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Horizon of Darkness

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#179
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Nycta 


Destiny: empty 
Origin: Dungeon dweller
+1 to Perception
- character is able to track a target by scent if they possess an item belonging to them, or have previously encountered them personally
- character is able to eavesdrop on NPC conversations from a distance of up to 20 cells
- loud sounds and strong smells can stun or disorient the character
- blindness: immunity to blinding effects, chance for a critical hit against the character -15%  

Religion: Dungeon Lord:
+1 to Faith
-60% to all characteristics except speed, health, and charisma in open spaces
+50% to all characteristics except speed, health, and charisma in enclosed spaces
- in dungeons, the character cannot be subjected to a surprise attack or fall into a trap
 
Talent: untalented  

Level: 5

Free actions: 5
Available skill slots: 7

Final basic attack damage = weapon damage + (strength*0.5) + (accuracy*1.2) + (evasion * 1.2)  + speed = 188
Bow damage = 203

 

Characteristics 


Physical development: 6
Agility: 30
Perception: 38 (36)
Cognitive abilities:
Faith: 6 (4)

Beauty: 3 (0)  

Parameters

Health: 989
Strength: 13
Evasion: 64
Accuracy: 64
Speed: 13
Initiative: 39
Stealth: 36 (32) 
Willpower: 50
Magic Power: 30
Charisma: 8

Weapons 

Dual daggers: damage 15, ability to deal critical damage (26%)
Sword-cane: damage 15
Throwing knife: damage 15
Hunting knife: damage 5
Quality bow: damage 30, +1 to perception

Inventory 

Dark cloth clothing: +1 to stealth
Pretty dress: +1 to beauty
Blindfold: +1 to beauty
Hooded cloak: +3 to stealth
Thin-soled shoes: +1 to speed
Woven friendship bracelets: +1 to beauty
Carved bone amulet: +1 to faith 

Good rope: allows tying someone up securely
Fire starter: ability to start a fire given fuel availability
"Claws of the North" patch: coat of arms of the Claws of the North, placed in a visible spot
Ring of Salvation: after death in battle, the character does not die but is resurrected at the end of the fight with 1 health; the ring breaks
Magic pocket: allows transferring inventory items to allies; at any distance; during battle, transfer costs a turn
Medium's Ring: allows seeing ghosts
Lockpicks: allows seeing ghosts (x10)

Charcoal: removes food poisoning effect (x5) 
Water flask: restores 20 units of health if drinking while pouring it over one's shirt (x5)
Bandage: restores 50 units of health (x5)
Tourniquet: removes bleeding effect (x5)
 
Monthly salary: 87 gold; 28 silver; 20 copper

Skills

Passive irreplaceable 
Echolocation: check (evasion*1.2 vs stealth) for traps, ambushes, secret passages, terrain features within a radius of 50 meters; beyond 50 meters, receives information only about the largest and loudest objects, and relies on memory and logic

II level: 77

Passive replaceable 
Hunter: ability to determine the presence of wild animals in the area and avoid encounters with them, character's damage against wild animals is increased (basic attack damage * 1.4)   
II level: 263

Survival: character is unable to get lost in the wilderness, identification of toxic plants and mushrooms by smell 
II level

Dual Wielding: character is able to use a weapon in each hand  
II level: final basic attack damage * 1.3 = 244

III level: final basic attack damage * 1.5 = 281
IV level: final basic attack damage * 1.7 = 319
V level:
- upon missing, another check is made; if the attack hits, it deals normal damage
- final basic attack damage * 1.9 = 356
VI level:
- upon missing, another check is made; if the attack hits, it deals normal damage
- final basic attack damage * 2.2 = 413

Counterattack: counterattack chance equals evasion chance, but no more than 40%
II level: final basic attack damage * 0.5 = 94
III level: final basic attack damage * 0.8 = 150
IV level: final basic attack damage = 188
V level: preemptive strike, final basic attack damage * 1.5 = 281
VI level: preemptive strike, counterattacks in case of opponent's miss, final basic attack damage * 2 = 375

Active
Sneak Attack: crit chance = accuracy, but no more than 50%
II level: final basic attack damage * 2.5 = 469
III level: final basic attack damage * 3.5 = 657
IV level: final basic attack damage * 4.7 = 882
V level: chance to kill target = accuracy * 0.5, but no more than 40%, final basic attack damage * 7.7 = 1445

Death Blow
VI level: 
1. Chance to kill target whose health is below 50% of maximum = accuracy, but no more than 50% | 50
2. Chance to kill target whose health is above 50% of maximum = accuracy / 2, but no more than 30% | 30

Piercing Strike: ignores part of enemy armor, causes bleeding until it is stopped  

III level:
- (accuracy * 0.3) = 19
- bleeding = accuracy = 64

IV level:
- (accuracy * 0.5) = 32
- bleeding = (accuracy * 1.5) = 96
V level: attacks enemies to the left and right

Knife Throw: 10 cells to enemy, deals normal damage, causes bleeding until it is stopped; chance to immobilize enemy = accuracy, no more than 40%
II level: bleeding = accuracy * 0.5 = 32
III level:
- bleeding = accuracy * 0.7 = 45
- chance to immobilize enemy for 1 turn
IV level:
-
bleeding = accuracy * 0.9 = 57
- chance to immobilize enemy for 2 turns
V level:
- bleeding = accuracy * 1.1 = 70
- chance to immobilize enemy for 3 turns
VI level:
- bleeding = accuracy * 1.5 = 96
- chance to immobilize enemy for 4 turns

Triple Knife Throw: from 1 to 3 enemies

II level: final basic attack damage = 188
III level: final basic attack damage * 1.1 = 206
IV level: final basic attack damage * 1.7 = 319 
V level: final basic attack damage * 2.4 = 450
VI level: bleeding similar to bleeding in Knife Throw III level, final basic attack damage * 3.7 = 694 


Pickpocketing: stealth + accuracy vs evasion = 99
II level: small items such as coins, rings, amulets etc., out of combat
III level: consumable items such as potions, scrolls etc., out of combat
IV level: ability to use in combat if the character stands behind the opponent
V level: weapons
VI level: helmets, breastplates, bracers / gloves  

Invisibility: character disappears from the opponent's field of vision and can only take damage from area attacks; when attacking, the character guaranteedly deals critical damage and loses invisibility status 

IV level: 1 turn
V level: 2 turns
VI level: 3 turns  


Crippling Shot: opponent falls

II level:
- damage = final basic attack damage * 2 = 405
-
accuracy vs strength = 64
III level:
- damage = final basic attack damage * 2.8 = 567
-
accuracy vs strength = 89

IV level:
- damage = final basic attack damage * 3.8 = 770
-
accuracy vs strength = 128

V level:
- damage = final basic attack damage * 6 = 1216
-
accuracy vs strength = 204

VI level:

- damage = final basic attack damage * 9.3 = 1884
-
accuracy vs strength = 319

Double Arrow: standard multiplier / 2

II level:  253
III level: 355
IV level: 476
V level: 780

VI level: 1216  

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

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