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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 health for any number of allies. - Refraction of Light, Suppression of Sound: grants the user or a target on an adjacent cell the stealth effect. 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 SP, +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 the 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% chance to be critically hit, +5 to defense. Requires the Armor Wearing skill. Legs: Plate Boots, +1 to SP, +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 the 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 cells, costs 1 AP).
Wyvern SP: 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 a range of 10 cells in exchange for AP. Violin: in exchange for AP, allies within a range of ten cells from the character gain the ability to 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 gain +2 to SP and +10% to accuracy until the end of the team's turn.
Equipment Right Hand: Hammer, Damage: 75, +30% to spirit power for checks to activate negative effects. Left Hand: Hammer, Damage: 75, +30% to spirit power for checks to activate negative effects. Body: Light Armor, +10 to defense. Head: Helmet, -5% chance to be critically hit. Legs: Boots, +1 to SP. 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 the silence effect to the target; range: 10, costs 1 AP. Continuation of the Mission After three turns have passed since falling, the character returns to battle with 1 health point, 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 SP. 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 felled by the character, their turn is refreshed. In the Center of the Battlefield When an enemy is felled 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 SP. 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 SP: 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 SP, +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 the 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 SP: 15 Health: 125 Ability to fly. Evasion: 15%
Skills School of Restoration - Restore Body: the caster or a target on an adjacent cell has all health restored, removes injury. - Restore Mind: the caster or a target on an adjacent cell has all spirit restored, removes negative effects. - Restore Soul: returns a character fallen in battle to life (during the battle or immediately after its end) on an adjacent cell, does not leave 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 cells from themselves, including allies. - Embody Item: the character receives a simple quality item known to them 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 SP. 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 to activate negative effects. Left Hand: Hammer, Damage: 75 (85), +30% to spirit power for checks to activate 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 SP, +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 the 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 proficiency 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 butthurt 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. Well, we also 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. Possibly both need to be taken under protection. Although for Kabocha to attack someone now seems crazy to me, unless they're in cahoots with Revnland... And the kamikaze with a bomb won't make it there yet. It only reaches the nearest port per turn, if what's written is to be believed...
Why women? Precise Attack is needed as a bonus 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'll ride spiders and exclusively do "peaceful" things. Who knows what would happen if we acted against their principles...
ah, let the women stay. I agree with the turns, the main thing is to protect the cities and the lord, we'll see from there