Sylvan, druid. Stat distribution: 10:25:15:10 10:20:5:5
Skills:
1)Nature Connection 1: can attract certain types of animals and plants to their side. The presence of such nearby increases the power of the druid's spells.
2)Earth Magic 1: allows studying first-circle earth element spells.
Actions:
1)Rooting. Doubles will, but reduces thought speed to zero.
Mana: 5, AP: 2
2)Earth Spike. The spell deals relatively low damage but has a long range.
Mana: 6, AP: 3, range: 18 (can be changed). Damage: 16-20 (critical 22)
3)Strike
AP: 5, range 1 (cannot be changed). Damage: 5-8 (physical); crit 10 (p)
Inventory:
1)Tattered Cloak.
This garment should protect the owner from rain, although in the case of this cloak, at best from mushroom rain.
Water damage resistance +3%
Maximum wear: 50
Current stats:
Health 200
Damage bonus: none
Damage resistance: 3% water
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 100
Polo, treasure hunter. Stat distribution: 25:10:15:10 20:5:10:5
Skills:
1)Keen Eye 1: more effectively searches defeated enemies.
2)Melee Combat 0
---Endurance: +60 health
Actions:
1)Flamberge.
AP: 7, range: 2 (cannot be changed). Damage: 20-24 (p) and 1-2 (fire) (critical 26+5)
2)Hunting Knife.
AP: 4, range: 1 (cannot be changed). Damage: 9-14 (p) (critical 16 (p))
Inventory:
1)Leather Armor.
This armor fits the body very well, as if it were one's own skin.
Fire and air resistance +14%
Water and earth resistance +10%
Physical damage resistance +8%
Evasion -14
Maximum wear: 240
2)Flamberge (one-handed)
If the blade of such a flamberge is kept in an oven for long, it feels as if it were truly a tongue of fire.
Evasion chance -8
Initiative +2
Maximum wear: 320
3)Hunting Knife (one-handed)
At least that's what the blacksmith called it, although you, like many others, use it primarily for skewering pieces of meat before sending them into your mouth.
Evasion chance -3
Initiative +5
Maximum wear: 140
Current stats:
Health 260
Damage bonus: none
Fire and air resistance 14%
Water and earth resistance 10%
Physical damage resistance 8%
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 107 with all items
Halfling, partisan. Stat distribution: 5:10:10:10 5:10:5:20
Skills:
1)Quick Heels 1: the enemy receives a 1.5 times greater AP penalty for difference in initiative or range.
2)Ranged Combat 1: +30 to accuracy
Actions:
1)Shortbow.
AP: 6, range: 13 (can be changed). Damage: 18-24 (p), crit 27 (p)
2)Dagger
AP: 4, range 1 (cannot be changed). Damage: 12-15 (physical); crit 20 (physical)
Inventory:
1)Hat with an Ear of Grain.
Halflings have a belief that golden, fragrant wheat ears picked on native soil bring luck. Unfortunately, you have hops on your hat.
Critical hit probability +2%
Maximum wear: 220
2)Sheriff's Cloak.
This little thing hails from the desert in Western Petalode; its previous owner tried to arrest a huge orc and was chewed up (there are still troglodyte tooth marks on the cloak). A pity, for the orc hadn't even done anything illegal.
Air resistance +3%
Gives a discount of 10 gold when attempting to buy one's way out of the lockup.
Maximum wear: 220
3)Shortbow (two-handed)
Once, halflings took an example from Sylvans and used longbows. With their help, it was very convenient for halflings to jump over various obstacles, but unfortunately, warriors too often tripped over their own weapons of war.
Evasion chance -10
Initiative -7
Maximum wear: 270
4)Arrows (one-handed)
Stupid orcs sometimes use such arrows to pick their teeth. However, for them it is indeed convenient.
x60
5)Dagger (one-handed)
Perfect for slashing women's bags. Even those made of armored lizard leather!
Evasion chance -5
Initiative +13
Maximum wear: 180
Current stats:
Health 200
Damage bonus: +30% when shooting
Resistance: 3% air
Critical attack probability: 2%
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 113 with dagger, 93 with bow
Polo, privateer. Stat distribution: 25:10:15:10 20:5:10:5
Skills:
1)Piracy 1: at sea receives a bonus to power, accuracy and intelligence (+30)
2)Technology 1: allows using any first-level technologies.
Actions:
1)Carbine.
AP: 7, range: 12 (can be changed). Damage: 16-28 (p), ignores 10 resistance; crit: 28 (p), ignores 18 resistance
2)Boarding Cutlass
AP: 8, range 2 (cannot be changed). Damage: 23-31 (physical); crit: 35 (physical), ignores 6 resistance
2)Knife
AP: 3, range 1 (cannot be changed). Damage: 10-13 (physical); crit: 16 (physical)
Inventory:
1)Carbine (two-handed)
A type of fishing gear was named after this weapon by one Creat. It must be said that the same gear is much more reliable than this gun, although the gun has some advantages. Not in fishing, of course.
Evasion chance -15
Initiative -8
Maximum wear: 130
2)Boarding Cutlass (two-handed)
A heavy blade, perfectly suited for cutting ropes. Truth be told, considering that such measures are only resorted to in the strongest storm, it's better to hope that you won't need it.
Evasion chance -11
Initiative -4
Maximum wear: 340
3)Knife (one-handed)
This knife still smells of the previous cod gutting.
Evasion chance -1
Initiative +7
Maximum wear: 230
4)Pipe
Elementary, Watson!
+5 to vitality, -10 health after smoking (does not recover until the effect passes)
5)Tobacco Pouch
10 puffs
Current stats:
Health 200
Damage bonus: +30% at sea (does not apply to technologies)
Resistance: none
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 107 with knife, 92 with carbine, 96 with cutlass.
Yoru, assassin. Stat distribution: 15:25:10:10 5:5:10:20
Skills:
1)Stealth 1: activatable ability. Allows avoiding two attacks during one turn in combat.
2)Ranged Combat 1: accuracy +30
Actions:
1)Obsidian Sword
AP: 9, range: 2 (cannot be changed). Damage: 28-35 (p), crit: 38 (p)
2)Throwing Knives
AP: 5, range: 8 (can be changed). Damage: 13-15 (p), crit: 19 (p)
Inventory:
1)Obsidian Sword (two-handed)
Obsidian is considered a special, almost magical material. At least it was once. Now Yoru, unlike in the past, prefer to use metal like other peoples, but there are those who still love sharp and beautiful obsidian despite its fragility.
Evasion chance -16
Initiative -10
Maximum wear: 120
2)Obsidian Armor
This armor is the product of someone's excessive love for obsidian. It is slightly transparent and your undershirt can be seen through it.
Air and fire resistance: 6%
Water and earth resistance: 10%
Physical damage resistance: 8%
Evasion chance -30
Maximum wear: 150
3)Throwing Knives
x10
Evasion chance -1
Initiative -5
Maximum wear: 180
4)Poison Vial
Allows poisoning knives or sword.
Poison damage: 5 per round.
Number of poisonings: 5
Current stats:
Health 200
Damage bonus: +30% in ranged combat
Air and fire resistance: 6%
Water and earth resistance: 10%
Physical damage resistance: 8%
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 95 with knives, 90 with sword.
Daskalos, air mage. Stat distribution: 10:15:25:10 10:10:10:5
Skills:
1)Air Patronage 1: reduces the amount of mana needed to cast air element spells (by 25%)
2)Air Magic 1: provides the ability to use first-level air element spells.
Actions:
1)Temple Staff
AP: 7, range: 2 (cannot be changed). Damage: 8-20 (p), crit: 22 (p)
2)Tailwind
AP: 1, mana: 6 Increases the initiative and range of allies and the caster themselves (initiative +16, range +6)
3)Air Strike
AP: 2, mana: 7, range 10 (can be changed) Deals small damage at medium range, prevents the enemy from concentrating, causing them to lose mana.
Damage: 15-22 -4 mana (crit 26, -5 mana)
Inventory:
1)Temple Staff (two-handed)
Such staffs are often burned near the statue of the great Kark or another idol to gain their patronage. But this staff was defective, so you were allowed to keep it.
Evasion chance -11
Initiative -8
Thought speed: +25
Maximum wear: 170
2)Spellbook
This book describes in sufficient detail various gestures and movements that help properly tune the mind when casting spells. A few pages are missing: the previous uncouth owner did not always use it for its intended purpose and preferred to fuel the fireplace with paper. Fortunately, the section on air magic remained intact.
Intelligence +10
Maximum wear: 30
3)Travel Cloak
It was prudent to take such a cloak on the road. On one hand, you are protected from rain; on the other, you inform bandits and robbers of your status so they don't waste their efforts.
Vitality +5
Maximum wear: 195
4)Guide "By Caravan through Nero"
One of the most useful books in the world, where one can read about a vast number of creatures and places on the planet. They say a famous science fiction writer never once left his study throughout his life, where this book lay on his desk; relying only on it, he wrote an entire sci-fi library, such as "Twenty Thousand Ells Underground".
Maximum wear: 50
5)Miscellaneous Junk
Ordinary people put unnecessary things in the stable, but you don't have one, so the junk had to be carried along.
Current stats:
Health 200
Damage bonus: +25% in ranged combat
Evasion: 1% (with staff)
AP: 20
Mana: 20
Initiative: 92 with staff.