Skip to content

Sylvester Archipelago

User Avatar
#2
Auto-translated
Characteristics


The player has 115 characteristic points at their disposal. Minimum – 10, maximum – 50.

Constitution. Each point increases the character's health by 10 units.

Intelligence. Determines the amount of a character's magic energy; increases the character's magic energy by 10 units starting from 11 (the initial magic energy of any character is equal to 50).

Strength. Increases the amount of physical melee damage. Required for wearing heavy armor, two-handed weapons, and medium shields (30 units). Strength modifier: for two-handed weapons - 1.0; one-handed – 0.5; polearms – 0.7.

Dexterity. Determines melee accuracy; the probability of dodging an enemy attack. 10 units of dexterity: + 5 to accuracy and evasion, each subsequent unit of the stat: +1 to accuracy and evasion.

Speed. Determines the character's initiative and movement speed (similar to the previous characteristic).

Willpower. Determines magic power (the probability of success when using spells); the probability of resisting spells (similar to the previous characteristic).

Perception. Determines the character's accuracy when using ranged weapons; the probability of dodging an enemy attack (similar to the previous characteristic); the chance to discover hidden items, hear additional information from non-player characters.

Skills

Each player starts with 2 skill points and 8 ability points.

Combat Skills


One-Handed Weapons
I Proficiency with one-handed weapons.
II Chance to parry an enemy strike (dexterity).
III +10 to melee evasion.
IV Chance to perform a counterattack (dexterity).
V Additional attack.
VI Allows the use of one-handed weapons in each hand (+15 damage), chance to perform a counterattack is increased by 1.5 times.
*With each rank, accuracy (2) and critical hit chance (2%) increase.


Two-Handed Weapons
I Proficiency with two-handed weapons.
II Strength additionally influences the accuracy parameter (0.3).
III Additional attack.
IV Chance to take no damage from an enemy attack (constitution).
V +10 damage, -5 melee evasion.
VI Chance to deal triple damage (strength).
*With each rank, damage (3) and critical hit chance (2%) increase.


Polearms
I Proficiency with polearms.
II Chance to parry an enemy strike (dexterity).
III +13 melee evasion.
IV Chance to perform a counterattack and paralyze the enemy for one turn (dexterity).
V Chance to deal triple damage (dexterity).
VI Chance to deal lethal damage by throwing the weapon at an enemy (perception + critical hit chance).
*With each rank, accuracy (2) and critical hit chance (2%) increase.


Shields
I Proficiency with a shield, block chance (dexterity).
II Chance to perform a counterattack (dexterity).
III After deflecting an enemy attack, a retaliatory strike with the shield is dealt (-20 enemy health units, chance to paralyze the enemy for one turn (strength + critical hit chance)).
IV While the character is not moving, they automatically block attacks from ranged weapons.
V Two allies can take cover behind the character.
VI Block chance increased by 1.5 times.
*With each rank, successful block chance (2%) increases.


Ranged Weapons (Bows | Crossbows)
I Proficiency with ranged weapons.
II +10 evasion in distance combat.
III Chance to paralyze the enemy for one turn, next attack deals double damage (perception + critical hit chance).
IV Additional attack.
V Chance to fire 5 shots per turn (perception; -10 accuracy) | Chance to deal triple damage to the enemy (perception).
VI Critical hit chance increased threefold.
*With each rank, accuracy (2) and firing range (10) increase | armor penetration percentage (10%).


Firearms (Pistols | Rifles)
I Proficiency with firearms.
II Additional attack.
III Additional attack (x2).
IV Critical hit chance increased threefold (x4).
*With each rank, accuracy (3) increases.
*Restriction: Madinians, Letians.


Magic


Elemental Magic


Lightning (50|50) Hits the enemy with a strong electric charge with a chance to paralyze for one turn (willpower).
Chain Lightning (90-75-60-45-30-10|250) Lightning hits up to 6 enemies located near the initial target.
Plasma own Blast (?|100) The caster summons a plasma ball that hits enemies with an electric charge.
Squall (-|70) Creates a hurricane at the specified location, reducing enemy ranged accuracy and firing range by 30% for two turns.
Thunderstorm (25|300) Creates a hurricane over a large area, reducing the ranged accuracy and firing range of all characters by 60%; characters take electrical damage for five turns.


Ice Shards (50|50) Deals damage to the enemy and reduces initiative by 20%.
Ice Ground (-|20) Freezes the ground under the enemy, reducing their speed and dexterity by 30%.
Cold (-|90
) Freezes the enemy for one turn. A frozen enemy takes triple damage.
Cold Wave (-|200) Freezes all characters within a twenty-meter radius for three turns, or until they take damage. Frozen characters take fivefold damage.
Unbearable Cold (-|300) Freezes the enemy for three turns. A frozen enemy takes fivefold damage, and their armor is destroyed.


Fire Arrow (50|50) Deals fire damage to the enemy.
Fire Ground (20|50) Sets the ground under the enemy on fire, dealing damage and reducing their speed and dexterity by 30%.
Fireball (90|150) Deals fire damage to the enemy, setting them on fire for two turns (-10% enemy health per turn).
Fire Ring (50|170) The caster surrounds themselves with a ring of fire, which deals damage to approaching enemies for five turns.
Fire Wave (-|300) Sets all characters within a twenty-meter radius on fire for two turns (-30% health per turn).

Combat Magic


Thunder Halo (-|-100, -150, -250)
I The character's weapon gains the ability to deal additional electrical damage (willpower).
II A chance appears to paralyze the enemy for two turns (willpower + critical hit chance).
III Electrical damage increases fourfold (x3).


Winter's Breath (-|-100, -150, -250)
I The character's weapon gains the ability to deal additional cold damage (willpower).
II A chance appears to freeze the enemy for one turn (willpower + critical hit chance), a frozen enemy takes double damage.
III Cold damage increases fourfold (x3).


Inner Fire (-|-100, -150, -250)
I The character's weapon gains the ability to deal additional fire damage (willpower).
II A chance appears to set the enemy on fire for three turns (willpower + critical hit chance), -10% health per turn.
III Fire damage increases fourfold (x3).

Stone Skin: -50% enemy damage (-100)
Tailwind: +30% speed (-100)
Strength: +50% strength (-100)
Dexterity: +50% dexterity (-100)

Healing Magic


Healing (out of combat)
I Restores target's health (+1 | 1).
II Restores target's health (+2 | 1).
Antidote (50) Removes negative effects from poisons and diseases.
Purification (50) Removes negative effects affecting the mind.
Meditation (-) Fully restores character's health and magic energy; the character cannot perform other actions for a considerable time.
Regeneration (100) Restores a certain amount of caster's health over three turns (willpower).
Protective Aura (?) The caster creates a magic barrier around themselves or an ally, absorbing damage and preventing the enemy from applying negative effects (barrier health = amount of caster's magic energy).
Salvation (350) Fully restores health and magic energy to all allies.

Art of Manipulation


Phantom (?) The caster creates an illusory copy of something.
Telekinesis (?) The caster gains the ability to move objects with the power of thought.
Mind Reading (30) The caster gains the ability to read a target's thoughts.
Suggestion (50) The caster can suggest anything to the target.
Sleep (50) Plunges the target into sleep until some harmful action is applied against them.
Masquerade (70) The caster gains the ability to change their own or someone else's appearance.
Subjugation (100) The caster gains the ability to control a target's actions for some time.
Invisibility (100, 150, 300)
I The caster (or their target) becomes invisible, while the caster loses the ability to see anything.
II The caster gains the ability to see while remaining invisible. Invisibility disappears upon any harmful action performed by the character. Spells not directed at oneself also dispel invisibility (x2).
III The caster gains the ability to perform harmful actions while invisible (the first attack on a target deals critical damage; the second attack deals normal damage, and the spell is dispelled) (x4).

Art of Death


Dead Man's Hands (30) Immobilizes the enemy for two turns.
Skeleton (80) Raises a skeleton of a killed enemy from the dead.
Undead (100) Raises a killed enemy from the dead.
Weakening (150) Reduces all characteristics of an enemy for two turns (willpower, %).
Decay (-) Extracts the remaining life from a dead enemy, restoring magic energy to the caster or their ally (enemy's health amount).
Drain (200) Extracts life from an enemy, restoring health to the caster (willpower, %).
Source of Knowledge (300) Extracts knowledge from a recently killed target, giving a chance to increase a random characteristic of the caster by 3 points (willpower * 0.3).

Additional Abilities

Leadership: +35 health and magic energy to each character in the group, +7 willpower; provided that the character with this skill is appointed as the squad leader (x3).
First Aid: ability to use medical supplies.
Trading:
I A discount of 5% at all trading points.
II A discount of 10% at all trading points (x2).
Persuasion: the character is able to convince a target of anything (x2).
Luck: the character gains the ability to replay an unsuccessful result (x2).
Knife Throwing: +10 perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (perception) (x2).
Armor Wearing: removes the movement speed penalty when using heavy armor and shields (x3).
Stormtrooper: the character instantly closes the distance between themselves and their target. In heavy armor, use is possible only if the armor wearing ability is present (x3).
Duelist: in a one-on-one fight with an enemy, damage dealt as well as hit and evasion chances are doubled (x3).
Berserker: damage increased threefold, evasion reduced by half (x3).
Sorcerer: +50 magic power (x4).
Mirrorist:
I The character gains a chance (willpower) to reflect an enemy's spell in a random direction (x2).
II The character gains a chance (willpower) to reflect an enemy's spell back at them (x4).
Battle Mage: +15 strength, +15 dexterity (x4).
Scout: the character gains the ability to quickly gather information about the nearby territory (x2).
Healer: healing spells require 50% less magic energy (x4).
Assassin: attacking an unsuspecting character kills them (x3).
Thief: when stealing, dexterity and perception are increased; the character gains the ability to pick locks.
Inventor: ability to improve items as well as create new ones if blueprints are available (x2).
Scholar: +15 intelligence (x3).
Alchemist:
I The character gains the ability to create various potions.
II Creation of enhanced effect potions.
Archaeologist. Ability to recognize various items and ancient structures.
Zoologist. Knowledge of wild animal habits, ability to recognize their tracks.
Cartographer. The character gains the ability to draw a map of the area.
Meteorologist. The character gains the ability to predict unfavorable weather.

Origin

Ryorvalia: damage dealt by enemy spells is halved; free scouting ability.
Seveseptim: each point of constitution after 15 gives twice as much health; free armor wearing ability.
Madinia: +10 intelligence; additional 4 ability points and 2 skill points.
Lakelia: free second-level trading ability; free persuasion ability; starting capital significantly increased; the player gains the ability to create an NPC bodyguard within the framework of starting characteristic and ability points, but without origin bonuses and persuasions.
Heliotria: +5 dexterity; free knife throwing ability; additional ability - fade into shadow: the character gains the ability to hide from an enemy in the shadow of some object, as well as the ability to move short distances using the shadow of some object.
Hysteosia: +10 constitution; +7 strength; free combat skill; four free combat ability points.
Halehids: +5 willpower; additional 4 ability points; free art of death skill; if enemy damage is greater than character's willpower, the character takes damage equal to enemy damage minus character's willpower.
Children of Winter (Orcs): +15 constitution; +10 strength; immunity to spells that affect with cold.
Letians (High Elves): +5 dexterity; +5 perception; free ranged weapons | firearms skill; three free ranged weapon points | two free firearm points.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com