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Black Ice

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Parameters
Strength. High values are required to wear heavy weapons, armor, and shields. Increases damage from melee weapons, throwing weapons, as well as longbows. Strength modifier is 1.0 for two-handed weapons, 0.5 for one-handed weapons and spears, 0.3 for the longbow.
Agility. Determines accuracy and speed stats. Points from 1 to 9 add +2 to accuracy and +1 to evasion; from 10 to 15 +4 to accuracy and +2 to evasion; from 16 to 25 +6 to accuracy and +3 to evasion.
Constitution. Each point of this characteristic increases health by 10 units, determines the rate of natural health regeneration, wound healing, as well as the character's chance to survive a fatal injury.
Speed. Responsible for initiative and, essentially, the character's speed.
Intelligence. A parameter important for any living being, but primarily for those who practice magic.
Will. Necessary to resist all forms of suppression; most importantly, it is vital for resisting magic.
Magic. Used only by wizards. A value equal to zero indicates that the character is completely incapable of magic. One point is required to use basic spells. Two points allow the use of more powerful magic (as the value grows, the sequence is maintained).

Skill Points
There are no levels or starting classes in the game; instead, there are skill points (hereafter simply SP). Initially, each character has a certain amount (25 for all and 18 for angels). The cost of the skill is indicated below in parentheses. I will not list every digit; instead, I will try to give a correct general impression of their capabilities. Skills may have several different branches.

Skill List
Overseer

I (5) +2 Strength, +2 Agility, +2 Constitution, +2 Speed, +2 Intelligence, +6 Will.
II (2) Magic detection ability obtained.
III (4) The character gains immunity to magical influence (referring to spells that do not deal damage).
IV (5) The character absorbs half of the magic damage and converts it into health (determined by the wizard's intelligence and the overseer's will). III (3) (alt.) The character absorbs half of the magic damage and charges their weapon with it to deal more damage on the next hit.
V (5) A successful attack on a mage blocks their ability to use spells for a certain period of time.
VI (8) The character creates an aura around themselves that significantly reduces magical effects nearby.
Archery

I (3) adds +10 to accuracy when using a bow. [3] Shooting range increased by 1.
II (3) Reduces the amount of required speed by 1.
III (3) 1/4 chance of dealing a critical hit. [3] Chance increases to 1/3. [3] Chance increases to 1/2.
IV (5) Ability to hit several (two) opponents at once is acquired. [3] Number of targets increases to three. [5] Number of targets increases to five.
V (6) Reduces the amount of required speed by 1. Adds +8 to accuracy.
Longbow

I (2) Allows use of a longbow. [3] Adds +20 accuracy when using a longbow.
II (3) Increases damage dealt by the longbow by 1/4 of the base value. [4] Increases damage dealt by the longbow by 1/3 of the base value. [4] Increases damage dealt by the longbow by 1/2 of the base value. [4] Doubles the damage dealt by the longbow.
III (3) Ability to pierce enemy armor is acquired (ignores half of defensive stats, both magical and physical). [5] Armor is ignored completely.
IV (6) Shooting range increased by 2. Accuracy increased by +20.
One-Handed Weapons

I (3) Ability to parry an enemy attack is acquired. The higher the agility, the higher the chance. /// I (2) Accuracy and damage dealt with specific weapons (specified in advance) increase by 0.25 and 1/5 respectively. [3] Accuracy increases by 0.5, damage bonus increases to 1/3. [6] Accuracy increases by 0.75, damage bonus increases to 1/2. [8] Accuracy increases by 1.0, damage bonus doubles.
II (3) In the event of a successful parry, there is an opportunity to knock the weapon out of the opponent's hands. The higher the strength, the higher the chance.
III (3) After disarming the opponent, triple critical damage is automatically dealt. [6] After disarming the opponent, a lethal blow is automatically dealt.
IV (5) Accuracy, parry chance, and disarm chance are increased. [5] Bonuses are doubled.
V (6) Reduces the amount of required speed by 1.
Two-Handed Weapons

I (2) Allows use of two-handed weapons.
II (3) When using a two-handed weapon, strength additionally influences the accuracy parameter.
III (5) Each kill restores the character's stamina (20% health).
IV (8) If the target's constitution is lower than the character's strength, the target takes base damage multiplied by the difference between their strength and constitution, divided by two.
Shield

I (2) Allows use of shields.
II (4) Significantly increases the chance to block an enemy attack. [4] Bonus is doubled.
III (4) After blocking an attack, a counter-thrust with the shield is performed, paralyzing the enemy (does not work against opponents using ranged weapons). [4] This ability now deals damage equal to the strength parameter. [4] Damage dealt is doubled.
IV (6) Any magical damage is reflected by the shield, reducing its durability.
Combat Skills

Duelist (8) In a one-on-one fight with an opponent, all combat stats are increased by 50%.
Assault (8) The character instantly closes the distance between them and the enemy.
Dual Wielding (8) Allows use of a weapon in each hand.
Knight

I (5) +5 Constitution
II (5) +4 Strength, +20 Health.
III (5) +4 Will, +20 Health.
IV (8) Takes 25% less damage.
Forester

I (5) Herbalist skill is acquired, providing the ability to collect ingredients and brew potions from them.
II (4) The character becomes an expert of the forest and a friend to animals.
III (4) +5 Will, +25 Health.
Doctor

I (6) Healing skill is acquired. With the necessary medical supplies and tools, it heals wounds, diseases, infections, etc. It can also save a fatally wounded character from death.
II (3) +3 Will, +3 Intelligence + 15 Health.
III (4) using small cutting weapons has a 100% chance to paralyze the opponent with every hit, +2 Strength, +10 Health.
Scout

I (5) Reconnaissance skill is acquired, making the search for any information even over a huge area much faster. Ability to track living beings by footprints appears.
II (4) +4 Agility, +15 Health
III (4) "Invisibility" skill is acquired. The higher the agility, the lower the chance of detection. Used outside of combat.
IV (4) +4 Speed, +15 Health.
Magic

I (4) + 1 Magic, +1 Intelligence.
Energy Burst (1). Basic spell, deals 10 units of damage. Intelligence modifier 2.0
Can be improved by adding elemental elements.
Fire (1). Additionally deals 10 units of damage.
Lightning (1). Chance to paralyze the target appears.
Water (1). Slowing effect is added.
II (5) +1 Magic, +1 Intelligence.
Pressure (2). Crashes a huge mass of magical energy onto enemies, immobilizing them.
Mind Blast (2). Deals 20 units of damage to the target and, if the caster's intelligence is higher than the target's will, it is multiplied by the difference between them.
Read Thoughts (1). Learns any information from the target's head.
Invisibility (1). As long as they remain inactive, the caster becomes invisible to others.
Magic Shield (2) Absorbs 25% of incoming damage.
III (6) + 1 Magic, +1 Intelligence.
Teleportation (2). The caster moves to any place within their line of sight.
Mind Control (2). Forces the target to obey their orders.
Energy Explosion (3) deals 30 units of damage to all enemies in a large area. Improvements to Energy Burst also have an additional effect on this spell. Intelligence modifier 2.0
Spiritual Spear (3) deals 50 units of damage and ignores armor. Intelligence modifier 2.0
Mirror Armor (4) absorbs and reflects 40% of physical damage.
IV (7) +1 Magic, +1 Intelligence.
Healing Magic

I (3) Restores a character's lost health, provided the wound was received recently. [2] Ability can be used in combat. [2] Ability now heals oneself. [5] Healing spell during combat restores health to all allies.
II (3) Rid the character of all negative effects.
III (6) Fully restores player's health, regardless of when the wound was received.
Demonology

I (5) Contract. Performed through a simple exchange. The caster offers a sacrifice to the demon and expresses their wish. Accordingly, the better the sacrifice, the better the demon's "service" will be.
Rogue

Lockpicking (3). Character gains the ability to pick locks. +2 Intelligence.
Camouflage (5). Makes the character unnoticed by enemies. Used both during and outside of combat. +2 Intelligence.
Stealth Kill (5). Unlocks a skill allowing an attempt at a stealthy kill. +2 Intelligence.
Commander

I (7) Combat characteristics of all allies are increased. +2 Will, 20 Health.
II (7) Allies regenerate health during combat. +2 Will, 20 Health.
III (7) the team gains immunity to suppression means. +2 Will, 20 Health.

Unique Skills
Lion of Helligkait

I (8) +4 Strength, +8 Constitution, +4 Will.
II (6) efficiency of armor and shields is increased, 25 Health.
III (7) amount of health increases by 50%

Catarian Assassin

I (6) The character always strikes first. This action always deals critical damage.
II (3) Camouflage skill is acquired. The higher the agility, the lower the chance of detection. Used both during and outside of combat. On a successful attack, kills the target.
III (8) +4 Strength, +5 Agility, 4 Intelligence. [6] Passive 35% chance to deal critical damage is acquired.
IV (6) melee damage increased by 40%. [10] melee damage increased by 80%.

Vironian Dragon

I (7) The character is trained in Vironian combat techniques, including mastery of the light spear and shield. Under normal conditions, if enemies have no chance to flank the character from several sides or attack at a distance, they become unreachable.
II (4) Chance to block an enemy attack is increased. After blocking an attack, a counter-thrust with the shield is performed, paralyzing the enemy (does not work against opponents using ranged weapons).
III (7) kills opponents whose health is below 50% in one hit.
IV (7) ability to attack enemies in an area obtained.

Angel

I (10) The character takes a dominant position in the sky. While flying, their melee damage increases, ranged attack speed increases, and overall they become difficult to wound.

Member of the Dungeon League

I (7) The character's identity and history are known only to them. The character gains the ability to impersonate other people.

Desert Dweller

I (4) +50 Health.
II (2) All positive actions directed at the character have a double effect. The character is more likely to survive a fatal injury.

Nuker

I (5) +2 Strength, +2 Agility, +20 Health. Magic training becomes unavailable, while weapon skills cost half as many skill points.

Sylvan Guardian

I (2) Allows use of longbows and throwing spears.
II (3) Herbalist skill is acquired, providing the ability to collect ingredients and brew potions from them.
III (3) The character can summon animals to their aid.
IV (6) With a magic value of 1 or higher, the ability to summon forces of nature to their aid appears.

Overseas Warrior

I (6) +6 Strength, +6 Constitution.
II (3) the character gains immunity to all forms of suppression.
III (6) 50% resistance to magic damage is acquired.

Moon's Chosen

I (3) Ability to use two weapons simultaneously is acquired.
II (3) agility bonus is doubled.
III (3) 25% chance of critical damage when using any weapon is added.
IV (5) any melee damage dealt is converted into a lunar barrier that protects the character.
V (4) after defeating an opponent whose strength or agility is higher than their own, one point in one of these characteristics is acquired.

Child of the Sun

I (2) The effect of any action directed at creation (healing, herbalism, etc.) is doubled. Healing magic cures fatally wounded characters.

Emissary

I (6) The character gains immunity to effects influencing the mind.
II (7) +4 to all characteristics (excluding magic).
III (0) The character can ask their god for help in defeating an enemy/providing aid to a comrade/[other].
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия

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