Preliminary templates...
Matricaria Warrior
Cost: 10 equipment units, 1.2 gold per turn.
Matricaria Warrior
+5 to body and +5 to mind, access to one school of magic and three spells within it
Attributes
Mind: 15
Body: 15
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 15
Spirit: 150
Defense: 15(55)
Health: 150
Accuracy: +10% (+60%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 4
Inventory Capacity: 10
Skills
School of Alteration
- Change Weather: temporarily changes the weather conditions of the current location at will.
- Conversion: converts a chosen amount of spirit to any number of allies into health.
- Refraction of Light, Suppression of Sound: grants stealth effect to self or a target on an adjacent tile.
Spear
The character can use a spear without penalty.
Armor Wearing
The character can wear heavy armor.
Equipment
Right Hand: Spear, Damage: 75 (85), attack range +1.
Left Hand: Spear, Damage: 75 (85), attack range +1.
Body: Heavy Armor, +25 to defense. Requires the Armor Wearing skill.
Head: Steel Helmet with Visor, -5% chance to be critically hit, +5 to defense. Requires the Armor Wearing skill.
Legs: Plate Boots, +1 to MP, +5 to defense. Requires the Armor Wearing skill.
Hands: Steel Bracers, +10 to base weapon damage. Requires the Armor Wearing skill.
Shoulders: Knightly Surcoat with owner's coat of arms, +3% to evasion, +5 to defense. Requires the Armor Wearing skill.
Other 1: Healing Potion, restores 100 health.
Other 2: Healing Potion, restores 100 health.
Other 3: Healing Potion, restores 100 health.
Inventory
-Fragrance Warrior
Cost: 10 equipment units, 1.6 gold per turn.
Fragrance Warrior
+5 to body and +5 to mind, protection from mind-affecting effects, can continue fighting even with negative spirit.
Attributes
Mind: 15
Body: 15
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 15
Spirit: 150
Defense: 15 (55)
Health: 150
Accuracy: +10% (+60%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 4
Inventory Capacity: 10
Skills
Axe
The character can use an axe without penalty.
Armor Wearing
The character can wear heavy armor.
Strong Attack
Deals 200% damage to the target.
Cost: 1 AP.
Equipment
Right Hand: Axe, Damage: 100 (110).
Left Hand: Axe, Damage: 100 (110).
Body: Heavy Armor, +25 to defense. Requires the Armor Wearing skill.
Head: Steel Helmet with Visor, -5% chance to be critically hit, +5 to defense. Requires the Armor Wearing skill.
Legs: Plate Boots, +1 to MP, +5 to defense. Requires the Armor Wearing skill.
Hands: Steel Bracers, +10 to base weapon damage. Requires the Armor Wearing skill.
Shoulders: Knightly Surcoat with owner's coat of arms, +3% to evasion, +5 to defense. Requires the Armor Wearing skill.
Other 1: Healing Potion, restores 100 health.
Other 2: Healing Potion, restores 100 health.
Other 3: Healing Potion, restores 100 health.
Inventory
-Lapiena Warrior
Cost: 11 equipment units, 15 gold, 1.6 gold per turn.
Lapiena Warrior
+5 to body and +5 to mind, ability to put enemies to sleep by playing a musical instrument (range - 10 tiles, costs 1 AP).
Attributes
Mind: 15
Body: 15
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 15
Spirit: 150
Defense: 15 (25)
Health: 150
Accuracy: +10% (+63%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 3
Inventory Capacity: 10
Wyvern
MP: 8
Health: 200
Inventory Capacity: 5
Equipment Slots: body.
Deals 50 damage to a chosen target and applies burn.
Ability to fly.
Evasion: 10%
Body: Wyvern armor, +25 to defense.
Skills
Hammer
The character can use a hammer without penalty.
Riding
The character can ride horses and other animals.
Musician
The character can play musical instruments.
Lute: restores (aesthetics)% health to allies within 10 tiles in exchange for AP.
Violin: in exchange for AP, allies within ten tiles of the character can continue moving after performing an action (melee combat, shooting, spells) until the end of the team's turn.
Flute: in exchange for AP, the character's allies receive +2 to MP and +10% to accuracy until the end of the team's turn.
Equipment
Right Hand: Hammer, Damage: 75, +30% to spirit power for checks of activating negative effects.
Left Hand: Hammer, Damage: 75, +30% to spirit power for checks of activating negative effects.
Body: Light Armor, +10 to defense.
Head: Helmet, -5% chance to be critically hit.
Legs: Boots, +1 to MP.
Hands: Gloves, +3% to accuracy.
Shoulders: Cloak, +3% to evasion.
Other 1: Lute.
Other 2: Violin.
Other 3: Flute.
Inventory
-Isolla Warrior Woman
Cost: 7 equipment units, 1.6 gold per turn.
Isolla Warrior Woman
+1 to learnability
Attributes
Mind: 10
Body: 10
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 10
Spirit: 100
Defense: 10 (45)
Health: 100
Accuracy: +10% (+63%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 4
Inventory Capacity: 10
Skills
Spear
The character can use a spear without penalty.
Return to Naturalness
Removes all negative and positive effects from the target, deals 250 pure damage to supernatural creatures; range: 10, costs 1 AP, does not require a spirit power check. Blocks the R-Mutation effect until the end of the battle.
Harmony of the Present Moment
Applies a silence effect to the target; range: 10, costs 1 AP.
Continuation of the Mission
After three turns following the character's fall, they return to battle with 1 health, provided that allies adhering to a different conviction remain on the map.
Equipment
Right Hand: Spear, Damage: 75, attack range +1.
Left Hand: Spear, Damage: 75, attack range +1.
Body: Light Armor, +10 to defense.
Head: Helmet, -5% chance to be critically hit.
Legs: Boots, +1 to MP.
Hands: Gloves, +3% to accuracy.
Shoulders: Cloak, +3% to evasion.
Other 1:
Other 2:
Other 3:
Inventory
-Flavers Warrior Woman
Cost: 10 equipment units, 1.6 gold per turn.
Flavers Warrior Woman
+1 to learnability
Attributes
Mind: 10
Body: 10
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 10
Spirit: 100
Defense: 10 (45)
Health: 100
Accuracy: +10% (+73%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 4
Inventory Capacity: 10
Skills
Weapon Mastery
The character can use any type of weapon without penalties.
One After Another
When an enemy is defeated by the character, their turn is refreshed.
In the Center of the Battlefield
When an enemy is defeated by the character, their health is restored and negative effects are removed.
Precise Attack
100% damage. +50% to accuracy for this attack.
Cost: 1 AP.
Equipment
Right Hand: Sword, Damage: 75, accuracy +10%.
Left Hand: Bow, Damage: 65, range: 10.
Body: Light Armor, +10 to defense.
Head: Helmet, -5% chance to be critically hit.
Legs: Boots, +1 to MP.
Hands: Gloves, +3% to accuracy.
Shoulders: Cloak, +3% to evasion.
Other 1: Quiver of Arrows 20/20
Other 2: Quiver of Arrows 20/20
Other 3: Quiver of Arrows 20/20
Inventory
-Splendor Warrior
Cost: 11 equipment units, 15 gold, 1.6 gold per turn.
Splendor Warrior
+5 to body and +5 to mind, +1 to learnability.
Attributes
Mind: 15
Body: 15
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 15
Spirit: 150
Defense: 15(55)
Health: 150
Accuracy: +10% (+60%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 4
Inventory Capacity: 10
Wyvern
MP: 8
Health: 200
Inventory Capacity: 5
Equipment Slots: body.
Deals 50 damage to a chosen target and applies burn.
Ability to fly.
Evasion: 10%
Body: Wyvern armor, +25 to defense.
Skills
Spear
The character can use a spear without penalty.
Armor Wearing
The character can wear heavy armor.
Precise Attack
100% damage. +50% to accuracy for this attack.
Cost: 1 AP.
Riding
The character can ride horses and other animals.
Equipment
Right Hand: Spear, Damage: 75 (85), attack range +1.
Left Hand: Spear, Damage: 75 (85), attack range +1.
Body: Heavy Armor, +25 to defense. Requires the Armor Wearing skill.
Head: Steel Helmet with Visor, -5% chance to be critically hit, +5 to defense. Requires the Armor Wearing skill.
Legs: Plate Boots, +1 to MP, +5 to defense. Requires the Armor Wearing skill.
Hands: Steel Bracers, +10 to base weapon damage. Requires the Armor Wearing skill.
Shoulders: Knightly Surcoat with owner's coat of arms, +3% to evasion, +5 to defense. Requires the Armor Wearing skill.
Other 1: Healing Potion, restores 100 health.
Other 2: Healing Potion, restores 100 health.
Other 3: Healing Potion, restores 100 health.
Inventory
-Indominus Warrior Woman
Cost: 10 equipment units, 15 gold, 1.6 gold per turn.
Indominus Warrior Woman
+1 to learnability, access to a second school of magic, access to one of the schools of magic (occupies a learnability slot) and three spells within it
Attributes
Mind: 10
Body: 10
Perception: 10
Vigor: 10
Aesthetics: 10
Parameters
Spirit Power: 10
Spirit: 100
Defense: 10 (20)
Health: 100
Accuracy: +10% (+63%)
Evasion: +10% (13%)
MP: 3 (4)
AP: 3
Initiative: 10
Charisma: 10
Critical Hit Chance: +10
Learnability: 4
Inventory Capacity: 10
Pegasus
MP: 15
Health: 125
Ability to fly.
Evasion: 15%
Skills
School of Restoration
- Restore Body: restores all health to the caster or a target on an adjacent tile, removes injury.
- Restore Mind: restores all spirit to the caster or a target on an adjacent tile, removes negative effects.
- Restore Soul: returns a fallen character to life (during battle or immediately after its end) on an adjacent tile, leaves no wounds or injuries.
School of Embodiment
- Familiar: the character can invent a spirit helper, which they can later summon to perform various tasks.
- Let There Be Light: removes the stealth effect from all characters within 20 tiles of self, including allies.
- Embody Item: the character receives a known item of simple quality at their disposal.
Bow
The character can use a bow.
Riding
The character can ride horses and other animals.
Equipment
Right Hand: Bow, Damage: 65, range: 10.
Left Hand: Quiver of Arrows 20/20
Body: Light Armor, +10 to defense.
Head: Helmet, -5% chance to be critically hit.
Legs: Boots, +1 to MP.
Hands: Gloves, +3% to accuracy.
Shoulders: Cloak, +3% to evasion.
Other 1: Quiver of Arrows 20/20
Other 2: Quiver of Arrows 20/20
Other 3: Quiver of Arrows 20/20
Inventory
-Fireflaw Warrior
Cost: 10 equipment units, 1.2 gold per turn.
Fireflaw Warrior
+5 to body and +5 to mind, +5 to all attributes.
Attributes
Mind: 20
Body: 20
Perception: 15
Vigor: 15
Aesthetics: 15
Parameters
Spirit Power: 20
Spirit: 200
Defense: 20 (60)
Health: 200
Accuracy: +15% (+85%)
Evasion: +15% (23%)
MP: 4.5 (5)
AP: 4.5
Initiative: 15
Charisma: 15
Critical Hit Chance: +15
Learnability: 3
Inventory Capacity: 10
Skills
Hammer
The character can use a hammer without penalty.
Armor Wearing
The character can wear heavy armor.
Piercing Strike
50% damage, reduces the target's defense by 50% (debuff).
Cost: 1 AP.
Equipment
Right Hand: Hammer, Damage: 75 (85), +30% to spirit power for checks of activating negative effects.
Left Hand: Hammer, Damage: 75 (85), +30% to spirit power for checks of activating negative effects.
Body: Heavy Armor, +25 to defense. Requires the Armor Wearing skill.
Head: Steel Helmet with Visor, -5% chance to be critically hit, +5 to defense. Requires the Armor Wearing skill.
Legs: Plate Boots, +1 to MP, +5 to defense. Requires the Armor Wearing skill.
Hands: Steel Bracers, +10 to base weapon damage. Requires the Armor Wearing skill.
Shoulders: Knightly Surcoat with owner's coat of arms, +3% to evasion, +5 to defense. Requires the Armor Wearing skill.
Other 1: Healing Potion, restores 100 health.
Other 2: Healing Potion, restores 100 health.
Other 3: Healing Potion, restores 100 health.
Inventory
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Arandor, is it okay or do you have any suggestions? Dunno, maybe change the weapon skills for the Silicians to something more peaceful? Need to think...
In terms of strength, it's hard to evaluate, considering I've forgotten a lot, + I need to compare with others and estimate (maybe try to create characters that would counter the main enemies), but I think overall it's fine. In any case, it's hard to foresee everything and understand how it will turn out in the end. No suggestions yet, although the experience of the butthurt should have provided some ideas for imbalanced builds.
But now I think the port definitely needs to be defended, who knows what those pumpkin-heads have planned. And we need to decide which teams to use besides recruiting, if anything needs to be done at all. Essentially, everyone can repeat the city action, and the freak can hire mercenaries.
and why are there female warriors in my city?