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🍁Nine Ancient Obelisks

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Origin
Woman
Spirit +1, Intellect +1, Faith +1, Beauty +1, Charisma +1
Shingen
Charisma +1, faith +1, intellect +1, spirit +1, luck +1.

Conviction
Zhyusiksidzire
Base effect: immunity to negative effects, +2 to speed. 
Faith effect: the character must have at least 3 points of faith in order to continue living; faith beyond this number (2 points) can be spent on learning unique effects:
- 100% water resistance.
- +100% water effectiveness. 
- the character's attacks and spells duplicate damage with the water element.
At faith 9 the character cannot be killed, but can be neutralized. 

Guild


Guild of Wonders (Marble Labyrinth)
Talent for magic, +3 to intellect.

Savings

0 rem.

Potion of Bull Strength
Health +82

Primordial Fire
Immunity to fire damage. 
+100% fire effectiveness. 
+5 to strength.
Attributes
Strength: 6
Endurance: 2
Perception: 2
Agility: 4
Luck: 3
Spirit: 5
Intellect: 9
Speed: 3
Faith: 10
Beauty: 3
Charisma: 4

Parameters
Health: 232
SP: 4
Initiative: 16 (21)
Accuracy: 60% (85%)
Evasion: 20% (40%) 
Willpower: 10
Damage (BB): 200% 
Crit chance: 15% (25%)
Attractiveness: 30
AP: 14
Defense: 5

Passive skills
The character's attacks and spells duplicate damage with the water element.
+100% water effectiveness. 100% water resistance.

Riding, knowledge of the Calcish language. 

Weapon proficiency skill (Talvar, Velfern sword)
No penalty, has crit.

Shield proficiency skill
Allows wearing a shield in the second hand.

Mastery (Talvar)
+5% to accuracy, +5% to evasion, +5% to critical damage chance for the chosen weapon type. 

Martial art (Talvar)
+5% to accuracy, evasion and critical damage chance with the chosen weapon type in hands. 

Basics of tactics
+1 to SP and +5% to accuracy and +5 to initiative of allies under the character's command.

Decisive attack
If the character's team is the initiator of the battle, he and allies under his command receive one additional turn outside the initiative order.

Duelist
In 1-on-1 battles: +15% to accuracy and evasion, +50% chance to activate an additional turn if the character successfully attacked the target. 

Underwater breathing
The character can breathe underwater. 

Active skills
Suppression
If the character is appointed as squad commander, reduces opponents' SP by 1 and initiative by 5 for one round. 

Tactical retreat
Ends the battle and allows the character and his allies to leave it wherever they are, provided they are alive.

Spells
Basic spells of fire, water, earth and air

Detect magic
Advanced light spell. Determines the presence of the supernatural in a location/item and its type. 

Levitation
Advanced air spell.
The character can remain in the air, but not fly, i.e., to rise into the air (costs AP) or descend back down (does not cost AP), a turn must be spent. 
Equipment
Weapon 1: 
Shield/second weapon/spare weapon: 
Head:
Body:  
Shoulders:
Hands: 
Footwear: 
Accessory 1: 
Other 1:

Inventory

Dwelling

Attachments 1
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