Origin:
Fairies: character is capable of flight, immunity to melee attacks, evasion from ranged attacks increased by 1.5 times; +2 to immunity for each point of intellect
Characteristics:
Strength - 5
Agility - 15
Perception - 20
Endurance - 20
Intellect - 40
Will - 35
Charisma - 5
Parameters:
Health - 325Mana - 500 (600)
Magic Power - 55
Willpower - 45
Initiative - 27
Speed - 4
Melee Accuracy - 19
Ranged Accuracy - 20
Immunity - 151
Crit - 15%
Mental Fortitude - 47
Mental Damage - 35 (175)
Skepticism - 40
Awareness - 20
Observation - 20
Stealth - 15 (25)
Cunning - 13
Evasion - 19
Attractiveness - 25
- To item cost - 2%
+ To rewards - 2%
Skills:
Alchemy
The character gains the ability to craft preparations that restore health and mana both in and out of combat
Failure chance during crafting - 0%
The character is able to determine the effects of unknown preparations
Starting set of 15 potions
Abilities:
✧ Poison Expert ✧ The character gains the ability to craft poisons and antidotes, and identify poisons used to poison allies; +20 to immunity
✧ Ailment Expert ✧ The character gains the ability to craft preparations that cure physical diseases and mental disorders; +30 to immunity
Nature Magic
Ability to restore mana using plants; the amount of restored mana depends on the caster's willpower and the size of the plant
Abilities:
✧ Herbs of Life ✧ The fairy uses magic and herbs to restore health to themselves or an ally; health is restored by the amount of mana invested
✧ Subjugation ✧ The fairy subjugates a wild animal or an ent to their will (50)
Weapon Stats:
Knife: damage - 15 (5+10)
Staff: damage - 20 (10+10); the character gains the ability to deal mental damage*5
Healer's Mantle: -10% physical damage; healing spells restore 2 units of health per 1 mana
Inventory:
13 577 sen
Long staff decorated with feathers and pebbles: +100 to mana
Clothing
Cloak: +10 to stealth
Field medical kit: restores 50 units of health; stops bleeding
Corn: restores 10 units of health (out of combat); -5% air magic damage in the next battle
Apple: restores 10 units of health (out of combat); -5% damage from mental entities in the next battle
Rusks: restore 10 units of health
Medium health potion: restores 300 units of health (out of combat) (x5)
Large health powder: restores 500 units of health (x8)
Large mana powder: restores 600 units of mana (x9)
Universal healing potion: cures the character of diseases (x5)
Universal antidote: cures the character of poisons (x5)
Supply of ingredients for potions and brewing tools
Book (x2)
Map
Boiled dwarf head: apparently, the head is not very edible, at least for ordinary creatures, but someone would surely like it (x15)
Origin:
Republic Elves: +25 characteristic points
Characteristics:
Strength - 5
Agility - 5
Perception - 25
Endurance - 30
Intellect - 50
Will - 50
Unseemliness - 0 (5)
Parameters:
Mental Fortitude - 1566Mana - 1250 (2000)
Magic Power - 75 (80)
Willpower - 65
Initiative - 27
Speed - 2
Melee Accuracy - 10
Ranged Accuracy - 125
Crit - 16%
Mental Damage - 50 (250)
Skepticism - 50
Awareness - 85
Observation - 25
Stealth - 5
Cunning - 10
Evasion - 10
Target Change Chance - 2%
Attractiveness - (-5)
+ To item cost - 2%
- To willpower checks - 2
Skills:
Undead
Racial bonus is nullified, bonuses affecting characteristics remain
Mental fortitude replaces the character's health
Mental fortitude is restored by 200 units per game day
Lich
Immunity to diseases and poisons
Free Necromancer skill, "Frailty", "Skeleton", "Restoration" spells
+20 to mental fortitude for each point of will
+10 to mental fortitude for each point of intellect
✧ Meditation ✧ Lich restores mental fortitude using mana
Necromancer
-50% damage from undead
+15 to awareness
✧ Frailty ✧ All enemy characteristics (except health and mana) are reduced by 50% for 5 turns (100)
✧ Skeleton ✧ The Necromancer raises the skeleton of a killed enemy; the amount of mana spent depends on original life/2
✧ Restoration ✧ The Necromancer restores health to their minions using their own mana
Mage Guild
+1 to targeted spell accuracy for each point of intellect and will
+20 to awareness
✧ Enduring ✧ +20 to mana for each point of endurance
✧ Restoration ✧ Chance (50%) to fully restore mana at the end of battle
✧ Elementalist ✧ -25% damage from all elements; school of magic and elemental spell of the day
Water Magic
Ice Spear: 720 damage units (200)
Freeze: mage freezes the enemy for 5 turns or until they take damage, -5% of maximum health every turn (100)
Water Elemental: completely protects the master from magical attacks using water magic if located on an adjacent cell; deals water damage every turn to enemies attacking the master
Life: 1250
Mana: 625
Damage: 75 (80)
Speed: 25
Evasion: 30
Initiative: 27
Features: immunity to water and earth element spells; +50% fire magic damage
Spells: jet; protective veil; freeze
Weapon Stats:
Necromancer's Dagger: damage - 15 (5+10); the character gains the ability to deal mental damage*5
Lightning: 96 - 799 damage units (200)
Fireball: enemy takes damage: 576 (200)
Boulder: 480 damage units; chance (magic power vs endurance and strength) to maim the enemy until the end of battle (150)
Inventory:
5 550 sen
Necromancer clothing: +5 to unseemliness
Necromancer book on necromancy: +5 to magic power
Ring with a roaring dragon: +20% damage from targeted spells
Elemental Strike: +750 to mana; spells: "Lightning", "Fireball", "Ice Spear", "Boulder"
Tome of Water Magic: +30% water magic damage; spell costing no more than 1 skill point
Earth Mage Staff: +40 to targeted spell accuracy; "Stone Skin" spell
Earth Mage Belt: +15% damage from targeted earth magic spells
Research notes
Large mana powder: restores 600 units of mana (x4)
Small mana potion: restores 200 units of mana (out of combat) (x1)
Large health powder: restores 500 units of health (x2)
Scroll: Levitation (x2)
Scroll: Healing (x2)
Scroll: Clear Mind (immunity to mind-affecting spells until the end of battle) (x3)
Origin:
Jurans, lions: strength increased by 2 times; ability to attack enemies with claws (damage = strength); unable to use ranged weapons
Characteristics:
Strength - 110
Agility - 20
Perception - 5
Endurance - 40
Intellect - 20
Will - 5
Parameters:
Health - 1150 (1760)Mana - 400
Magic Power - 15
Willpower - 25 (40)
Initiative - 20 (32)
Speed - 26 (24)
Melee Accuracy - 71 (114)
Ranged Accuracy - 5
Immunity - 62
Crit - 9%
Mental Fortitude - 17
Mental Damage - 5 (25)
Skepticism - 20
Awareness - 20
Observation - 5
Stealth - 20
Cunning - 4
Evasion - 21
Attractiveness - 10
+ To rewards - 10
Skills:
Gladiator
+60% to health, willpower, initiative and accuracy in one-on-one combat
+10 to attractiveness
+10% to rewards[/COLOR]
Abilities:
✧ Expert ✧ Access to combat skills of all peoples (Steel Claws, Dance of Death, Berserker, Troll Combat Technique, Warrior of Hain), if intellect is above 20; 4 skill points for them
Steel Claws
The character gains the ability to use gloves with metal claws in combat; this weapon cannot be destroyed
+1 to damage for each point of strength
✧ Whirlwind ✧ The character attacks all enemies located on adjacent cells (cooldown: 4 turns)
✧ Disarm ✧ The character has a chance (strength vs strength) to knock the weapon out of the enemy's hands (cooldown: 3 turns)
✧ Jump ✧ The character jumps a distance equal to speed/2, deals damage to the enemy equal to strength + number of cells crossed*20 and stuns them for 2 turns (cooldown: 4 turns)
Berserker
Immunity to stealth attacks during combat
+0.5 to accuracy for each point of strength
✧ Fury ✧ Every attack the character deals critical damage for 5 turns (cooldown: 7 turns)
Weapon Stats:
Officer's Claws: damage - 450 (120+220+110); indestructible; the character gains the ability to deal mental damage*5
Medium Armor: -25% physical damage; -2 to speed
Inventory:
8 795 sen
Orc girl's handkerchief: +10% damage to orcs, trolls and goblins
Ring of Character: -25% from all types of damage
Medium health powder: restores 300 units of health
Large health powder: restores 500 units of health (x3)
Small health potion: restores 100 units of health (out of combat) (x2)
Goldleaf nectar collected by virgin fairies on the island of Ofaash: resurrects a killed ally after battle with 10% health
Origin:
Elei: +40 to attractiveness; +4 skill points; 1% chance to kill the first enemy in battle with an attack of any type.
Characteristics:
Strength - 5
Agility - 5
Perception - 10
Endurance - 30
Intellect - 50
Will - 40
Parameters:
Health - 475Mana - 1250 (2750)
Magic Power - 115 (120)
Willpower - 60 (65)
Initiative - 27
Speed - 2 (4)
Melee Accuracy - 7
Ranged Accuracy - 100
Immunity - 31
Crit - 13%
Mental Fortitude - 56
Mental Damage - 40
Skepticism - 50
Awareness - 85
Observation - 10
Stealth - 5
Cunning - 10
Evasion - 7
Attractiveness - 40 (55)
Skills:
Mage Guild
+1 to targeted spell accuracy for each point of intellect and will
+20 to awareness
Abilities:
✧ Economist ✧ Spell cost reduced by 30%
✧ Enduring ✧ +20 to mana for each point of endurance
✧ Elementalist ✧ -25% damage from all elements; school of magic and elemental spell of the day
Necromancer
-50% damage from undead
+15 to awareness
Abilities:
✧ Frailty ✧ All enemy characteristics (except health and mana) are reduced by 50% for 5 turns (70)
✧ Poison Cloud ✧ All enemies in a 10x10 area lose 15% of maximum health over 3 turns (70)
Demonology
Free Necromancer skill and two skill points for it
Demons ignore the caster if they do not attack them
Damage dealt to demons increased by 1.5 times
+1 to magic power for each point of intellect
Abilities:
✧ Summoning ✧ The caster summons a demon to help, who fights on their side until the end of the battle (demon strength depends on the amount of magical energy invested by the caster into the spell and player preferences)
✧ Sentient Demon ✧ The player gains the ability to create a sentient demon as a companion (parameters are negotiated with the GM)
Fire Magic
Veil of Fire: allies' weapons (requires weapon skill and two abilities from it) deal additional fire damage equal to their mana for 3 turns (175)
Fire Rain: all characters in a 10x10 area take damage: 312 (140)
Fireball: enemy takes damage: 1296 (140)
Fire Elemental: completely protects the master from magical attacks using fire magic if located on an adjacent cell; deals fire damage every turn to enemies attacking the master
Life: 1250
Mana: 625
Damage: 115
Speed: 50
Evasion: 30
Initiative: 27
Features: immunity to fire and air element spells; +50% water magic damage
Spells: fireball; glowing armor
Inventory:
10 000 sen
Demonic earrings: +5 to willpower
Sorcerer's robe: +5 to magic power
Staff of the Fire Lord: targeted fire magic spells deal 10% more damage
Runic magic staff: large mana rune (+1000 to mana); large elemental damage rune (+50% damage from targeted spells); mental rune (deals 200 mental damage), cooldown: 3 turns
Traveling high-heeled boots: +5 to attractiveness; +2 to speed
Dwarf mage helmet: +500 to mana
Stockings: +10 to attractiveness
Book "Pleasure in Pain": +5 to willpower
Tome of Fire Magic: +30% fire magic damage; spell costing no more than 1 skill point
Scroll: Freeze
Scroll: Stone Wall
Large health powder: restores 500 units of health (x2)
Large mana powder: restores 600 units of mana (x3)

Origin:
Demon
Characteristics:
Strength - 45
Agility - 40
Perception - 10
Endurance - 59
Intellect - 5
Will - 25
Parameters:
Health - 1110Mana - 345
Magic Power - 27
Willpower - 54
Initiative - 22
Speed - 17
Melee Accuracy - 60
Ranged Accuracy - 10
Immunity - 68
Crit - 11%
Mental Fortitude - 38
Mental Damage - 25 (125)
Skepticism - 5
Awareness - 5
Observation - 10
Stealth - 40
Cunning - 1
Evasion - 42
Skills:
Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Wide Strike: deals damage to all enemies standing in front of the character within 1-2 cells (cooldown: 3 turns)
Additional Attack
Demonic Abilities:
✧ Camouflage ✧ Allows the demon to create an illusion of human appearance; characters with high will (40 and above) see the demon's true form
✧ Love Bond ✧ + 9 to endurance; +5 to will; + 5 to strength; the demon takes all damage received by its master; to maintain the love bond, the demonologist must enter physical contact with the demon once per game day and satisfy its needs, otherwise the bond will weaken and stop working (-25% of maximum health every game day; when health drops to 75% of maximum, the demon attempts to satisfy its needs through the nearest female persons)
Weapon Stats:
Sun Hammer: damage - 417 (200+90+90+37); deals fire damage to the enemy equal to character's will*1.5, *3 at night and in dark rooms; every eighth hit applies burning to the enemy,
-5% of maximum health over 2 turns
Blooddrinker: damage - 280 (100+90+90); every 4th hit restores health by 10% of damage dealt; the character gains the ability to deal mental damage*5
Armor of Darkness: -45% physical damage
Mind Prison: immunity to stun; immunity to mind-affecting spells;
unable to use mind-affecting spells
Inventory:
Cucumber: restores 10 units of health (out of combat); -5% water magic damage in the next battle
Potato: restores 10 units of health (out of combat); -5% fire magic damage in the next battle
Rusks: restore 10 units of health (x10)
Wine: +5 to speed, -10 to skepticism, -10 to will checks in the next battle
Large health powder: restores 500 units of health (x4)
Medium health powder: restores 300 units of health (x1)
Willpower potion: +30 to willpower until the end of battle
Ring of Guardianship: resurrects the player at the end of battle with 10% of maximum health if their allies won, then breaks
Origin:
Trolls: strength and endurance increased by 3 times; agility and intellect decreased by 2 times; + 15 to unseemliness; in the Two-handed Weapon "Accuracy" ability, strength is replaced by perception; unable to use bows
Characteristics:
Strength - 144
Agility - 20
Perception - 5
Endurance - 102
Intellect - 4
Will - 5
Unseemliness - 15
Parameters:
Health - 2250 (3150)Mana - 550
Magic Power - 7
Willpower - 56 (78)
Initiative - 12 (17)
Speed - 33
Melee Accuracy - 52 (73)
Ranged Accuracy - 5
Immunity - 131
Crit - 6%
Mental Fortitude - 26
Mental Damage - 5 (25)
Skepticism - 4
Awareness - 4
Observation - 5
Stealth - 20
Cunning - 1
Evasion - 21
Target Change Chance - 7%
Attractiveness - (-15)
+ To item cost - 7%
- To willpower checks - 7
Skills:
Legionnaire
+40% to health, willpower, initiative and accuracy if at least one ally participates in battle
✧ Specialist ✧ Fully leveled combat skill
Troll Combat Technique
+0.2 to accuracy for each point of strength
✧ Wall ✧ Troll takes all attacks for 3 turns
✧ Deadly Embrace ✧ Troll grabs their opponent within a radius of 2 cells and strangles them, removing them from combat; an opponent who fails the check (strength + endurance vs strength) dies (cooldown: 4 turns)
Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Wide Strike: deals damage to all enemies standing in front of the character within 1-2 cells (cooldown: 3 turns)
Additional Attack
Severing: chance (25%) to sever one of the opponent's body parts (removes opponent from combat or kills; cooldown: 4 turns)
Weapon Stats:
Two-handed Club: damage - 716 (140+288+288); the character gains the ability to deal mental damage*5
Light Armor: -10% physical damage
Inventory:
7 000 sen
Large health powder: restores 500 units of health (x3)
Origin:
Tsutar: +3 to willpower for each point of endurance and strength; -1 to skepticism for each point of will
Characteristics:
Strength - 50
Agility - 30
Perception - 5
Endurance - 20
Intellect - 5
Will - 25
Unseemliness - 45
Parameters:
Mental Fortitude - 2160/2160Mana - 0
Willpower - 270
Initiative - 17
Speed - 16 (11)
Melee Accuracy - 51
Ranged Accuracy - 5
Crit - 8%
Mental Fortitude - 210
Mental Damage - 175
Skepticism - (-20)
Awareness - 5
Observation - 5
Stealth - 30
Cunning - 1
Evasion - 31
Attractiveness - 10
Skills:
Apocalyptic
Character gains the ability to deal damage to mental entities
Character senses the presence of mental entities and demons nearby
Holy Warrior
Mental damage and mental fortitude increased by 7 times
+0.5 to willpower for each point of strength
✧ Resilience ✧ Damage dealt by negative mental entities and demons is reduced by 2 times
Undead
Racial bonus is nullified, bonuses affecting characteristics remain
Mental fortitude replaces the character's health
Mental fortitude is restored by 100 units per game day
Zombie
Unable to use magic
Physical damage halved
Stealth attacks do not kill the character
Immunity to diseases, poisons, bleeding
Psychological Disorder: upon death of an ally, the character falls into a rage and attacks all enemies in turn until they die, or the character himself dies; unable to flee the battlefield while in a state of rage; -20 to accuracy and evasion while in a state of rage
+40 to unseemliness
+35 to mental fortitude for each point of endurance
+25 to mental fortitude for each point of strength
✧ Restoration ✧ At the end of battle (in case of victory), the zombie restores mental fortitude by the amount of damage dealt during battle/5
Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Additional Attack
Armor Wearing: removes movement speed penalty when using heavy armor and shields
✧ Regeneration ✧ Undead fully restores mental fortitude reserve at the end of battle in case of victory
✧ Mistress' Seal ✧ Undead fully obeys the will of their mistress, maintaining a clear mind and understanding that they have become a puppet in others' hands; undead hears the call of the mistress wherever they may be
Weapon Stats:
Magalos: damage - 420 (220+100+100); pierces armor
Two-handed Axe: damage - 330 (130+100+100); -10% enemy armor
Sturdy Fighter's Armor: -50% physical damage; immunity to critical hits in melee; -5 to speed
Ajaber's Fury: immunity to stun; "Fury" ability: every attack the character deals critical damage for 5 turns (cooldown: 10 turns)
Helmet: immunity to stun
Inventory:
12 050 sen
Accuracy potion: +30 to accuracy until the end of battle
Origin:
People of Hain: +100 to mental fortitude; +1 skill point
Characteristics:
Strength - 25
Agility - 50
Perception - 10
Endurance - 25
Intellect - 20
Will - 10
Parameters:
Health - 550 (880)Mana - 325
Magic Power - 20
Willpower - 47 (75)
Initiative - 35 (56)
Speed - 15
Melee Accuracy - 93 (149)
Ranged Accuracy - 10
Immunity - 30
Crit - 16%
Mental Fortitude - 238
Mental Damage - 10 (60)
Skepticism - 20
Awareness - 20
Observation - 10
Stealth - 50 (60)
Cunning - 4
Evasion - 52
Attractiveness - 10
Skills:
Gladiator
+60% to health, willpower, initiative and accuracy in one-on-one combat
+10 to attractiveness
+10% to rewards
✧ Expert ✧
Access to combat skills of all peoples (Warrior of Hain), if intellect is above 20; 4 skill points for them
Warrior of Hain
Character is capable of dealing damage to mental entities
Mental fortitude increased by 2 times
✧ Ronin ✧
Free skill and three Two-handed Weapon abilities; +50% to accuracy; +5 to health for each point of will; +1 to willpower for each point of endurance
✧ Clear Mind ✧
In battle, the character cannot be frightened, stunned or subjugated
Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Wide Strike: deals damage to all enemies standing in front of the character within 1-2 cells (cooldown: 3 turns)
Additional Attack
Assassin: attacking an unsuspecting character who failed the check, (agility vs perception and agility) kills them.
Weapon Stats:
Katana: damage - 220 (120+50+50); +50 to mental damage
Inventory:
5 380 sen
Kasa: +10 to stealth
Universal healing potion: cures the character of diseases
Universal antidote: cures the character of poisons
Willpower potion: +30 to willpower until the end of battle
Large health powder: restores 500 units of health (x2)
Medium health powder: restores 300 units of health (x1)
Suspicious doll
Origin:
Republic People: +2 skill points; +1 to skepticism for each point of will; +5 to mana for each point of intellect
Characteristics:
Strength - 33
Agility - 30
Perception - 10
Endurance - 30
Intellect - 20
Will - 28
Unseemliness - 15
Parameters:
Health - 780 (1842)Mana - 450
Magic Power - 38
Willpower - 43 (60)
Initiative - 25 (35)
Speed - 13
Melee Accuracy - 53 (74)
Ranged Accuracy - 10
Immunity - 37
Crit - 12%
Mental Fortitude - 38
Mental Damage - 28 (140)
Skepticism - 43
Awareness - 40
Observation - 10
Stealth - 30
Cunning - 24
Evasion - 32
Target Change Chance - 7%
Attractiveness - (-15)
+ To item cost - 7%
- To willpower checks - 7
Skills:
Legionnaire
+40% to health, willpower, initiative and accuracy if at least one ally participates in battle
Abilities:
✧ Private ✧ Free skill and three One-handed Weapon and Shield abilities
Adventurer
+3 to all characteristics
+1 to cunning for each point of intellect
+1 to awareness for each point of intellect[/COLOR]
Abilities:
✧ Premonition ✧ The character senses potentially deadly danger, an ambush, a potentially dangerous character, the need for more characters to participate in a quest, etc.
✧ Lucky ✧ Nullifies the effect of a lethal attack and gives the character a chance to flee the battlefield (once per game day)
One-handed Weapon
Additional Attack
Parrying (agility vs accuracy)
Accuracy: +0.7 to accuracy for each point of agility
Shield
Skilled Wielding: agility during block increased by 1.5 times (agility vs accuracy)
Resilience: +5 health for each point of strength
Counterattack after block
Armor Wearing: removes movement speed penalty when using heavy armor and shields
Weapon Stats:
Dwarf warrior axe: damage - 154 (88+66); mental rune; speed rune
Sword: damage - 116 (50+66); the character gains the ability to deal mental damage*5
Heavy Armor: -45% physical damage
Mountain Veil: -55% damage from all sources; +250 to health
Shield
Dwarf warrior shield: protection rune against all elements: -50% damage from all elements
Great Defender: +500 to health; "Wall" ability; "Power Dome" ability - for 3 turns all characters within a radius of 5 cells from the owner take no damage from physical and magical attacks, this ability consumes all mana, cooldown: 7 turns
Inventory:
5 000 sen
Medium health powder: restores 300 units of health
Large health powder: restores 500 units of health (x3)
Small health potion: restores 100 units of health (out of combat)
Medium health potion: restores 300 units of health (out of combat)
Goldleaf nectar collected by virgin fairies on the island of Ofaash: resurrects a killed ally after battle with 10% health







