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☀️ Arselia and Akonia

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#1581
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Savings:
91

Experience:
1257

SP:
190

Diseases:
None

Injuries:

Curses:
None

Traits:
The character is a summoned creature. 

+5.2% to affinity (fire)
+5% to affinity (water)
+5% to affinity (earth)
+5% to affinity (air)
+5% to affinity (light)
+5% to affinity (darkness)

"Chill"
Immunity to mind-affecting effects.
If the character receives fire damage or has a high body temperature, the parasite may be killed (25%). 

+2 hours to movement within the city, +5% discount on goods and services there (does not stack).

+1 AP, +2 to SP, +30% to health, +50% to initiative, and +1 to all attributes. 

Anathema
Harmlessness: an attempt to intentionally harm the children of Anuzish banishes the character.

Origin: Astrologer of Alriona
Unlike other newcomers, the character arrived in this world without a "beacon," i.e., without the support (ritual) of any of its inhabitants. 
The Astrologer can open a portal to Ertenia and summon the character from there into this world once, making them their slave (other players' characters only with their consent). To perform the ritual, characters with a total health of 5000 or higher must be sacrificed (royal blood is available, but there are not enough subjects in this world, hence this). 
The character has an aptitude for magic, and their spell learning speed is twice as slow as normal (does not stack with other similar effects).
The character can wear armor. 
Belief: Miss Cosmos
The character arrived on Anuzish from another world. 
Profession: Historian
Book reading speed is twice as fast. 
+50% to experience gained
Skills: One-Handed Weapon
- Two Weapons
The character gains the ability to use two weapons simultaneously. 

Medic
When medicines are available, the medic can bring characters fallen in battle back to life (the chance of success depends on the health lost by the patient).

Fisherman (amateur)
The character can catch fish. 

Spells: 
Cleansing 
Removes negative effects from an ally. 
Crit: additionally grants immunity to them for three turns.

Air Shield
Ranged attacks must pass a will check to deal damage.
Crit: will checks are twice as weak. 

Grasping Roots
Immobilizes the chosen enemy for 1 turn.
Crit: for two turns.
Range: 5

Lightning Strike
Damage: 50%-150% (air)
Inflicts concussion.
Crit: damage increases by 1.5, concussion ignores the will roll.
Range: 15

Carapace
The first attack against the character will deal no damage. 
Crit: protects against one more attack.
Range: 5

Creation
Grants the target 100% (of SM) exp. points.
Only triggers once per week on a single character.

Treatment
Grants the target 1 to a chosen attribute for every 100 SM.
Only triggers once per week on a single character. 

Flight
The character can fly.
Range: 5

Obsession
Successful use inclines the target to commit the named act. 

Available for learning:
Mind Reading [500]
With this spell, you can find out what the chosen character has on their mind at the moment or extract information on a specific request.

Analysis [500]
Allows determining the origin, belief, and profession of the target, as well as a certain property set by the character once upon learning this spell. 

Mental Lock [500]
Use outside of battle protects the character from mind reading, analysis, and obsession. 
Use in battle protects the character from mind-affecting effects until the end of the battle (Range: 1). 

Copy [500]
In exchange for HP, creates a copy of the chosen item, provided it does not possess uniqueness, a complex construction, or magical properties.

Reinforcement [500]
Makes the chosen item indestructible for one day.

Conjuration [500]
In exchange for HP, creates standard weapons, equipment or their analogues. 

Convenience [500]
In exchange for HP, the character can create: provisions, bandages, special ice, painkiller, antiphone, sedative, coolant, alcohol, redistribution tincture, medicines, eye drops, antitoxin, warming ointment, tonic.


Fire Arrow, Languor, Fire Rain, Fire Shield, Melting, Chain Lightning, Incineration [500 each]

Attributes
Strength 19
Endurance 18
Perception 12
Dexterity 16.2
Luck 12
Spirit 32.2 (44)
Intellect 20.5
Speed 23.7
Faith 0
Beauty 19.5
Charisma 21.5 (33)

Parameters
Attack: 190
Health: 180 (208)
Accuracy: +12% (14%)
Evasion: 16%
Crit chance: 12% 
Will: 19
Spell points: 7 (12)
Spell power: 200
Experience: +40% (120%)
Initiative: 23 (34)
SP: 4 (6)
Virtue: 0
Action points: 4 (7)
Defense: 30%

Affinity
Fire: 35.2%
Water: 35%
Earth: 35%
Air: 35%
Darkness: 5%
Light: 5%
Equipment
Weapon 1: Valis

Damage: 100 [cosmos]
Accuracy: 75%
Ignores effects that reduce damage.
Destroys shields, armor, and weapons upon contact.
Impossibility of restoring lost health after receiving wounds from this weapon. 
Does not break.
Crit: destroys the enemy. 

Weapon 2: 

Head: Crown of King Sidjmort

+12 to charisma.
+12 to spirit. 

Body: Quasar
Type: armor
Defense: 30%
Affinity (fire, water, earth, air): +30%

Shoulders: Cloak "Comfort"

Resistance to negative effects is twice as high. 

Hands: leather gloves
+2% to accuracy

Footwear: 

Accessory 1: 

Accessory 2: Anti-magic ring
Prevents the use of spells on the territory of Margel and Tais. 
Cannot be removed without the involvement of the magic bureau. 
Slot: Accessory

Other 1: Elixir of life
Returns a character fallen in battle to life and does not require doctor skills.
[1/1]

Other 2: Rainbow gem 

Other 3: 

Bag with other equipment: 

Earthquake (tome)
All characters on the chosen area of the map receive the concussion effect for one turn.
Crit: the duration of the effect increases by 1 turn. 

Asuguh Diary

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