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— What worries me is not so much the alarm itself, but the desire to preserve not only my own life, but also the lives of as many of our warriors as possible. Each of them has their own life, and many have family members waiting at home who are surely worried. That is exactly why we must remain vigilant!
- Well said, Stefania, the life of each of our warriors is priceless and will still be needed by Gildaria once we return to the surface, but resources must be managed rationally, otherwise the number of casualties will be even greater.
— Do I understand correctly that in battle against the Ivylae, Zephyr and I will need to descend and fight in much the same way we did not long ago at the tournament in Canamia? — the girl decided to return to a more important topic, as she did not want to die at a critical moment because of trying to keep her distance from the opponent. — Or do I need to not just be on the ground, but also dismount from my pegasus?
- It will be enough to simply not take to the air.
Elms - Have ebony-colored skin. - Have pointed ears. - Prefer solitude. Origin: once per battle the character survives a fatal attack and remains at 1 HP, spirit is twice as high, the character can dodge spells, +10 to mind, access to Barrage. Barrage Ranged combat. The character deals damage to all enemies within their attack range. Cost: 1 AP.
- It is also important to note that every inhabitant of Ikazkan, including humans, is endowed with a magical gift, and the underground world has standard spells common everywhere.
Acceleration Gives a target that has already taken its turn the ability to act again. Cost: 20 spirit. Shield The chosen character receives one-time protection from one negative action. Cost: 25 spirit. Breath of Wind Restores health to the chosen character equal to half of the caster's maximum spirit. Cost: 10 spirit. Cooling Drop Removes negative mind effects, removes burn. Cost: 10 spirit. Barrier Incoming damage to the character is dissipated. Automatic activation costs 40 units of spirit. Healing Shard The caster summons a magical shard (occupies a cell, has health equal to the caster's spirit) which restores 30 health to allies within a distance of up to 10 cells each turn. Cost: 30 spirit
— They are interesting, these Elms. They prefer solitude, yet their magic is not so much selfish as it is designed for teamwork...
Like the complete opposite of the pointy-eared folk of the surface... With that, Stefania's introductory lecture came to an end, but in return she received a bonus of +5% to accuracy, evasion, and crit chance against the peoples of Ikazkan. Adalard, in turn, tasked her with exploring the underground world in the company of 1 Knight of her choosing (it is assumed that besides the one shown on the map, there are other tunnels here, which other parts of this army will be tasked with scouting). In short, you can invite anyone.