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Origin
Kingdom of Illianar. +5 to skill points, +2 specializations.
Taosia. +10 to hit points, +50% evasion, +50% movement speed, +1 specialization, +20 magic power.
Goblins. The dexterity effect (chance of evasion, accuracy, stealth, etc.) and evasion in ranged combat are doubled. Health is reduced by 50%.
Melchoirians. Four free skill points for ranger/archers, +50% accuracy.
Darnia. +10 to attribute points. Free specialization and two skill points for combat, one-handed weapon, shield, bow, or crossbow (choose one).
Kalevritia. Non-humans take twice as much damage, magic resistance is doubled.
Geirt. 2 combat specializations, learning combat skills is twice as cheap. Each point of stamina adds 7 hit points.
Nossenrot. The character takes two turns instead of one.
Yorun. The character deals twice as much damage to Northern barbarians, while also having twice the chance to evade their attacks; the character deals +10% damage from the maximum health of dwarf opponents; the final cold damage received by the character is reduced by 50%. Free rogue specialization and two skill points for it. +10 to accuracy and evasion, +10 to magic power and resistance.
Yan'Shi.
Immune to cold spells, their spells of this type are twice as effective; cold resistance of all surrounding characters 10 (except the character itself and other Yan'Shi) is reduced by 1% * magic power; Yan'Shi deals damage to all surrounding enemies equal to magic power each turn; any attack made by the character in melee can inflict a freeze effect on the enemy for one turn and in any case will deal +30% cold damage. Immune to effects affecting the mind. The character does not need air (it cannot drown, die from lack of air, etc.). Damage received from fire is increased by 50%. Free cold magic specialization (without a free skill).
Aswaldr. +100% hit points, 75% chance to resist negative effects (paralysis, reduced attributes, etc.).
Ingi. Each point of stamina adds 20 hit points. Each point of strength increases the melee damage modifier by +0.05. Cannot use magic or magical items, as well as skills requiring hit points.
Orcs. +2 specializations, each point of stamina additionally gives +8 to health, +1 to dexterity for evasion and accuracy, +1 to speed for movement speed, +1 to will for strength and magic resistance.
In addition, a character of this race can choose one of the following bonuses:
Fire - +25% to all damage dealt (the opponent receives additional fire damage), +50% resistance to this type of damage.
Water - +100% to magic energy, +2 to spell points, +50% resistance to this type of damage.
Earth - +30% to hit points, +25% resistance to physical damage.
Air - +5 hit points, +50% movement speed and initiative, +50% resistance to this type of damage.
Lightning - any action by the character or an action directed against it has a chance to paralyze the opponent for one turn.
Shuna. The character has a scorpion tail that deals (strength*4) damage and poisons the opponent; the victim must pass a stamina check, otherwise it will be paralyzed until it does so. Melee attacks have an additional 10% chance of critical damage.
I. The character's appearance is most similar to that of a human. Physical damage received is reduced by 10%, melee accuracy +20, evasion in melee and ranged combat +25. Stinger attack reduces all its characteristics by 20% of their current value each turn.
II. The chitinous shell reveals the scorpion in the character. Physical damage received is reduced by 40%, tail attacks deal twice as much damage, melee damage modifier +0.5
Wastelanders. +30 magic resistance, twice as much resistance to poisons and diseases, when using a one-handed weapon, the chance of parrying and counterattacking is increased by 50%, when using bows, the chance of critical damage is increased by 30%, each point of strength increases the melee damage modifier by +0.04 when using a two-handed weapon. Deals three times more damage to monsters, +50 to health.
Ishanad. +5 to spell points, 3 magic specializations. Magic energy +50%, magic power +30%.
Assaria. The effects of all attributes except strength and stamina are 50% higher.
Teios. The character has the ability to charm. A male target must pass a will check, otherwise it will be forced to obey the enchantress. Male characters deal twice as much damage (if they do not pass a similar check), while taking twice as much damage themselves. Intimate proximity causes the victim to become a slave forever, worshiping their mistress. 100% resistance to fire magic. Ability to fly (cannot perform other actions while doing so).
Tilia Archipelago. +3 to skill points, +1 specialization, +5 to attribute points.
Game Information
Types of physical damage in melee combat
Slashing. Critical hits deal +100% more damage.
Bludgeoning. Critical hits deal 50% more damage and paralyze the enemy for 1 turn.
Piercing. Critical hits deal 50% more damage and completely ignore the enemy's armor.
Magic
Positive magic directed at oneself or allies is applied automatically.
The success of magic directed at enemies depends on magic power. Protection from magic, in turn, depends either on magic resistance or on the average evasion parameter (melee evasion + ranged evasion/2).
Critical Failure
When a character rolls the minimum value (0) while performing an action, this leads to a critical failure. The consequences may vary from situation to situation.
Kingdom of Illianar. +5 to skill points, +2 specializations.
Taosia. +10 to hit points, +50% evasion, +50% movement speed, +1 specialization, +20 magic power.
Goblins. The dexterity effect (chance of evasion, accuracy, stealth, etc.) and evasion in ranged combat are doubled. Health is reduced by 50%.
Melchoirians. Four free skill points for ranger/archers, +50% accuracy.
Darnia. +10 to attribute points. Free specialization and two skill points for combat, one-handed weapon, shield, bow, or crossbow (choose one).
Kalevritia. Non-humans take twice as much damage, magic resistance is doubled.
Geirt. 2 combat specializations, learning combat skills is twice as cheap. Each point of stamina adds 7 hit points.
Nossenrot. The character takes two turns instead of one.
Yorun. The character deals twice as much damage to Northern barbarians, while also having twice the chance to evade their attacks; the character deals +10% damage from the maximum health of dwarf opponents; the final cold damage received by the character is reduced by 50%. Free rogue specialization and two skill points for it. +10 to accuracy and evasion, +10 to magic power and resistance.
Yan'Shi.
Immune to cold spells, their spells of this type are twice as effective; cold resistance of all surrounding characters 10 (except the character itself and other Yan'Shi) is reduced by 1% * magic power; Yan'Shi deals damage to all surrounding enemies equal to magic power each turn; any attack made by the character in melee can inflict a freeze effect on the enemy for one turn and in any case will deal +30% cold damage. Immune to effects affecting the mind. The character does not need air (it cannot drown, die from lack of air, etc.). Damage received from fire is increased by 50%. Free cold magic specialization (without a free skill).
Aswaldr. +100% hit points, 75% chance to resist negative effects (paralysis, reduced attributes, etc.).
Ingi. Each point of stamina adds 20 hit points. Each point of strength increases the melee damage modifier by +0.05. Cannot use magic or magical items, as well as skills requiring hit points.
Orcs. +2 specializations, each point of stamina additionally gives +8 to health, +1 to dexterity for evasion and accuracy, +1 to speed for movement speed, +1 to will for strength and magic resistance.
In addition, a character of this race can choose one of the following bonuses:
Fire - +25% to all damage dealt (the opponent receives additional fire damage), +50% resistance to this type of damage.
Water - +100% to magic energy, +2 to spell points, +50% resistance to this type of damage.
Earth - +30% to hit points, +25% resistance to physical damage.
Air - +5 hit points, +50% movement speed and initiative, +50% resistance to this type of damage.
Lightning - any action by the character or an action directed against it has a chance to paralyze the opponent for one turn.
Shuna. The character has a scorpion tail that deals (strength*4) damage and poisons the opponent; the victim must pass a stamina check, otherwise it will be paralyzed until it does so. Melee attacks have an additional 10% chance of critical damage.
I. The character's appearance is most similar to that of a human. Physical damage received is reduced by 10%, melee accuracy +20, evasion in melee and ranged combat +25. Stinger attack reduces all its characteristics by 20% of their current value each turn.
II. The chitinous shell reveals the scorpion in the character. Physical damage received is reduced by 40%, tail attacks deal twice as much damage, melee damage modifier +0.5
Wastelanders. +30 magic resistance, twice as much resistance to poisons and diseases, when using a one-handed weapon, the chance of parrying and counterattacking is increased by 50%, when using bows, the chance of critical damage is increased by 30%, each point of strength increases the melee damage modifier by +0.04 when using a two-handed weapon. Deals three times more damage to monsters, +50 to health.
Ishanad. +5 to spell points, 3 magic specializations. Magic energy +50%, magic power +30%.
Assaria. The effects of all attributes except strength and stamina are 50% higher.
Teios. The character has the ability to charm. A male target must pass a will check, otherwise it will be forced to obey the enchantress. Male characters deal twice as much damage (if they do not pass a similar check), while taking twice as much damage themselves. Intimate proximity causes the victim to become a slave forever, worshiping their mistress. 100% resistance to fire magic. Ability to fly (cannot perform other actions while doing so).
Tilia Archipelago. +3 to skill points, +1 specialization, +5 to attribute points.
Game Information
Types of physical damage in melee combat
Slashing. Critical hits deal +100% more damage.
Bludgeoning. Critical hits deal 50% more damage and paralyze the enemy for 1 turn.
Piercing. Critical hits deal 50% more damage and completely ignore the enemy's armor.
Magic
Positive magic directed at oneself or allies is applied automatically.
The success of magic directed at enemies depends on magic power. Protection from magic, in turn, depends either on magic resistance or on the average evasion parameter (melee evasion + ranged evasion/2).
Critical Failure
When a character rolls the minimum value (0) while performing an action, this leads to a critical failure. The consequences may vary from situation to situation.