Brief Description
Necromancers, who for centuries attempted to create sentient undead, never succeeded. However, the Collapse caused the emergence of sentient dead. Despite this, no breakthrough in the field of necromancy occurred. Five hundred years later, dark wizards have still failed to determine exactly how some lucky individuals survive their own death—why the mind continues to function despite the absence of a soul. Currently, the most popular theory is that of Ashal, a Necromancer and senator of the Seney Republic. According to his assumptions and experiments, personalities that survived their death are filled with the mental energy of otherworldly entities. How this energy enters their body remains a mystery. It is suggested that this happens when living for a long time near rift sites. Unfortunately, this information is poorly supported by facts.Mental fortitude recovers based on will*4 per game day
Racial bonus is nullified; bonuses affecting characteristics remain

Zombie
Brief Description
Over time, the same things happen to sentient undead as they do to ordinary dead. The process is not pleasant, especially for those around them. However, there is little pleasure for the zombie itself either, as it is still capable of feeling pain.Physical damage reduced by half
Stealth attacks do not kill the character
Immunity to diseases, poisons, bleeding
Psychological disorder
+40 to unsightly
+40 to mental fortitude for each unit of strength
+40 to mental fortitude for each unit of endurance
✧ Recovery ✧ At the end of battle (in case of victory), the zombie restores mental fortitude by the amount of damage dealt during the battle/5
✧ Disease ✧ The character's weapon is infectious and infects an opponent with an ailment upon contact; an opponent who fails the check (endurance vs endurance) loses 5% of maximum health each turn until they are cured or die (x2)

Skeleton
Brief Description
The final stage, which few reach. To end their suffering, most turn to mentalists. But some continue their existence, finding tasks to occupy themselves with while passing sleepless nights.Damage from all elements reduced by half
Immunity to diseases, poisons, bleeding, stunning, sleep
Immunity to negative effects affecting the mind
Muteness
Psychological disorder
+20 to unsightly
+20 to mental fortitude for each unit of agility
+30 to mental fortitude for each unit of endurance
✧ Recovery ✧ At the end of battle (in case of victory), the skeleton restores mental fortitude by the amount of damage dealt during the battle/5
✧ Steel Bones ✧ +1000 to mental fortitude (x2)

Lich
Brief Description
It is believed that Necromancers who were lucky enough to become undead lost only a part of their soul and are therefore capable of accumulating magical energy to cast spells. They have also learned to restore mental fortitude and maintain their body in an acceptable state.+25 to mental fortitude for each unit of will
+15 to mental fortitude for each unit of intelligence
Free necromancy skill
✧ Meditation ✧ The Lich restores mental fortitude by the amount of magic power*7

Cult of Zholay
+40 to charm
+20% to endurance
Immunity to diseases
The character feels almost no pain
Magic power increased by the number of Charm points
Brief Description
This cult appeared during the troubled and difficult times of decline, when many influential people lost their former greatness. They were extremely dissatisfied with the general decay, epidemics, wars, and other vicissitudes of the world. Their already too short lives were spent dealing with the consequences of the cataclysm on their lands. Accustomed to living lavishly, former aristocrats united around a figure named Zholay. No one knows who he is or where he came from. Some written sources claim he was the sole surviving member of the imperial family of Eleia; others, that he was the court mage of the last monarch of the Kingdom of Tsutar; third, that he was a demonic entity from another world. Either way, those who passionately desired to get as much pleasure out of life as possible while prolonging it joined him. Only a few skilled mages could significantly extend their lives. Zholay, however, created a technique through which his followers prolonged their own lives at the expense of other people's lives. Even in those times, little was known about the cult. It existed secretly, and it was impossible to join simply so. As a rule, the cultists themselves chose those who were worthy of learning their skills and knowing all the joys of flesh and consciousness. Subsequently, the methods of bringing pleasure became increasingly sophisticated. But the adepts did not stop there. More and more often they resorted to torturing any creatures that came their way. Over time, entire villages and cities fell victim to the chaos and discord brought by the sorcerers, adding to the already hard, bleak, and dangerous lives of ordinary people. However, such exuberant activity did not go unnoticed. The new republican government formed special detachments of mages and warriors to destroy the cultists. Soon they had to lay low. Currently, their numbers have significantly decreased and they do not pose as much danger as they once did.Skills:
✧ Hunger ✧ The victim loses control over themselves and begins to eat all the food they can find; a character who fails the check (magic power vs endurance) dies of overeating (out of combat)✧ Despair ✧ The victim is unable to perform any actions; a character who fails the check (magic power vs willpower) commits suicide (cooldown: 6 turns)
✧ Dreams ✧ The victim falls asleep and enters a world of dreams where all their wildest desires come true; a character who fails the check (magic power vs awareness) remains in a state of sleep until complete exhaustion, or until the spell is dispelled (cooldown: 6 turns)
✧ Attraction ✧ The victim loses control over themselves and begins to seek individuals of their preferred gender in hopes of satisfying animal instincts; a character who fails the check (magic power vs strength) dies of a heart attack (out of combat)
✧ Rage ✧ The victim loses control over themselves and attacks the nearest character (in combat lasts for 3 turns) (cooldown: 2 turns)
✧ Chosen One ✧ The victim loses the ability to harm the caster in any way for 5 turns (cooldown: 2 turns)
✧ Changeling ✧ The sorcerer is able to change their appearance or take the form of a sentient being they have seen with their own eyes
✧ Cultural Exchange ✧ Sexual contact with a target who failed the check (magic power vs willpower) grants one of their skills and one of the bonuses of that skill (no more than once per target)
✧ Seduction ✧ A cult follower uses a special magic technique to seduce a target (of any gender); a character who fails the check (magic power vs willpower) yields to temptation and falls under the influence of the cultist; sexual contact with the victim kills them and permanently increases the caster's will by 1 and endurance by 5 (x2)
✧ Sacrifice ✧ The cultist sacrifices a living character and receives 4 attribute points for free distribution (x2)
✧ Blessing of Zholay ✧ The character comes back to life at the end of battle with 50% health

Cult of Silence
+4 skill points
Racial bonus is nullified
The character is unable to initiate combat
+0.7 to willpower for each unit of will
Amount of mental fortitude increased 50 times
Immunity to negative effects affecting the mind
Brief Description
During the turmoil, the peoples of Walla saved themselves as best they could. Some fled to distant islands, some hid high in the mountains, some deep underground. But some decided that one could hide within oneself and in each other. Followers of the Cult of Silence build buildings that the uninformed call temples. They build them exclusively to listen to the silence there. In these temples, nothing is ever said. And even if they try, they cannot do so. It is impossible to create any sound there. The most brilliant mages of the republic are still struggling with the mystery of how the order members achieve such an effect. The abodes of the Silent continue to loom in deep silence over major cities across the continent. Members of the order usually live in peaceful communities at the "temple." Occasionally they can be met far from civilization. Those Silent who chose the path of solitude enjoy special respect among their brethren.Skills:
✧ Barrier ✧ The Silent creates a barrier around themselves (based on the amount of invested mental fortitude), protecting them from any external influence until it is completely destroyed✧ Gift ✧ The Silent creates a barrier around an ally, protecting them from any external influence until it is completely destroyed (ally's mental fortitude*5) (cooldown: 5 turns)
✧ Healing ✧ The Silent restores health to an ally at the expense of their own mental fortitude
✧ Cleansing ✧ The Silent removes all negative effects from an ally and expels any inhabiting mental entities (willpower vs victim's willpower) (cooldown: 2 turns)
✧ Meditation ✧ The Silent fully restores mental fortitude out of combat, or in 2 turns during combat
✧ Pacification ✧ The Silent forces an opponent to stop fighting and retreat (willpower vs willpower, for each opponent separately) (cooldown: 5 turns)
✧ Return ✧ The Silent resurrects a character, spending 25% of maximum mental fortitude in the process (x2)
✧ Seal of Silence ✧ The Silent deprives a mage of the ability to cast spells until the end of battle (willpower vs willpower) (cooldown: 5 turns) (x2)
✧ Retribution ✧ Every second turn, until the end of battle, opponent attacks deal damage to the opponent themselves (willpower vs willpower) (cooldown: 5 turns) (x2)

Structuralism
+7 skill points
+10 to willpower for each unit of will
+5 to magic power for each unit of intelligence
+20 to mental fortitude for each unit of intelligence
No more than 1 player
Absence of aging
Psychological disorder
Character attacks deal damage to mental entities
Racial bonus is nullified; bonuses affecting characteristics remain
Brief Description
What does the Society of Mages know about the magic of structuralism? Perhaps only that they know nothing. Where wizards capable of affecting the very structure of reality come from is unknown. It is known only that there are very few of them and they are encountered extremely rarely. And even if you meet one, it's not certain you will remember the event. Rumors circulate among the Society professors that Structuralists know the most about the Collapse—its causes, consequences, and everything associated with it. But for some unknown reason, they do not wish to share this knowledge. Nor do they wish to share anything at all. The goals they pursue are unknown. For obvious reasons, determining whether a Structuralist's influence took place is practically impossible. There is an opinion that they are the ones responsible for the Collapse. There is an opinion that they have access to the power structures of the entire world and secretly control it. There is an opinion that only female individuals can be Structuralists. There is an opinion that Structuralists do not actually exist, and all stories and testimonies of meeting them are tales of windbags and delusions of madmen. Either way, one cannot speak of that which does not exist.Skills:
✧ Mind Reading ✧ The caster is able to read the target's thoughts✧ Telekinesis ✧ The caster is able to move objects from a distance
✧ Sleep ✧ The caster forces the target into a deep sleep (magic power vs willpower); in combat lasts for 3 turns (cooldown: 2 turns)
✧ Nightmare ✧ The caster plunges the target into a sleep where they fight their own fears; a target who fails the check (magic power vs awareness) remains in the world of nightmares until complete exhaustion, or until the spell is dispelled (cooldown: 6 turns)
✧ Subjugation ✧ The caster subjugates a sentient being to their will; in combat subjugation lasts for 5 turns (cooldown: 2 turns)
✧ Oblivion ✧ The caster forces the target to forget the last few hours of life, or changes their memories
✧ Copy ✧ The caster creates a copy of themselves or another character; the copy behaves like the original and exists for some time
✧ Metamorphosis ✧ The caster is able to turn into an object their own size, twice as small, or twice as large
✧ Changeling ✧ The caster is able to change their appearance or take the form of a sentient being they have seen with their own eyes
✧ Incorporeality ✧ The caster is able to pass through obstacles; in combat receives invulnerability to all types of damage for 3 turns (cooldown: 3 turns)
✧ Soul Print ✧ The caster learns the target's characteristics, skills, and abilities
✧ Search ✧ The caster gains the ability to determine the exact location of any other character; it is enough to know their name and have an idea of who they are, remember their appearance, or possess a personal item
✧ Cleansing ✧ The caster removes all negative effects from themselves or an ally, including those from spells and skills (cooldown: 2 turns)
✧ Vampirism ✧ The caster restores their own health at the expense of an opponent's or ally's health; the amount of restored health cannot exceed the caster's magic power (cooldown: 2 turns)
✧ Deconstruction ✧ The caster is able to break down small and medium objects, or create any others of the same size from them; this spell can destroy an opponent's weapons and armor (cooldown: 3 turns)
✧ Teleportation ✧ The caster is able to move themselves, an ally, or an opponent to any point on the battlefield; out of combat, the spell works within areas studied by the character, or places visible to the naked eye
✧ Fortitude ✧ The caster's willpower is increased 3 times (x2)
✧ Resurrection ✧ The caster resurrects an ally with full health (cooldown: 5 turns) (x2)
✧ Omniscience ✧ The caster is visited by visions of potentially possible outcomes, images of the near future, past, and present; the caster can recognize other structuralists and, if desired, read their thoughts and allow theirs to be read (x2)
✧ Mirror ✧ Until the end of battle, damage from every second attack by an opponent is reflected back; the spell can be used on allies (cooldown: 5 turns) (x2)
✧ Rewind ✧ The caster turns time backward in their area of effect; permitted once per game in each specific location, affects all characters present at that location (x2)
✧ Transfer ✧ Upon death in or out of combat, the caster's soul transfers to the nearest sentient being (excluding other players' characters), retaining all skills and parameters of will and intelligence (x2)
Hidden Skills
Hidden Information
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт