berry & Mint Burst
Cold Cut Platter
Come and Get It
Fried Radish Balls
Jade Parcels
Jueyun Chili Chicken
Jueyun Guoba
Gingce Stir Fry
Satisfying Salad
Sauteed Matsutake
Tianshu Meat
Wolfhook Juice
Bountiful Year
Braised Meat
Chicken Tofu Pudding
Crab Roe Kourayaki
Cured Pork Dry Hotpot
Dragon Beard Noodles
Imported Poultry
More and More
Tri-Flavored Skewer

Guardian (Healing and Reviving)


Apple Cider
Apple
Bamboo Shoot Soup
Black-Back Perch Stew
Chicken-Mushroom Skewer
Crab, Ham, & Veggie Bake
Crystal Shrimp
Flaming Red Bolognese
Fullmoon Egg
Golden Shrimp Balls
Grilled Tiger Fish
Holy Water
Matsutake Meat Rolls
Mondstadt Grilled Fish
Mondstadt Hashbrown
Mora Meat
Mushroom Pizza
Northern Apple Stew
Pop's Teas
Radish Veggie Soup
Squirrel Fish
Steak
Stir-Fried Filet
Stone Harbor Delicacies
Sunsettia
Sweet Madame
Tea Break Pancake
Teyvat Fried Egg
Universal Peace
Vegetarian Abalone
Berry Mizu Manjuu
Bird Egg Sushi
Sakura Mochi
Rice Buns
Sashimi Platter
Soba Noodles
Adventurer's Breakfast Sandwich
Crab Roe Tofu
Crispy Potato Shrimp Platter
Dry-Braised Salted Fish
Egg Roll
Fullmoon Egg
Grilled Unagi Fillet
Invigorating Kitty Meal
Katsu Sandwich
Konda Cuisine
Mixed Yakisoba
Onigiri
Taiyaki
Tonkotsu Ramen
Tri-Color Dango
Tuna Sushi
Udon Noodles

Sage (Def and Shield buff)


Calla Lily Seafood Soup
Fisherman's Toast
Golden Crab
Jewelry Soup
Lotus Flower Crisp
Moon Pie
Sunshine Sprat
Triple-Layered Consomme
Chili-Mince Cornbread Buns
Sakura Tempura
Rice Cake Soup
Sakura Shrimp Crackers
Butter Crab
Unagi Chazuke
Wakatakeni

ENEMIES)
Here is a list of the common enemies one can encounter when traveling throughout
Teyvat. Important information for the Narrator is listed here as it helps you to properly scale
Encounters for the level of your Party.

Hilifolk:
Hilichurl (Basic)
Hilichurl Fighter
Hilichurl Grenadier
HIlichurl Berserker
Hilichurl Shooter
HIlichurl Guard (Dendro)
HIlichurl Guard (Geo)
HIlichurl Guard (Cryo)
Samachurl (Anemo)
Samachurl (Geo)
Samachurl (Dendro)
Samachurl (Pyro)
Samachurl (Electro)
Samachurl (Cryo)
Samachurl (Hydro)
Mitachurl Shieldwall (Dendro)
Mitachurl Shieldwall (Geo)
Mitachurl Shieldwall (Cryo)
Mitachurl Axe (Pyro)
Mitachurl Axe (Electro)
Lawachurl (Geo)
Lawachurl (Cryo)
Lawachurl (Electro)
Unusual
Elemental Lifeforms:
Slimes
Specters
Hypostases
Eye of the Storm
Rhodeia of the Loch
Thunder Manifestation
Mystical Beasts:
Whopperflowers
Regisvines
Fungi
Floating Fungi
Stretchy Fungi
Whirling Fungi
Grounded Shrooms
Winged Shrooms
Jadeplume Terrorshroom
Cicins
Vishaps
Geovishap
Bathysmal
Bolteater
Primordial
Rimebiter
Coral Defenders
Consecrated Beast
Serpent
Vulture
Scorpion
Dragons
Dvalin / Stormterror
Azhdaha
Automatons:
Ruin Machines
Humanoid
Guard
Hunter
Grader
Sentinel
Cruiser
Destroyer
Defender
Scout
Perpetual Mechanical Array
Drake
Earthguard
Skywatch
Aeonblight Drke
Ruin Serpent
Primal Construct
Prospector
Repulsor
Reshaper
Algorithm of Semi-Intransient Matrix of Overseer Network
Maguu Kenki
Abyss Order:
Abyss Mage
Abyss Herald
Torrent
Abyss Lector
Flames
Lightning
Rifthound
Whelps
Golden Wolflord
Black Serpents
Defender
Linebreaker
Flagbearer
Windcutter
Humans:
Treasure Hoarders
Fatui
Skirmisher
Legionnaire
Hydrogunner
Cryogunner
Bracer
Pyroslinger
Geochanter
Vanguard
Electrohammer
Anemoboxer
Cicin Mage
Hydro
Cryo
Mirror Maiden
Agent
Harbinger
Childe
La Signora
Scaramouche
Il Dottore
Knights of Favonious
Millelith
Shogunate
Eremites
Samurai
Nobushi
Kairagi
Wildlife:
Boar
Wolf
Fox
Kitsune
Squirrel
Horse
Sheep
Cow
Dog
Cat
Bake-Danuki
Spinocrocodile
Weasel Thief
Flying Serpent
Fish
Frog
Crystalfly
Unagi
Insect
Lizard
Crab
Loach
Lucklight Fly
Rishboland Tiger
Sumpter Beast (Shaggy)
Sumpter Beast (Desert)
Scorpion
Birds
Snakes
Setekh Wenut
Quicksand Eel

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