Zeikin Dorobo

Destiny: medium Origin: Seetria Religion: Lady in Black: +1 Faith, the Lady in Black protects the character from pain and suffering, heals their wounds, and grants strength to help other sufferers Talent: actor
Level: 6 Free actions: 6 Available skill slots: 7
Final basic attack damage = weapon damage + (strength*2) + (evasion*0.5) + accuracy = 291 | Characteristics Physical Development: 44 Agility: 10 Perception: 24 Cognitive abilities: 1 Faith: 13
Beauty: 0
Parameters Health: 2252 Strength: 89 Evasion: 24 Accuracy: 38 Speed: 9 (8) Initiative: 23 Stealth: 17 Willpower: 92 Magic Power: 31 Charisma: 0 | Weapons
Double-sided two-handed battleaxe: 30 damage units Barbuka's Axe: 70 damage units; +1 Agility and Physical Development Quality sword: 45 damage units, +1 Physical Development Whetstone/Sharpener: 5 damage units, chance to deal critical damage (7%)
Inventory
Class 6 Armor: -25% damage and speed Class 1 Bracers: -5% damage Combat boots: -5% damage, +1 Speed Cloak: +1 Agility, keeps the character warm Lady's Emblem: +1 Faith, a small heart pierced by many swords Ring of Physical Development: +5 Physical Development
Inn room key: opens the door to a place where one can rest Backgammon: brings luck Playing cards with naked daughters of darkness: brings luck Good torch: allows for setting things on fire effectively Good rope: allows for tying someone up effectively Matches: ability to start a fire if fuel is available Needle and thread: character is able to mend their own clothes "Claws of the North" patch: coat of arms of the Claws of the North, placed in a visible spot Whetstone: restores weapon durability after damage by 1/4 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
Ration: restores 50 health units (x5) Cigarettes: tobacco restores 5 health units, disinfects a wound (x10)
Monthly salary: 84 gold; 45 silver; 20 copper
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Skills Passive irreplaceable: Diligence: every second hit is guaranteed to strike the opponent Level VI
Active Trip: the opponent falls Level II: 1 turn stun, strength vs strength = 89 Level III: 1 turn stun, strength vs strength * 1.5 = 134 Level IV: 2 turns stun, strength vs strength * 2 = 179 Level V: 3 turns stun, strength vs strength * 2.5 = 223 Level VI: 4 turns stun, strength vs strength * 3.5 = 313
Dash - opponents in the path fall into adjacent cells and take damage - each subsequent opponent takes 2 times less damage - skill targeted at a cell with an opponent deals damage, knocks them back one cell and stuns, the character occupies the opponent's cell - skill targeted at the cell in front of an opponent deals damage and knocks them down - opponents whose strength is more than 1.5 times the character's strength do not fall and are not stunned Level II: - distance = speed = 9 Opponents in the path - path damage = strength * 4 = 356 Cell with opponent - damage = strength * 5 = 447 - knockdown, stun 1 turn Cell before opponent - damage = strength * 4 = 356 - knockdown Level III: - distance = speed + 1 = 10 Opponents in the path - path damage = strength * 5 = 447 Cell with opponent - damage = strength * 6 = 536 - knockdown, stun 1 turn Cell before opponent - damage = strength * 5 = 447 - knockdown Level IV: - distance = speed + 2 = 11 Opponents in the path - path damage = strength * 6 = 536 Cell with opponent - damage = strength * 7.2 = 643 - knockdown, stun 2 turns Cell before opponent - damage = strength * 6 = 536 - knockdown Level V: - distance = speed + 3 = 12 Opponents in the path - path damage = strength * 7.2 = 643 Cell with opponent - damage = strength * 10.2 = 911 - knockdown, stun 3 turns Cell before opponent - damage = strength * 7.2 = 643 - knockdown Level VI: - distance = speed + 4 = 13 Opponents in the path - path damage = strength * 10.2 = 911 Cell with opponent - damage = strength * 15.2 = 1357 - knockdown, stun 4 turns Cell before opponent - damage = strength * 10.2 = 911 - knockdown
Cleaver: damage multipliers correspond to multipliers from the level table Level II: attack against 1 or 2 targets at 0 cells distance = 728 | 291 Level III: attack against 1 or 3 targets at 0 cells distance = 1019 | 320 Level IV: attack against 1 or 4 targets at 0 cells distance = 1369 | 320 Level V: attack against 1 or 5 targets at 0-1 cells distance = 2243 | 408 Level VI: attack against 1 or 8 targets at 0-1 cells distance = 3495 | 408
Dust: blinds the opponent Level II: 1 turn, accuracy vs evasion = 38 Level III: 1 turn, accuracy * 2 vs evasion = 76 Level IV: 2 turns, accuracy * 3 vs evasion = 114 Level V: 3 turns, accuracy * 4 vs evasion = 152 Level VI: 4 turns, accuracy * 5 vs evasion = 191
Rest: buff for the next fight Level II: +2 Speed, +faith * 0.5 Initiative = 7 Level III: +4 Speed, +faith * 0.7 Initiative = 9 Level IV: +6 Speed, +faith * 0.9 Initiative = 12 Level V: +8 Speed, +faith * 1.2 Initiative = 16 Level VI: +10 Speed, +faith * 1.5 Initiative = 20 Restrictions: - must spend 1/4 of game day resting - no more than 1 rest per game day
Overcoming: chance to remove debuff and apply buff Level II: 1 debuff, strength * 2 vs willpower = 179 Level III: 1 debuff, strength * 3 vs willpower = 268 Level IV: 2 debuffs, strength * 5 vs willpower = 447 Level V: - 3 debuffs, strength * 7 vs willpower = 625 - strength * 2 to willpower = 179 -10% damage - 3 turns Level VI: - 4 debuffs, strength * 9 vs opponent's willpower = 804 - strength * 4 to willpower = 357 -20% damage - 4 turns
Blacklist: duration 5 turns - when taking melee damage from a selected opponent, initiative increases on the next turn and a counterattack is dealt with damage equal to final basic attack damage - when taking ranged damage, the opponent's accuracy and speed decrease
Level II: +5 Initiative -9 Accuracy -2 Speed Level III: +6 Initiative -14 Accuracy -5 Speed Level IV: +9 Initiative -18 Accuracy -6 Speed Level V: +15 Initiative -28 Accuracy -9 Speed Level VI: +23 Initiative -46 Accuracy -14 Speed
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