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? Planet Flerantorus, shards of humanity ?

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Skills
Unarmed Combat
Tier I
Allows fighting with fists with a base accuracy of 60% and damage of 100%. Range: 1
Tier II
Base accuracy of a fist strike increases to 100%, and a fixed 25% chance to deal damage twice appears.
Tier III
Adds the Stun status on a fist strike. Does not apply to the bonus attack of Tier II.
Melee Combat
Tier I
No penalty for using standard melee weapons.
Tier II
Allows using two standard one-handed melee weapons simultaneously, but with a 25% accuracy penalty on each.
Tier III
+50% damage for standard two-handed melee weapons.
Ranged Combat
Tier I
No penalty for using standard ranged weapons.
Tier II
+25% accuracy for standard ranged weapons.
Tier III
+3 to attack range for standard ranged weapons.
Wearing Armor

Tier I
Allows wearing light armor.
Tier II
Allows wearing medium armor.
Tier III
Allows wearing heavy armor.
Unarmored Combat
Tier I
+20% to dodge chance if the Body, Head, Hands, and Feet slots are empty.
Tier II
+20% damage reduction if the Body, Head, Hands, and Feet slots are empty.
Tier III
+20% damage against enemies wearing any armor or possessing natural armor.
Combat Training
Tier I
+1 to Speed.
Tier II
+5 to Initiative.
Tier III
+2 to Initiative of all allies in combat (but not yourself).

Overcoming
Tier I
10% chance to completely avoid an enemy attack or ability.
Tier II
5% chance to instantly kill a target. Does not work if the target is more than 10 levels higher.
Tier III
Once per battle, the character survives a lethal blow with 1 HP. Does not work if the damage received is colossal, e.g., when jumping into an abyss.
Slaughter
Tier I
Once per round, allows attacking again after a kill.
Tier II
Slaughter (first tier) also restores all movement points (speed).
Tier III
Allows attacking all enemies in three tiles on one side of the character simultaneously. Range: 1.
Bomb Throwing
Tier I
Allows using standard throwing bombs.
Tier II
+3 to attack range for standard throwing bombs.
Tier III
Throwing bombs do not deal damage to allies.
Alchemy
Tier I
Allows consuming elixirs.
Tier II
Allows creating elixirs from alchemical ingredients.
Tier III
Allows feeding elixirs to allies who do not possess the Alchemy skill.
Literacy
Tier I
Allows reading and writing.
Tier II
Reading books grants experience based on the book's rarity.
Tier III
33% chance to identify the primary characteristics of any target.
Diplomacy
Tier I
Increases the weight of the character's dialogue in the eyes of NPCs.
Tier II
Allows attempting, after a difficult check (attribute depends on the situation), to convince an NPC in a situation where success is usually impossible.
Tier III
The character becomes authoritative in the eyes of many NPCs.
Scavenging
Tier I
Allows searching a location (requires one action point). Each location can be searched only once per game.
Tier II
Allows obtaining more items when searching.
Tier III
When searching a location, the character is guaranteed to find something rare.
Larceny
Tier I
Allows pickpocketing NPCs based on a Dexterity check.
Tier II
Allows picking locks based on a Dexterity check.
Tier III
Reduces the difficulty of checks for larceny.
Blacksmithing
Tier I
Allows creating simple equipment from blacksmithing materials.
Tier II
Allows creating advanced equipment from blacksmithing materials.
Tier III
Allows creating quality equipment from blacksmithing materials.
Exploration
Tier I
Grants 50 experience upon entering a new location.
Tier II
20% chance not to spend an action point.
Tier III
Grants a chance (Will check) to detect hostile targets before they notice the character and their allies.
Resistance
Tier I
+10% chance to reflect a negative effect.
Tier II
+20% elemental damage reduction.
Tier III
Once per round, when failing to reflect a negative effect, a new roll will be made.
Control
Tier I
Allows attacking an enemy out of turn once per round if they attempt to move through a tile adjacent to the character.
Tier II
Allows dealing a melee counterattack to an enemy once per round.
Tier III
Improves the counterattack. It now works against ranged attacks and attacks on an ally in an adjacent tile.
Leadership
Tier I
Allows granting an ally an additional attack in a round in exchange for the character's turn.
Tier II
Allows granting an ally immunity to Provocation, Shackles, and Stun until the end of the round in exchange for the character's turn.
Tier III
Allows doubling an ally's speed for 2 turns in exchange for the character's turn.
Settlement of the Sufferers Clan

The name of the Sufferers Clan is nothing more than the self-irony of its founder. The leader, Sail the Outcast, was once exiled from the empire for excessive sympathy towards troublemakers. But when the empire fell and the remnants of humanity flocked to the saving mountains, it was this gloomy and sarcastic exile who took the bravest and most desperate under his wing. Those who were ready to hold back the onslaught of the monsters of the chthonic forest with their own backs. Sail the Outcast has long since left the world of the living, but his ideas are still reflected in his descendants. Now the Sufferers Clan is ruled by Skalak the Gloomy. He is convinced of the futility of the struggle, yet zealously continues to protect humanity. Not out of hope for something better, but simply out of habit and for the sake of others. Nevertheless, Skalak does not interfere with his deputy, Corvis, in planning yet another expedition into the lands of the fallen empire.

The settlement of the Sufferers Clan is a small town with sturdy houses and everything necessary for survival. The approaches to the settlement are guarded by lookout posts, and most of the descents from the mountains are completely blocked with rocks. The rear of the Sufferers is also protected. Not in case of betrayal by other clans, but for the sake of defense against the monsters inhabiting the mountains. With some stretch, the clan's settlement could be called cozy.

Points of interest:

House of Leaders
Forge
Bulletin Board
Saran's House
Kikki's House
Saaron's House
Exchange Point
Abandoned House
Infirmary
Coast

And player characters' houses.

Settlement of the Fighters Clan

The Fighters Clan arose from a handful of rebels on the outskirts of the empire. Prince Kalmaron, known for his violent temper, was gathering troops for an uprising, but unexpectedly a meteorite destroyed the capital, and there was no one left to rebel against. The charismatic warrior initially fought bravely against the Vardan tribes. Bravely, but unsuccessfully. Having lost almost all his men, the rebellious prince retreated to the mountains and, after some time, built a fortress on the highest peak. This fortress still serves as the home of the Fighters Clan. In his old age, Kalmaron was struck down by a wild Fanggrip, and his last words were a plea to never let fear and despair into one's heart. Kalmaron addressed his son, but he decided to make this glorious message the motto of the Fighters. And so they have lived ever since. With hope and optimism. Even though they shed blood every day in the fight against the monsters of the mountains. Now the clan is ruled by Tisa Gentong. A young beauty, nothing like the leader of glory-hungry warriors. But no one complains. Perhaps the whole reason lies in the tradition invented by Tisa: the most glorious fighter becomes her husband for two weeks. And everyone wants to be the leader, if only for a short time.

The settlement of the Fighters Clan is impregnable. Only one narrow bridge leads to it, the walls are high and strong, and the warriors inside are always ready for battle. Nevertheless, life here is fun. There are no greater jokers among humans than the Fighters. The most reliable friends, the most beautiful women, and the highest probability of death when trying to move even a step away from the settlement. Isn't that happiness?

Points of interest:

House of Leaders
Forge
Bulletin Board
Rumik's House
Ferda's House
Abode of Pleasures
Dungeon
Training Halls
Hall of Fame
Main Tower

And player characters' houses.

Settlement of the Scholars Clan

The imperial tutor, Mertarch, survived the destruction of the capital by chance. He left it a day before the disaster, setting off to study ancient ruins. By a twist of fate, he subsequently survived many more times thanks to luck alone. The end of his path was an argument with a retreating general, who did not want to burden his detachment with transporting books from Mertarch's personal library. Tired of enduring the shouts of the imperial tutor, Sir Nekar the Hot-Tempered cut down the troublesome old man, but seeing what he had done, he immediately repented and still brought the ill-fated books to the mountains. It was the general's detachment that founded the Scholars Clan, whose main goal is to protect the rich but nearly lost history of the empire. Even though warrior roots have faded from the blood of the Scholars, the clan members display amazing ferocity and fanaticism in their work. Their current leader, Lerad the Frosty, punishes the loss of books with death. But, on the other hand, he very generously rewards loyal Scholars for their demonstrated ingenuity and achievements in service to great knowledge.

The settlement of the Scholars Clan is hidden within a branched system of tunnels inside the mountains. It is almost safe, but it is still sometimes subjected to attacks by mountain monsters. However, the risk of falling into an abyss or getting lost in the intricate twists of the caves has not been eliminated. The Scholars are not warriors; they are fanatical defenders of knowledge. They value even their own lives less than books. But they make for the very best researchers.

Points of interest:

House of Sages
Alchemical Laboratory
Bulletin Board
Tsir's House
Deros' House
Gidnis' House
Lower Level
Great Library
Workshop
Burial Grounds

And player characters' houses.

Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"

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