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Rhemic Empire (2)

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When the Areidian gang entered the lavishly furnished mansion, the owner led them to a windowless room on the second floor; all members of the liberation front currently staying in the capital were there. Each was occupied with their own affairs, and the arrival of the trio did not distract them from their tasks.

Tiarie Reime

[2940/2940][640/640][790/790]
Origin: Empire Prince
Faction

Additional Perk
Beliefs

Character receives twice as many SP and XP, +2 to a random stat for each victory.
Perks

+10 Health per unit of Strength
+1% Melee Damage per unit of Strength
+1 Evasion per unit of Agility
In the event of a successful evasion, the character performs a counterattack; this attack never misses and always deals critical damage.
Cost of new skills is halved.

Stats
Strength: 98
Intelligence: 64
Will: 132
Agility: 68
Perception: 65
Wisdom: 15
Charisma: 100

Parameters
Health: 2940
Melee Damage +362%
Immunity: 90
Magic Power: 64
Magical Energy: 640
Will Checks: 132
Evasion: 136 (201)
Initiative: 68
Accuracy: 133
Observation: 65
Spiritual Power: 150
Insight: 15
Movement Speed: 6
Critical Hit: 32%

Skills

Katana or one-handed sword.
+1 Evasion per unit of Perception
+1 Accuracy per unit of Agility
+3 Movement Speed
+0.5% Critical Damage chance per unit of Intelligence
Sword Dance
Character's successful attacks may prevent the opponent from using active skills on the next turn and remove all positive effects (Intelligence -> Will).
Crescent
Character's attacks deal damage to all opponents standing in front of them.
Dash
Character deals damage to all opponents along a straight line of movement. +3 Movement Speed, critical damage chance for this attack is doubled. Cooldown: 2 turns.
Quick Sword
Two additional attacks (75% damage)
Ultimate Skill — Moon Dance
All characters around the swordsman (+2) receive 133% of his base damage up to 12 times (total).
Concentration: 4
Special Technique — Art of Dual Swords [EX]
Character uses two swords and performs an additional attack when using any skill. Standard — two attacks instead of one; Dash — two attacks instead of one; Quick Sword — four additional attacks instead of two; Moon Dance — six additional attacks with the second sword.
Not applicable to katanas, +1% Melee Damage per unit of Strength and Agility.
Special Technique — Perfection
Character's attacks drain 10% of opponents' maximum health.
Character can parry opponent attacks (Accuracy).

Officer skills do not combine with each other.
Leadership
Allies under the character's command receive the following bonuses:
+1 Accuracy for every 2 units of Charisma
+1 Evasion for every 2 units of Charisma
+1 Initiative for every 2 units of Charisma
Special Technique — Righteousness [EX]
Characters under the officer's command receive a 25% bonus to evasion and accuracy for each opponent exceeding the number of allies, and deal (Charisma)*2% more damage if opponents outnumber them by at least one.

+5 Wisdom
Linguist
Character can communicate with representatives of other cultures without the need for a translator.

Endurance [EX]
+8 Strength
+10 Health per unit of Strength

Equipment
Fiemmael (one-handed sword)
Damage: 100 (462)
Indestructible.
Immunity to magic damage.
30% of dealt damage is returned as health.
Destroys weapons and armor. Chance (Strength/2) to destroy that which should not be destroyed.

Abyss (one-handed sword)
Damage: 60 (277)
Indestructible.
Paralysis for one turn (Will check against swordsman's Strength)
Poisoning — -40% Accuracy, Evasion, and Max Health until the end of battle (Strength check against swordsman's Will checks)

Enigma (armor)
Indestructible.
Impenetrable.
All damage -66%
Regeneration 10% health per turn
+10 Barrier (Health) per unit of Wisdom and Intelligence
Immunity to absolutely any negative effects.

Iris Arden

[100/100][170/170]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

Additional Perk
Beliefs

+30 to chosen stat (Agility)
Perks

Stats
Strength: 10
Intelligence: 17
Will: 18
Agility: 70
Perception: 40
Wisdom: 5
Charisma: 10

Parameters
Health: 100
Melee Damage +10%
Immunity: 10
Magic Power: 17
Magical Energy: 170
Will Checks: 18
Evasion: 140
Initiative: 70
Accuracy: 80
Observation: 40
Spiritual Power: 50
Insight: 5
Movement Speed: 10
Critical Hit: 0%
Stealth: 140

Skills

+2 Stealth per unit of Agility
+2 Speed
Ultimate Skill — Special Training
+1 Accuracy per unit of Perception and +1 Evasion per unit of Agility when using any type of weapon.
Special Technique — Arden Crossbow
Crossbow fire has a 10% (30% while stealthy) chance to instantly eliminate the target.

Equipment
Moon Night (crossbow)
Damage: 120
Firing Range +2 (9)
Additional shot
+5% elimination chance

Money
6000 rumies

Astel Merix

[500/500][910/910]
Origin: Serafol
+1 SP, +10 Charisma. Access to enchanter skills.
Faction

Additional Perk
Beliefs

+3 SP, +1 HP, +20 XP, +3 Movement Speed, waiver of rewards and inability to use money except for satisfying the character's basic needs.
Perks


Stats
Strength: 25
Intelligence: 40
Will: 20
Agility: 20
Perception: 20
Wisdom: 30
Charisma: 15

Parameters
Health: 500
Melee Damage +220%
Immunity: 25
Magic Power: 85
Magical Energy: 910
Will Checks: 20
Evasion: 290
Initiative: 20
Accuracy: 60
Observation: 20
Spiritual Power: 300
Insight: 30
Movement Speed: 6
Critical Hit: 0%

Skills

Melee weapon.
+2% Melee Damage per unit of Magic Power. Additional damage has fire, water, or air affinity (choice).
+1 Accuracy and Evasion per unit of Intelligence.
+10 Magical Energy per unit of Strength.
+0.5 Magic Power per unit of Agility and Perception.
Upon taking this specialty, the character receives free mastery of one of three elements; the other two can be learned for 1 SP each.
Elements: air
Affinity
Fire attacks apply burn (Magic Power/2, % of current health at the end of opponent's turn).
Water attacks reduce opponent accuracy and evasion by 10, increase damage received by them by (Magic Power/2)%. Stacks.
Air attacks pierce (Magic Power)% armor, additional attack.
10 mag. energy/turn
Energy Burst
Ranged area attack 3x3. Applies affinity.
Range: 12
Cost: 50
Elemental Aura
Fire: returns (Magic Power/2)% damage to melee attacker.
Water: reduces damage received by (Magic Power/2)%
Air: +(Magic Power) Evasion.
Cost: 20/turn
Special Technique — Unity with the Wind
Enhances air-based skill features:
Affinity — additional attack;
Energy Burst — when using air affinity, area of effect increases to 5x5;
Elemental Aura — double evasion bonus.

Special Technique — Illusion
+1 Evasion per unit of Intelligence.

Equipment
Astel Merix's Battle Staff
Damage: 100 (320)
Instead of will checks, the character attempts to evade non-targeted spells and similar actions.

Jail Helsward

[200/200][400/400]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

Beliefs

Perks

Stats
Strength: 20
Intelligence: 40
Will: 30
Agility: 20
Perception: 20
Wisdom: 20
Charisma: 10

Parameters
Health: 200
Melee Damage +20%
Immunity: 20
Magic Power: 40
Magical Energy: 400
Will Checks: 30
Evasion: 20
Initiative: 20
Accuracy: 20
Observation: 20
Spiritual Power: 200
Insight: 20
Movement Speed: 3
Critical Hit: 0%

Skills

+5 Wisdom
Therapy
Ability to restore health to other characters and cure them of diseases/poisoning (out of combat).
First Aid
Brings back a character who died from lack of HP. Only out of combat.
Success chance equals the inverse percentage value of the character's current health.
Bone Setting
Ability to heal injuries and other non-mental negative effects.

+5 Wisdom
Engineer
Ability to repair modern technology and weapons. Additionally, the character can improve base stats of ephemeral weapons, but in that case, no other improvements can be used.
Damage — +(percentage of Intelligence)
Range: +1 if Intelligence 20 or higher, +2 if Intelligence 40 or higher.

Enhancers
Character can tune enhancers and use a closed slot. Minimum Intelligence: 20.

Equipment
Medical Tools
Gear Repair Tools
Money
6000 rumies

Liria Reine

[120/120][130/130]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

Additional Perk
Beliefs

+30 to chosen stat (Agility)
Perks

Stats
Strength: 12
Intelligence: 23
Will: 15
Agility: 70
Perception: 30
Wisdom: 10
Charisma: 10

Parameters
Health: 120
Melee Damage +12%
Immunity: 12
Magic Power: 23
Magical Energy: 230
Will Checks: 15
Evasion: 100
Initiative: 70
Accuracy: 100
Observation: 30
Spiritual Power: 100
Insight: 10
Movement Speed: 6
Critical Hit: 11%

Skills

Katana or one-handed sword.
+1 Evasion per unit of Perception
+1 Accuracy per unit of Agility
+3 Movement Speed
+0.5% Critical Damage chance per unit of Intelligence
Sword Dance
Character's successful attacks may prevent the opponent from using active skills on the next turn and remove all positive effects (Intelligence -> Will).
Quick Sword
Two additional attacks (75% damage)
Special Technique — Art of Dual Swords
Character uses two swords and performs an additional attack when using any skill. Standard — two attacks instead of one; Dash — two attacks instead of one; Quick Sword — four additional attacks instead of two; Moon Dance — six additional attacks with the second sword.
Not applicable to katanas.
Special Technique — Swallow Dance
Melee: if character's Strength is lower than opponent's, evasion is doubled.
Ranged: if character's Perception is higher than opponent's, evasion is doubled.

Equipment
Loyalty (one-handed sword)
Damage: 100 (112)
Active skill: takes all attacks directed at a chosen ally; character's Agility must be higher than the target's.

Blooddrinker (one-handed sword)
Damage: 60 (67)
Bleeding on attack (4% of current health each turn, stacks).

Hephaestus V (armor)
Manufacturer: Reimeford
Physical damage -40%
Magic damage -40%
Ephemeral damage -40%
True damage -40%
Checks against negative effects are twice as high.

Money
6000 rumies

Rudbecks Reine

[2100/2100][100/100]
Origin: Akkerwald
+5000 rumies, +2 SP
Faction

Additional Perk
Beliefs

+30 to chosen stat (Strength)
Perks


Stats
Strength: 70
Intelligence: 10
Will: 10
Agility: 28
Perception: 40
Wisdom: 6
Charisma: 6

Parameters
Health: 2100
Melee Damage +350%
Immunity: 70
Magic Power: 10
Magical Energy: 100
Will Checks: 10
Evasion: 56
Initiative: 28
Accuracy: 110
Observation: 30
Spiritual Power: 60
Insight: 6
Movement Speed: 6
Critical Hit: 0%

Skills

+2% damage per unit of Strength.
Cleave
Strength/2 = chance to deal double damage.
Ultimate Skill — Frenzy
Additional attack, +1% damage per unit of Strength, +3 Movement Speed.
Special Technique — Predator
+1 Accuracy per unit of Strength
+10 Health per unit of Strength

Equipment
Pride (Camelian steel)
Physical damage -60%
Magic damage -60%

Beast King
Damage: 150 (675) / (1012)
Damage to non-humans and animals after all modifiers +50%

Money
56000 rumies

Sen Izaya

[400/400][250/250]
Origin: Dreyeria
Access to Dreyerian skills. +50 stat points, +3 SP, +1 HP.
Faction

Additional Perk
Beliefs

+30 to chosen stat (Agility), +1 SP, +10 XP.
Perks

Stats
Strength: 40
Intelligence: 25
Will: 40
Agility: 65
Perception: 40
Wisdom: 15 (35)
Charisma: 5

Parameters
Health: 400
Melee Damage +80%
Immunity: 35
Magic Power: 25
Magical Energy: 250
Will Checks: 40
Evasion: 180
Initiative: 65
Accuracy: 130
Observation: 40
Spiritual Power: 350
Insight: 35
Movement Speed: 3 (6)
Critical Hit: 0%

Skills

+1 Accuracy per unit of Perception, +1 Evasion per unit of Agility, +1% damage per unit of Strength.
Ranged Attack
+1 attack range; in some cases is not considered melee combat.
Precise Strikes
33% chance to paralyze the opponent.

Skills compatible with Dreyerian martial arts: two-handed weapons, one-handed weapons, polearms, traditional archery.
+50 Accuracy and Evasion
Infusion
Warrior converts weapon damage into light or dark element of choice. While using the chosen element, the character gains immunity to attacks of that element.
Vessel: Darkness
When using darkness infusion, the character can move twice as fast; all negative effects are removed at the end of the turn.
Vessel: Light
When using light infusion, final damage to the character is halved, initiative is doubled.
Touch of Chaos
Confusion, paralysis, sleep, poisoning, freeze or burn on hit (100%).
Special Technique — Paradox
Removes the character from battle for three turns.
Cooldown: 5

Equipment
Second Generation Enhancer
First slot: Insight
Wisdom +20
Second slot: ✧ Colossus
Final damage received is lower by 200
Third slot: ⊗ closed
Fourth slot: ✖ missing
Fifth slot: ✖ missing

Balance (Podao)
Damage: 120 (216)
If opponent's evasion is lower than character's accuracy, base damage increases by the difference.
White Dragon Scale Boots
+3 Movement Speed, immunity to slow
Magic Die
Money
1000 rumies

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