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Knights of Tezoth

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Spent the whole day on this. Hope at least someone will find it useful. I definitely missed some questions, some deliberately — not particularly important ones or those about summoned creatures' abilities/items.

General Questions

Question 1: Do Parry and Reflection work against bow shots?
Answer: Depends on the source and the range.

Question 2: Can Trainability be leveled up during the game?
Answer: Only in very rare moments. Compared to last time, it doesn't allow free expansion.

Question 3: Will a teacher be needed to learn general skills?
Answer: No.

Question 4: What can be used with bows?
Answer: If the skill doesn't have a note saying it's melee-only, then it can be used with bows too (but it's better to clarify a specific skill just in case).

Question 5: Are AP needed for events and other peaceful activities, or only for abilities?
Answer: Only for abilities.

Question 6: Do mounts have a separate turn from the rider in battle?
Answer: A separate one, based on its own initiative.

Question 7: While being a rider, you can shoot from a bow, right?
Answer: Yes, you can.

Question 8: How rare, expensive, hard to find, costly to buy is Aconium?
Answer: Rare and expensive, but not impossible to find.

Question 9: What's the probability of finding a blacksmith/armorer/jeweler and getting any upgrades from them?
Answer: Small.

Question 10: Do the blacksmith/armorer/jeweler find rare materials themselves, or is that the "customer's problem"?
Answer: The customer's, well, if one is found of course.

Question 11: Is there nothing "wizardly" among the "standard equipment"? Staves, robes, etc.
Answer: No.

Question 12: Can an ordinary "citizen" (not a knight) be from anywhere and live anywhere?
Answer: They can, but they have the same origin restrictions.

Question 13: I don't get it... You mean a hypothetical Sith can only live in the capital? Or what does "origin restrictions" mean?
Answer: It means you can't mix their traits.

Question 14: When does AP recovery happen here at all?
Answer: When you rest under normal conditions.

Question 15: Does Deus rule herself or just wear the crown? Are there regents, advisors, or other important figures running things in the capital?
Answer: The influence of other lords in kingdom matters is great, but not as strong as in the era of blue blood. Directly in the capital itself, she is in power, but most processes are delegated to advisors.

Question 16: How often do the capital folks even contact the queen? She probably doesn't have time for all her 18 brats.
Answer: If there's no active task (escorting somewhere or something else), then not often, but once a month all knights and she gather to exchange information and new orders.

Question 17: Now the main question. Resources are rare, that's clear. How often do artifacts and similar things appear? Can they be bought in regular shops? And can you write in magical items at the start, or will everything be default? It's just unclear how useful bonuses from enchantments and such are.
Answer: Rare enough that not everyone has them. You can buy them, but not for pennies. You can try to write in anything, but I'll actually look at whether it makes sense or not.

Question 18: Are rapiers available?
Answer: Lorno has them, mechanically they fall under regular swords.

Question 19: Can Spirit only decrease from allies' deaths and Frightening Strike? In the latter case, does the damage bypass armor?
Answer: No. Frightening just deals 70% of a normal attack's damage, not bypassing armor; Spirit damage doesn't account for defense at all.

Question 20: What about unarmed combat? Not available?
Answer: Not available.

Question 21: About inventory.
Answer: Regarding equipment and inventory slots: the second hand can be used instead of "other" — to take something out of the inventory, you need to spend a full turn.

Question 22: In general, can different basic/unique leadership skills not be used if the leader is taken down?
Answer: Only the leader can use them.

Question 23: A question about buffs.
Answer: Buffs work from the moment of activation until the end of the battle unless stated otherwise.

Question 24: Is Spirit damage also reduced by the defense parameter? (regarding active abilities — regarding fallen allies, it's clear it doesn't...)
Answer: No, defense doesn't save against Spirit damage.

Question 25: By the way, can Spirit attacks crit? Does a barrier block Spirit damage?
Answer: They can crit; almost nothing blocks Spirit damage.

Injuries / Negative Effects

Question 1: If a player, for example, gets Dullness, do they lose one of their existing skills?
Answer: Yes.

Question 2: How easy is it to get this crap and how hard is it to get rid of it? Approximate chance in percent.
Answer: There are no numbers. It depends on the injury itself and the circumstances. If the possibility of getting injured scares you too much, there are abilities that help avoid them.
I think Ikazkan is a bad comparison — character statuses there were too chaotic. Today you're a beauty, tomorrow a freak, the day after tomorrow a beauty again. By its nature, that was, so to speak, a fairy-tale world... So in this regard, this expa is "more stable" — getting something nasty is harder, but so is curing it. In general, you won't just walk into a pharmacy and get rid of an injury; you can somewhat mitigate its effects without gigga-effort, and if you really set your mind to it, you can cure anything — magic exists, the "Erebos pills" that Yashchur mentioned also exist, supernatural forces too.

Question 3: Does poison last until the end of the battle or until cured? Does it stack?
Answer: Until cured. It doesn't stack.

Question 4: About poison and bleeding. If the battle ends and there's no healer to cure it, is that a death sentence for the poisoned?
Answer: Yes. Same with bleeding.

Question 5: About poison and bleeding. Can a simple heal remove them?
Answer: If it doesn't say it removes debuffs but just restores health, then no.

Question 6: Does Burn work on bosses?
Answer: Yes, if they don't have immunity to it.

General Skills

Question 1: How do Defensive Stance, Caution, and Counterattack combine with a) Preemptive Strike; b) Olive?
Not entirely clear whether automatic effects count as "actions."
Answer: If you skip turns, they keep working; automatic actions don't break the turn skip. Olive is an action that requires spending a turn — so it doesn't combine.

Healer
In exchange for AP, brings a character fallen in battle back to life (outside of battle). If the character's health went into the negative by less than half of their maximum — leaves a wound; if more — an injury. A wound turns into an injury if received again before healing.
Question 2: Reven, do I understand correctly that the "Healer" skill from the general skill tree only works when you need to revive a fallen comrade? And you can't just restore HP to yourself and non-dead comrades?
Answer: Yes. They are restored to 1 HP.

Stealth
Outside of battle, the character moves unnoticed by others.
Cost: 1 AP.
Question 3: Does Stealth dissipate from any active action other than movement?
Answer: Yes.

Riding
The character can ride horses and other animals.
Question 4: Can they be revived by a doctor?
Answer: No.

Question 5: Since they have separate turns, can you skip turns with the character while riding, or does that still not count as skipping?
Answer: It won't count.

Question 6: If someone focuses the character's pet, whose evasion is used — the character's or the pet's?
Answer: The character's.

Question 7: If they get knocked out of the air, will it hurt to fall? Or do they just hover like a meter above the ground?
Answer: The mechanic doesn't include falling, so nothing will happen.

Question 8: Does getting off/on in battle cost a turn?
Answer: Hmm... I didn't even think about that. Does it make sense?

Question 9: Do all flyers + hydra have the same mechanic as in the dungeon? Immunity to melee
Answer: If the rider attacks in melee (e.g., with a sword), then they don't have melee immunity.

Question 10: If the rider is killed, does the pet leave the battle, or, if it has attacks, does it continue fighting?
Answer: It leaves.

Question 11: If there are two allied cavalrymen and one's horse gets taken down, while the other dies himself but leaves his horse, can it be mounted? Though I doubt anyone but Yashchur would need this.
Answer: Currently, the mechanic doesn't include this.

Question 12: If the mount remains in battle after the rider's death, does the corpse move with the former steed or stay on the tile where it was at the moment of death?
Answer: The steed is part of the rider) It will be on the same tile.

Question 13: If I'm not mistaken, if you poke with a spear, enemies with weapons of range 1 can't attack you.
Answer: Yashchur is right.

Hydra
The rider can only be attacked with ranged weapons, and they themselves can only attack with ranged weapons.
Question 14: Is it the same with the wyvern and pegasus in flight mode?
Answer: If the rider themselves doesn't attack in melee.

Question 15: How many "passengers" can it take along if it wants to "give someone a ride" somewhere? Outside of battle. If, say, it goes to another city, how many "passengers" can it take?
Answer: In battle, 0; As many as makes sense. A character with Jabba the Hutt's physique will find it harder than others. A hydra has more room than a pegasus. Etc., etc.


Question 16: The pegasus's inventory capacity isn't listed — is it because it's the same as a horse's, or does it not have one?
Answer: It doesn't have one.

Question 17: Can you ride creatures RP-wise without having Riding?
Answer: Yes, Riding only exists for combat.

Hammer
The character can use a hammer without penalty.
Question 18: Do maces and flails count as hammers?
Answer: If you really want it and as an exception.

Leave Battle
If the character isn't immobilized in any way, they leave the battle in exchange for 1 AP.
Question 19: How does it work if the character is on a mount? Does it also flee?
Answer: Yes, both flee.

Artist
In exchange for AP, the character can paint pictures based on what they've seen or their own imagination.
Question 20: How does it work if the character is on a mount? Does it also flee?
Answer: Yes, yes.

Regions / Regional Skills

Question 1: Are convictions publicly available or are there restrictions?
Answer: Chinese ones are only for Chinese; the listed ones are unavailable to Sith; the rest have no restrictions.

Question 2: The city of Kerves + the conviction Velkhetra's Shine — does it give the right to choose city bonuses from different regions, or must they be in the same region? And what's the point of taking that city at all? Just to start in a stupid place and get free bones?
Answer: In that case, the second one will be from Faredjia.

Revnland

Dark Warrior
Damage received by the character cannot exceed 50% of their maximum health.
Question 3: Does the character's defense apply before or after rounding to 50%?
Answer: It means what goes into the character after defenses and everything else.

Question 4: This doesn't save against assassinations and such, right?
Answer: Well, yes, assassination doesn't deal damage.

Stealth
The character moves unnoticed by others. Can be activated during battle.
Cost: 1 AP.
Question 5: For Reven's stealth (and the improved regular one from Silverdan) — does it still need to be activated during battle? Or does the regular one also work if you started the battle in it, but you just can't recast it later? Or does the regular one drop at the start of battle, while this one doesn't?
Answer: If you were in stealth before the battle, then no need; otherwise, yes — it can be used during battle. The regular one doesn't work in battle at all.

Mastery of the Fallen
The character can use a sword in each hand. The number of attacks and opportunities to use active skills increases accordingly.
Question 6: Attacks are clear, but what does it mean regarding skills?
Answer: If you use a Strong Strike, it will only be strong for one attack, but you can use two Strong Strikes for 2 AP) Or combine different abilities.

Heroes' Village

Hero's Path
Accuracy, evasion, and crit. chance against monsters +20%
The skills Defensive Stance, Caution, and Counterattack don't require skipping turns.
Different active skills can be combined (for example, Strong Strike + Precise Strike = Strong Precise Strike costing 2 AP).
Question 7: What about unique skills? Can they be combined? And without skipping, only those three listed abilities can be used, or all that require preparation? (It's clear you probably can't get others, but still.)
Answer: Without skipping, only those three are meant — i.e., the effect persists even if you perform regular actions.

Gildaria

Vial of Poison
In exchange for 1 AP, coats a weapon with poison, granting it the corresponding effect until the end of the battle, or throws the vial at enemies. It deals 50 damage (bypassing evasion) to targets in a radius of 1+1 and causes poison. Range: 5
Question 8: Does poison need to be obtained separately somewhere, or is it just there, like a quiver of arrows?
Answer: It's just always there, except in situations where that would be stupid (e.g., captured and all equipment taken). Same story with pumpkins.
Question 9: What's the throwing range?
Answer: 5.

Generalissimo
In exchange for 1 AP, changes individual turn order to team turns, with the character's team getting the first turn. Also, in exchange for 1 AP, can grant an ally an additional turn.
Question 10: And if they're on both sides, who goes first?
Answer: The one who activates the ability first.
It can also spend 1 AP to instantly refresh the turns of all its allies.

Question 11: How does this work with the initiative bar? I.e., will turns refresh this round and only for those allies who already acted before the character? Or does it just give the whole squad a double turn this round?
Answer: The extra turn will be according to their own initiative order. So it's not quite a "refresh"...

Question 12: Does this last until the end of the battle after activation?
Answer: Turn order — yes; extra turn — no.

Question 13: Does Leadership stack with Generalissimo? I.e., give someone a second turn for 1 AP, and then a third in exchange for your own? Or are both active abilities, just Leadership's doesn't cost AP?
Answer: Well, like, you have a turn — you give it to someone else. Accordingly, there's nothing left to perform another action with.

Overcoming
Each fallen ally gives the character an additional turn. Also, an additional turn can be obtained in exchange for AP, but no more than once per cycle.

Question 14: An extra turn in battle or just forever? What's a cycle? Is it used in battle?
Answer: One one-time extra turn at the current moment. Cycle = when everyone has taken their turn. Battle only.
In exchange for 1 AP, the character gains the "Preemptive Strike" status and makes their own attack before the enemy's attack directed at them reaches them (attack range or movement must be sufficient). Lasts until the end of the battle.

Question 15: Reven, if a knight spent 1 AP on Gildaria's Preemptive Strike at the start of battle, then decided to spend 1 AP on a Precise Strike, will the Preemptive Strike effect drop?
Answer: It won't drop.

Lorelei

Metallurgist
Requires the Blacksmith or Armorer skill. Break chance is 5% lower for all levels.
Question 16: Are there any other ways to reduce the break chance?
Answer: Who knows...

Bomb Throwing
The character can use bombs. This weapon must be in the main weapon slot, doesn't cost AP, deals 50 damage, ignores defense, doesn't require a hit roll, affects all targets in an area of 1+1 (including allies). Range: 5
Question 17: Pumpkins and vials, if I understand correctly, cost AP, and they themselves are "inexhaustible." How about bombs? AP isn't spent, but what about the "supply"? Are they also in "unlimited quantity"? Or am I misunderstanding everything, and pumpkins, vials, bombs are consumables?
Answer: Pumpkins and vials require AP; bombs don't. Yes, unlimited, provided it makes sense (as I mentioned with the capture example).

Preemptive Strike
In exchange for 1 AP, the character gains the "Preemptive Strike" status and makes their own attack before the enemy's attack directed at them reaches them (attack range or movement must be sufficient). Lasts until the end of the battle.
Question 18: I don't get it. Spend 1 AP, and then until the end of the battle you respond preemptively to all attacks?
Answer: Yes. Unless a dispel is thrown.

Absolute Defense
In exchange for 1 AP, the character gains the "Absolute Defense" status and loses health only from direct damage. Lasts until the end of the battle.
Question 19: What does "only from direct damage" mean? Do burns and poisons not work?
Answer: Burns, poisons, assassinations, etc.

Kabocha

Question 20: Is the number of pumpkins in supply limited? Or do you just take the skill and shit pumpkins for AP?
Answer: Limited only by AP.

Faredjia

Bone of Fate
1-3 random skills (including regional ones) that don't count toward the trainability limit, 0-5 injuries.
Question 21: Including Sith and Zoryanka ones? If you take some skill against diseases and injuries, will it protect against these?
Answer: Yes, but it should be explained not by origin, but by the results of experiments.
If it's protection against new injuries and diseases, it won't help; if it's against any, it will save you.

Evolutionary Turn
The character's body gains tentacles that can be used as additional limbs, as well as to mitigate the effects of injuries. They can retract and stay under the skin, thus not revealing such a trait of their host.
Question 22: By the way, I didn't get it. You take the Bone with injuries and take the tentacle. So you just ignore injuries right from the start? And all that's left is to sleep off the diseases. And in general, is there any use for the tentacle? Besides injuries or for RP enthusiasts.
Answer: Yes. No.

Olivus

Olive
The character skips a turn but restores AP.
Question 23: One AP per skipped turn? Can AP only be restored in battle?
Answer: Yes. Yes.

Question 24: But the Olive description says it's a turn skip... Apparently it means an aggressive turn skip, not a regular one.
Answer: Maybe a clunky wording. It means you perform an action (restore AP), thereby spending your turn.

Oliva
Origin: the Olive skill also removes negative effects from the character.
Question 25: Can the enhanced Olive remove mind control and paralysis from yourself?
Answer: No, it won't work.

Turning Point
Acting alone, the character can also spend 1 AP to non-lethally take down one target.
Question 26: Are there any checks here, or does it just work?
Answer: It just works.

Sithia

Punishing Lightning
Deals 25 damage to all enemies on the map, applies paralysis. Cost: 1 AP.
Question 27: What's the check for applying paralysis?
Answer: Spirit Strength everywhere.

Steal the Spotlight
After the battle ends, kills the character perceived as the "mvp" without the possibility of healing.
Question 28: Who is the "mvp"?
Answer: I'll look at who made the biggest contribution and decide. It's a curse, not a mathematical formula.

Fire Stake
Deals 10*mind damage to the chosen target, causes paralysis and burn. If it kills — can be immediately used again on another target. Spell, costs 1 AP, range: 20.
Question 29: With AP cost again?
Answer: Without.

Reflection
Reflects damage and effects directed at the caster back (mind strength check). Spell, requires spending 1 AP on your turn to activate, lasts until the end of the battle.
Question 30: If some guaranteed/ignores-everything effect comes in, who wins? Well, the same Stalitsa sword, but I missed that there's a mind check there, so it'll probably just be a mind roll?
Answer: Yes.

Graceful Silhouette
Forces enemies to ignore the character as long as they have other targets. Spell, used during battle, costs 1 AP.
Question 31: Are there any checks, or does it work guaranteed?
Answer: Guaranteed.

Magic Storm
For 5 turns, makes all actions on the map beyond 1 tile from the target ineffective. Cost: 1 AP.
Question 32: Do you choose the target yourself? What does "ineffective" mean? They don't work? Are there checks?
Answer: The target of the action is meant. The spell itself works on the whole map and on all characters without a check. I.e., you can only attack or perform other actions at a distance of 1 tile for the duration of the spell.

Misfortune
On success, the target's actions are unsuccessful until the end of the day. Cost: 1 AP.
Question 33: Success of some check?
Answer: Spirit Strength.

Tisia

Asura
Asuras deny the peace-loving nature of Tisia, believing that the soul is comprehended through uncontrolled violence; many of them are descendants of the ruthless warriors of antiquity. For this reason, Bachzhung keeps apart from the other cities.
A character with this skill cannot have a conviction. If this character's action brings a target's health to zero, bringing them back to life will no longer be possible. Asuras always hit the chosen target.
Question 34: Same question as above — does it only hit by accuracy, or does it mean it ignores all preemptive and defensive stuff?
Answer: Only by accuracy.

Phoenix Dance
When the character's health drops to zero, they restore all their health and remove negative effects from themselves. Activates once per battle.
Question 35: Does it work against Asuras/assassinations?
Answer: Against assassinations — yes; against Asuras — no.

Wushu
A method of perfecting the mastery of understanding one's own body, aimed both at achieving harmony with nature and the greatest skill in martial arts.
The character blocks the first negative action directed against them per battle. If this character's action brings a target's health to zero, there are no risks of injuries or wounds, and a healer's help isn't required either.
Question 36: Can Wushu be pierced by anything, or is it a guaranteed block?
Answer: Dispel. It cancels almost everything, by the way, that isn't permanent.

Clans of Dawn

Lilitos
Berserker
In exchange for 1 point of body, the character survives a fatal attack with 1 health.
Question 37: Does it work against Asuras/assassinations?
Answer: It works in both cases.
Question 38: Does the Berserker have a limit on how many times it can be used per battle?
Answer: No.

Afeseria
Soul Reaper
In exchange for 1 AP, the character's attack reduces the target's current health to 0 (spirit strength check; on failure, deals normal damage). Melee only.
Question 39: Does Soul Reaper ignore all defensive rolls if it wins the spirit check to oneshot?
Answer: You still need to hit. And technically it's not a oneshot, but specifically bringing health to 0.

Bakhgrand
Bakhgrand Hunters
Melee damage dealt to enemies is converted into health, which can exceed the limit during battle.
Question 40: Does Bakhgrand also heal from overkill damage?
Answer: No.

Kisgilt
Enslavement
After the battle ends, in exchange for 1 AP, forces the defeated target to obey their will; if they act against the master's interests, their head explodes like an overripe watermelon.
Question 41: Is Enslavement a reversible or irreversible effect?
Answer: Reversible.

Question 42: Can someone who isn't affected pretend it worked and then stab the "master"?
Answer: Sky, well, yes — they can. The main thing is for me not to forget about it.

Silverdan

Multitasking
- If the character knows the "Leave Battle" skill, they can do so together with another ally who is on an adjacent tile.
Question 43: If there are several allies on adjacent tiles, can you take them all or only one?
Answer: 1.

Estelia

Cleave
In exchange for 1 AP, deals 150% damage, ignores defense.
Question 44: Does it ignore only the defense stat or defensive effects too?
Answer: Only the defense stat.

Perfect Attack
100% damage, guaranteed hit. Requires 1 AP.
Question 45: Does it only win accuracy, or does it pierce all defensive effects?
Answer: Only the fact of hitting is there; whether damage will occur is another question.

Cupid
In exchange for 1 AP, the character deals 100% damage and applies a charm effect to the target — on success, they will fight on their side until the end of the battle.
Question 46: Does it only work on humans? What happens to the charmed after the battle?
Answer: On all sentient beings. They'll come to their senses.
Question 47: If this thing is used in some tournament duel, is it an auto-win?
Answer: Yes.

Estellian Parry
In exchange for 1 AP, the character dodges the next attack and makes their own, +25% to crit. chance for this action.
Question 48: Do Cupid and Estellian Parry work against arrows?
Answer: Yes.

Albus

Order of the Iron Stronghold
10 defenses against armor piercing per battle.
Question 49: What is that (haven't looked at the mechanic yet)? Is it about item breakage, or is it some separate mechanic?
Answer: Like, if the enemy has an effect that pierces defense, it won't activate on the character.

Order of Rivalry
At the start of the game, a rival friend knight character from this order is created for this player. During the game, they can exchange useful experience.
Question 50: Is it created by the GM or the player?
Answer: By the GM.

Order of Albus's Guardians
Accuracy, evasion, and crit. chance against Albus's enemies +20%
Question 51: Are they publicly known enemies, or can you write some fool there and get a bonus against them?
Answer: No, you can't write just anyone. By default, it's various criminals. If a conflict with some region happens, it will also work against characters on their side.

Order of Legends
The character starts the game with an artifact weapon in hand.
Question 52: How strong is it compared to Hammer/Devourer?)
Answer: Nope.

Order of Great Power
The character can learn what was known to the targets they killed (skills, convictions) and also forget what they've already learned at will. Forgotten skills cannot be restored.
Question 56: Unique ones too? Does the conviction limit remain? Do you choose anything or get something random?
Answer: Anything if trainability allows) The conviction limit remains.

Question 57: Can you forget as much as you want too? Killed = personally by the character or by their team as well?
Answer: Yes, but what's forgotten can't be restored. Personally.

Sordgard

Sword of Snegallits
Deals 100% damage, guaranteed to make the enemy skip their next turn. Cost: 1 AP, melee only.
Question 53: No checks at all? Even a raid boss will be stunlocked?
Answer: Only an evasion check.

Crushing
Deals 5 attacks to the enemy and destroys 5 units of their equipment. Melee only, spends all AP, AP cannot be restored in this battle.
Question 54: Is damage also dealt, or do only items break? Can you break the enemy's weapon? If 1 AP is left, will the full effect of the ability still work?
Answer: Damage is dealt. Yes. Yes.

Question 55: It spends all current AP and costs at least 1. Do you need to submit it at the end of the battle?
Answer: Yes.

Tenerezza

Phantasmagoria
The character doesn't require a healer's attention to survive and is guaranteed to receive a wound instead of an injury as long as there's only one.
Question 58: This is essentially an auto-res, right? It won't work against assassins and Asuras?
Answer: Assassins, by the way, kill for show, I mean — a healer's res will help against them. It won't help against Asuras. But otherwise, yes, auto-res.

Convictions

Question 1: Can convictions be changed or acquired during the game?
Answer: New ones can be acquired; to replace old ones, something extraordinary must happen that changes the character's worldview.

Question 2: How hard is it to pick up a conviction during the game?
Answer: If you don't have one at all, it's fairly simple to describe, provided it makes sense.

Renavan's Melancholy

When the glass is half empty and there's no way to find anything to fill it...
Conviction effect: protection from mind influences; can continue fighting even with negative Spirit.
Question 3: What kind of influences exactly? Will there be various artifacts and other nasty things in the game that ignore this ability?
Answer: Like mind control and mind reading. No, you can write that down in a notebook.

Silian Principles

By following these rules, a person can achieve the mindset necessary for comprehending magic. The Silian Principles are taught at the capital's Academy of Magic, from which almost all wizards of the kingdom graduate.
- A wizard must love the world, all beings that inhabit it, every object that exists in it.
- Magic must not be used for harm or personal enrichment.
Conviction effect: access to one of the schools of magic (takes a trainability slot) and three spells within it; casting spells costs 1 AP.
Question 4: What happens if these "precepts" are violated? Will the head explode like an overripe watermelon?
Answer: If violated systematically, you'll lose the ability to cast those spells.

School of Restoration
-
Restore Time: refreshes the turn of a chosen target on an adjacent tile.
Question 5: Does this essentially give a second turn or what?
Answer: Kind of, yes, only the caster spends their own.

- Restore Body: the caster or a target on an adjacent tile gets all health restored, a wound is removed.
Question 6: Can School of Restoration spells heal up to max HP outside of battle?
Answer: Yes.

- Restore Item: returns a broken item to its previous state.
Question 7: Can you materialize simple-quality material for a blacksmith?)
Answer: What's the point if you can materialize the item itself? But yes, simple material yes, rare no. The question is what you're going to make from it...

Question 8: Does it restore destroyed items?
Answer: That's exactly what it's intended for, but enchantments aren't restored.

- Restore Mind: the caster or a target on an adjacent tile gets all Spirit restored, negative effects removed.
- Restore Soul: brings a character fallen in battle back to life (during battle or immediately after it ends) on an adjacent tile, leaves no wounds or injuries.
Question 9: Does it work on animals?
Answer: Yes.

School of Movement
-
Strategic Teleport: returns the caster to a city or another location where a beacon (magic pentagram) was previously set. Only one beacon can be active.
Question 10: Can it only teleport itself? Not anyone standing nearby? Does it mean "either to a city or to a location with a beacon," or must a "beacon" also be set in the city? What does this "beacon" look like externally?
Answer: Only itself. A beacon must be set in the city; if a new one becomes active in another city, the previous one stops working, i.e., you'll have to walk there to reactivate it. It looks like a magic pentagram.

Question 11: Can you set a beacon on a living person if you've been inside them?
Answer: No.

Question 12: Can this thing be used during battle? Can a beacon be set at home? Does setting a beacon require AP?

Answer: Yes. Yes. No, but activation requires AP.

Question 13: So it's noticeable to others? Can someone "break" it?
Answer: Yes. If they really want to — they can.

Question 14: If a character with a beacon teleports while riding, does their mount get transported? And if there are several people on the mount?
Answer: No, in the case of teleport, only the caster moves.

- Magic Channel: establishes a connection with one's own home or another location to move items from there into one's inventory.
Question 15: Does it work in the "reverse direction" (from inventory to home)? How does this "movement" happen? Does it cost AP?
Answer: Yes. Magically) It's like teleportation but for items. Essentially, your inventory is just expanded.

School of Alteration
-
Switch: changes the status of a chosen lock or node to the opposite.
Question 16: Was this asked about?
Answer: Locked/unlocked, tied/untied.

Koymadzhism

The short but bright life of Koymadzha the Magnificent left a strong impression in the memories of many people of the kingdom and gave rise to a special national worldview, according to which Tezoth is the best country in the history of the world and its interests must be defended in every way.
Conviction effect: access to the skills Weapon Mastery, One After Another, and Center of the Battlefield.
Weapon Mastery
The character can use any type of weapon without penalties.
Question 17: Do I understand correctly that if you take Koymadzhism and Weapon Mastery, you no longer need to spend trainability separately on leveling swords, bows, and other skills?
Answer: Yes.

Gafuchi

The first of the ancient Tisian worldviews, the essence of which is to rid oneself of suffering by achieving a state called "gafuchi." Followers of this conviction hold the opinion that life, by its very nature, is a sea of suffering, and to get rid of it, one must rid oneself of desires and attachments.
Conviction effect: the character is unchanging — cannot receive negative or positive effects, characteristics don't increase but also don't decrease.
Question 18: What counts as positive? All that are listed in most skills?
Answer: Any buffs.

Question 19: Does any "nasty stuff" fall under this? Including diseases, injuries, wounds, and so on?
Answer: For wounds and injuries, you need to take Foundation of Nature in addition to this.

Question 20: If you take this, can trainability still be increased?
Answer: This skill doesn't prevent gaining trainability, but it generally increases rarely.

Question 21: Does Gafuchi protect against Sith Control?
Answer: Yes.

Followers of Kanamia

Conviction effect: access to the skills listed below.
Mentor
This skill allows having up to three students. If the character is a student, they get +1 to trainability.
Question 22: Well, like, if I start as a student, that's clear — I just compensate the spent trainability. But what will I do if I become a mentor myself during the process? What will those 3 students be? Will I just need to RP reading them religious instructions or what? And if I start teaching myself, will I lose the trainability point I got for being a student?
Answer: It means that characters who are listed as your students will get this bonus to trainability; you can't start as a student yourself. Students will need to be either found during the game or assigned by creating other characters (e.g., through Florenzan). This is essentially an exchange of 1 trainability (yours) for 3 (the students').

- Return to Naturalness
Removes all negative and positive effects from the target, deals 250 pure damage to supernatural creatures; range: 10, costs 1 AP, doesn't require a spirit strength check.
Question 23: Do Reven ones count?
Answer: Reven and Sith — yes.

Question 24: Do various wyverns, pegasi, and other hydras with arachnids count as "supernatural creatures"?
Answer: No.

Question 25: If a character is riding an animal in battle, who takes damage when attacked?
Answer: Whoever is attacked.

- Mission Continuation
After three turns have passed since falling, the character returns to battle with 1 health, provided there are allies on the map who follow a different conviction.
Question 26: If the owner of this thing kicks it after the battle from poison/burning/blood loss, but someone "with a different conviction" remains on the team, will they come to or not?
Answer: It only works in battle.

Estellian Aesthetics

Conviction effect: you can create a second character (husband/wife) with this conviction; in that case, both get +10 to characteristics for free distribution and +1 to trainability.
Question 27: If you choose the Estellian Aesthetics conviction and don't create a husband for yourself, but only look for one during the game, will there be no bonus either?

Answer: Yes.

Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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