Savings: 3978 rem Experience: 1953 SP: 510 Injuries: None Curses: None Features: +1 to AP. +2 to SP. +60% to health. +50% to initiative. +20% to experience. +5% discount on goods and services in Margel (does not stack). +2 hours for moving around the city (Margel). +100 CM 50 exp every day (static) +25% to the reward amount for completed quests. Own dynasty: if ever in the future the player plays as a descendant of their current character, they will receive some kind of bonus (soul eater?). House ![]() Sirrion CM: 250 HP: 3 Will: 30 Spells: Fire Shield, Stone Skin, Shell, Wall, Healing Water, Restoration, Water Shield, Underwater Breathing, Injury Protection, Flight, Air Shield, Crafting, Creation. Learning to be a teacher (Balder) -99% to AP. +50% to affinity (water). +1 "other" slot. Klin ![]() Medal for fifth place in the Sonata Reim tournament (year 975). +50% to health. Does not take up a slot. | Origin: Kridear +1 SP Conviction: Luensian ethics +2 to AP. Profession: Athlete SP +2, agility +3. Builder Strength +2, endurance +3, perception +3. The character spends a turn to create an obstacle on 1 tile in front of them; the health of this obstacle equals attack divided by two, physical damage to it is halved. Skills: Two-Handed Weapon - Arc I The character also deals damage to enemies on tiles adjacent to the target. - Arc II The character deals damage to all enemies around them. - Frenzy The character survives a lethal attack with 1 health and deals a guaranteed counterattack to the attacker. - Might +5 to attack for each point of endurance, +5 to health for each point of strength. Scout Camouflage The character is invisible to the enemy. Stealth check: character's agility*2 against enemy's perception. Camouflage II The character can spend a turn to restore stealth status. Saboteur Attacks from stealth deal triple damage. Second level of merchant: Cost of goods and services -0.5% for each point of charisma. Limit: 50% Requirements to activate the effect: intelligence 15, charisma 15, first level of merchant. Buy (4035/5000) Sell (0/5000) Path of Renold and Ilva Ataraxia Immunity to negative effects, diseases, injuries. Life-giving circulation Regeneration of 50% health at the start of the turn. Storm The character's attacks immobilize and deal +100% water damage, water spells deal double damage. Attributes Strength: 23.5 (25) Endurance: 58.9 (68) Perception: 35.3 Agility: 21.1 Luck: 16.4 (18) Spirit: 30.2 Intelligence: 20.5 (27) Speed: 11.6 Faith: 15.2 Beauty: 10.9 (12) Charisma: 15.6 (17) Parameters Attack: 230 (590) Health: 580 (1690) Accuracy: 35% Evasion: 21% Crit chance: 16% Will: 30 Spell points: 9 Spell power: 200 (370) Experience: +40% (90%) Initiative: 11 (16) SP: 2 (13) Virtue: 150 Action points: 3 (7) 40% chance to take an extra turn. Defense: 30% Affinity +150% water | Equipment Weapon 1: Soul Eater Two-handed sword (Flamberge) Damage: 100% Accuracy: 80% Does not break Crit: damage is doubled. Rune of Honor: bandits, pirates, etc. take double damage. Rune of Blood: damage dealt by the character is converted into health (does not exceed the limit). Rune of Wrath: additional attack. Rune of the Legion: +5% to damage (on top) for each enemy on the battlefield. Rune of Passion: applies a frenzy effect to enemies. Rune of Despair: 10% chance to kill an enemy with any attack (no check). Rune of the Font: +7 to intelligence. Rune of Obsession: the character survives lethal damage and remains with 1 health, also gains immunity to damage until the start of their next turn. Triggers once per battle. Rune of the Moon: imprisons the souls of those slain with this weapon (). Rune of Sloth: the character may skip a turn to remove negative effects from themselves. Rune of Ferocity: wounds inflicted by this weapon cannot be healed. Rune of Captivity: reduces the enemy's evasion at the moment of attack by 20%. Rune of Arrogance: +10% to accuracy and evasion if the character fights alone. Rune of Abomination: +5 to SP. Rune of Contemplation: only those for whom it is destined may use this weapon. Expanded by Erefir Linel Darvening and enchanted by Orros Sunderstrke: Elemental Rune Additional 100% water damage Weapon 2: Head: "Invincible" headband (head). Protects the character's equipment from destruction up to 5 times in total. Remaining: 4 Body: Clothing of Humbaba +25% to defense. Shoulders: Cloak of Humbaba Damage from six elements -25% Enchanted by Orros Sunderstrke: Rune of the Patriarch Neutralizes the miasma of Nephiria. Arms: Hero's Bracers 30% chance to take an extra turn. +2 to charisma +2 to beauty Rune of the Playful Rabbit +1 additional attack. Boots: Plate boots +5% to defense. Accessory 1: Mechanical watch 10% chance to take an extra turn. +1 to SP. Slot: accessory. Accessory 2: Other 1: Joy of Arselia Using one petal brings back to life a character fallen in battle and does not require doctor skills. Can be used 8 times. Other 2: Talisman of the Sky Nullifies the first spell cast on the character. Triggers once. Other 3: Emerald Other 4: Topaz Bag with other equipment: Asuguh Diary First entry Second entry Third entry Kridear Spouses 14 units of provisions ![]() Tea set Restores health and HP outside of battle to the character and their allies. Crown of Melesar Allows hiding one aspect of the character's essence (aura will be displayed as white | personality traits or part of them can be hidden | undead, demons, etc. will be perceived as normal people | evil detection talisman will not work on the character). Slot: head. |


