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Dal Shabet

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#2088
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I was fed up with the stats and abilities, so I didn't bother to redo them. In short, new characters don't change in any way (except for the Karens, who now start with 50000 R), and old characters receive invaluable experience for completing an expedition: 15 stat points, 1 specialization point, and 5 ability points. There is also the possibility to redistribute 7 old stat points and 2 ranks of some ability (well, time has passed, and they may have forgotten some things if they haven't used them for a long time, or vice versa: they may have learned something new). Logically, over three years, the amount of money the characters have should have changed significantly, but I decided to leave everything as it is for various reasons. New characters start with 1000 R, unless the quest specifies something logically related to the old character and their possessions. Additional abilities: One-handed weapon. VI. +30% critical hit chance, +10 accuracy, +10 speed. x2 VII. Additional attack, +5% critical hit chance, +20 accuracy, +20 dodge in melee. x2 Two-handed weapon VI. Damage +20, +15% critical hit chance, +10 accuracy. x2 VII. Gains a chance to parry enemy attacks or ranged spells (agility + strength). x2 Polearm VI. Damage +20, speed +10, accuracy +20 x3 Shield VI. +10 to speed. VII. As long as the character is not moving, they automatically block 75% of magical damage and gain immunity to spells that require line of sight to the target. x2 Dual weapons. VI. Accuracy +20, +25% critical hit chance, +10 speed. x3 VII. Accuracy +20, +25% critical hit chance, +10 speed. x3 Bow VI. Accuracy +20, damage +10. VII. Additional attack. x2 Pistol V. The character always shoots first. VI. Additional attack. x2 VII. When shooting while moving, accuracy is reduced by 25%. x2 Sailor The character has increased stats at sea (not applicable with heavy armor). Accuracy: +25, dodge: +25, damage increased by 50%, speed +15. x3 Swimmer. Even for a god, the sea is a deadly danger... if he doesn't know how to swim. Destroyer. Magic deals 50% more damage. x2 Destroyer II. Magic deals 100% more damage. x3 Impeccable reflexes. +30 to dodge. x3 Vessel. +100 to magical energy. x2 Tough health: +50 to HP x2 Player: the character gains the ability to replay an unsuccessful result. x2 Second wind: the character has the ability to survive death (not applicable in all cases). Sniper: +75 to accuracy when using ranged weapons if the character is not under attack. x3 Wizard. Initiative +30, magic power +25. Only used without armor. x3 Fencer. Using a one-handed sword increases the chance of parrying an enemy attack by 35%. x2 Unstoppable. Magic resistance is doubled. x3 Added 43 minutes ago Willpower no longer helps to avoid damage from spells; instead, they must be avoided using an additional dodge parameter (agility + perception / 2). For future reference regarding price/range: Denial. On self, 100 mana. Levitation. On self, 100 mana. Creation. On self, ? Time manipulation. Range: 10, 150 mana. Destruction. Range: 35, 75 mana. Servant. On corpse, 75 mana. Subjugation. Range: 15, 100 mana. Mark of death. Range: 35, 125 mana. Bonds. Range: 35, 75 mana. Chain of souls. Globally, 125+50/turn. Mind control. Nearby, 100 mana. Mind reading. Range: 15, 50 mana. Veil. On self, 50 mana. Illusion. Varies, varies. Peace. Range: 35, 50. Healing. 0.5 for 1. Restoration. 1 for 1. Mental shield. On self, 50 mana. Dispelling. Range: 30, varies. Salvation. Globally, 150 mana. Grace. Globally, 125+50/turn. Transformation. Range: 15 Madness. Range: 35 Elemental magic specializations (basic spells do not require them) Electricity. Electric charge. The target takes 50 damage with a 50% chance to block it. Range: 40. 50 mana. Thunderstorm. Globally, 200+50/turn. Lightning strikes (electric charges) fall from the sky on all participants in the battle. Chain lightning. Range: 35, 150 mana. The first target takes 20 damage, the second 40, the third 80, the fourth 160, the fifth 320, if the intelligence is 30 or higher, the sixth takes 640. Can jump if there are at least two targets nearby, affects allies. Incineration. Range: 70, 200 mana. The target takes 1-1000 damage. When wearing armor, the damage is doubled. Static shock. Range: 70, 75 mana. If successful, paralyzes the opponent for 5 turns. Electric sphere. Range: on self, speed 5, 75 mana. The character creates a magical sphere whose health is equal to the intelligence * 10. It shoots electric charges at enemies. Fire. Fire. The target (35) and all those nearby take 100 damage. They and all other characters on the battlefield lose 25% of their current health each turn. Globally, 200+50/turn. Burning. Range: 35, 125 mana. The target takes 30-300 damage. When wearing armor, the damage is doubled. Flame strike. Range: 35, 150 mana. All targets in the area take 75 damage. Fire wall. Range: 35, size: 10x5, 100 mana. All who pass through the wall of fire take 50 damage. Air. Hurricane. Globally, 125+10/turn. If characters fail a strength check, their actions fail. Air blades. Armor values are reduced by 1/3. Permissible range: 35. Damage 50. 40 mana. Acceleration. On self, 50. The character either increases their speed or can jump high, etc. Suffocation. Range: 35, 100 mana. The character takes 50 damage and a renewing paralysis until their death or until they pass a resistance check. Water/ice Ice tombs. If the spell is successful, the character's body is covered in a thick layer of ice, and all of their insides are frozen. The character remains in this state until they are cured or take damage (the first attack will deal ten times the damage). Range: 15, 50 mana. Pure water. 1 for 1. Ice spears. Range: 45, damage: 50 (3 times) mana: 70. Morning rain. Restores health (10-300) to all allied characters, globally, 100 mana. Ice storm. Globally, 200+50/turn. All characters are affected by ice spears (x3).
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер