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 |