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Skills School of Alteration - Change Weather: temporarily changes the weather conditions of the current location at will. - Conversion: converts a selected amount of spirit from 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% crit chance against self, +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: Knight's 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 points. Other 2: Healing Potion, restores 100 health points. Other 3: Healing Potion, restores 100 health points.
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Fragrans Warrior
Cost: 10 equipment units, 1.6 gold per turn.
Fragrans Warrior
+5 to body and +5 to mind, protection from mind-affecting effects, can continue fighting even with negative spirit.
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% crit chance against self, +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: Knight's 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 points. Other 2: Healing Potion, restores 100 health points. Other 3: Healing Potion, restores 100 health points.
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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).
Wyvern MP: 8 Health: 200 Inventory Capacity: 5 Equipment Slots: body. Deals 50 damage to a selected 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 a range of 10 tiles in exchange for AP. Violin: in exchange for AP, allies within a range of ten tiles from 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% crit chance against self. Legs: Boots, +1 to MP. Hands: Gloves, +3% to accuracy. Shoulders: Cloak, +3% to evasion. Other 1: Lute. Other 2: Violin. Other 3: Flute.
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 point, provided there are allies on the map who adhere to a different belief.
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% crit chance against self. Legs: Boots, +1 to MP. Hands: Gloves, +3% to accuracy. Shoulders: Cloak, +3% to evasion. Other 1: Other 2: Other 3:
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% crit chance against self. 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
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Splendor Warrior
Cost: 11 equipment units, 15 gold, 1.6 gold per turn.
Wyvern MP: 8 Health: 200 Inventory Capacity: 5 Equipment Slots: body. Deals 50 damage to a selected 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% crit chance against self, +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: Knight's 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 points. Other 2: Healing Potion, restores 100 health points. Other 3: Healing Potion, restores 100 health points.
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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
Pegasus MP: 15 Health: 125 Ability to fly. Evasion: 15%
Skills School of Restoration - Restore Body: the caster or a target on an adjacent tile has all health restored, wounds removed. - Restore Mind: the caster or a target on an adjacent tile has all spirit restored, negative effects removed. - 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 for themselves, which they can subsequently summon to perform various tasks. - Let There Be Light: removes the stealth effect from all characters within a range of 20 tiles from 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% crit chance against self. 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
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% crit chance against self, +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: Knight's 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 points. Other 2: Healing Potion, restores 100 health points. Other 3: Healing Potion, restores 100 health points.
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Arandor, is it okay or do you have any suggestions? Dunno, maybe change the weapon skills for the Sillyans 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 buhurt should have given 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 women warriors in my city?
For the turns, we definitely hire mercenaries, definitely protect the lord from the assassin. The rest I'm still thinking about. I don't know who you meant by "pumpkin-heads"... If it's Kabocha, then there are two attack options: on the capital and on Lapiena. Maybe both need to be protected. Although for Kabocha to attack someone now seems nonsense to me, unless they are in cahoots with Revnland... And the kamikaze with a bomb won't make it there yet. It only reaches the nearest port in one turn, if the text is to be believed...
Why women? Precise Attack is needed as a plus to three skills... But if it bothers you that there are lady-kojimajists in your city, I can swap them with Splendor...
I've already fixed the Sillyans, by the way. They will ride spiders and exclusively do "peaceful" things. Otherwise, who knows what will happen if we act against their principles...
Ничто не возникает из ничего и ничто не пропадает бесследно. Если где-то чего-то убудет, то в другом месте добавится. (Закон сохранения).