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Ji Ling

110/110|380/380
Characteristics
Strength — 8
Endurance — 11
Agility — 10
Perception — 12
Speed — 15
Willpower — 19
Wisdom — 21
Parameters
Melee damage modifier -0.2
Health: 110
Melee accuracy: 19
Ranged accuracy: 25
Melee evasion: 19 (28)
Ranged evasion: 25 (37)
Evasion (magic): 22 (32)
Movement speed: 21 (31)
Initiative: 35
Magic power: 66
Magic resistance: 46
Magical energy: 380
Action points: 30
Skills
Fire Magic

Ignition.
The selected character instantly takes 40 units of damage + 15% damage based on their maximum health, after which they continue to lose health (half of the initial damage) every turn until they die or the spell is interrupted.
50 | 25 | W
Tongues of Flame.All enemies within the area of effect (around the caster) suffer the ignition effect.
200 | 20 | W
Heating.The character takes 45% damage based on current health, and their armor is destroyed. The effect also extends to weapons, although the damage dealt is nine times lower. This spell does not work if heavy armor or weapons are absent.
125 | 25 | W
Lightning Magic

Shock.Paralyzes the enemy for one to three turns.
50 | 25 | W
Lightning Strike.The selected character takes 1-400 units of damage.
50 | 50 | E
Teleportation. The character moves to another location within a distance of up to 1 km.
100
Cold Magic

Freezing.Completely paralyzes the character until the end of the battle or until they take damage (the first attack deals triple damage), after which their evasion/accuracy is halved for the next two turns.
80 | 20 | W
Ice Shard.Deals 20-60 units of damage.
20 | 45 | E
Ring of Cold. Deals 50 units of damage to the selected character and 100 to characters near them.
50 | 25 => 5 | E

Sorcerer. Initiative +20 (when using spells)
Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor.
Origin
Taosia: +10 AP, evasion +50%, movement speed +50%, +1 specialization, magic power +20.
Equipment
Magical energy potion (x2), restores magical energy.
Health potion (1), restores 100 units of health.
Flame potion, electricity potion, cold potion (x1) — increases damage/resistance to the corresponding elements by 30% until the end of the day.
Old spellbook — allows learning a standard spell from known specializations during long journeys.
Magnificent sapphire (800) — can be used for casting spells.
Maneki-neko — ???
Kalevrit dagger (silver)
73 silver coins (linear)
James Odd

170/170|125/125
Characteristics
Strength — 17
Endurance — 17
Agility — 16
Perception — 10
Speed — 15
Willpower — 10
Wisdom — 12
Parameters
Melee damage modifier +0.7
Health: 160
Melee accuracy: 51
Ranged accuracy: 19
Melee evasion: 37
Ranged evasion: 19
Evasion (magic): 28
Movement speed: 21
Initiative: 15
Magic power: 19
Magic resistance: 19 (38) | 39 (78)
Magical energy: 125
Action points: 6
Critical hit chance: 23% (43%) (68%)
Counterattack: 48%
Skills
One-handed Weapon

1st rank. Removes penalty when using one-handed weapons. +2% critical hit chance, accuracy +2.
2nd rank. Chance to parry an enemy's strike (accuracy vs accuracy). +3% critical hit chance, accuracy +3.
3rd rank. Additional attack. +5% critical hit chance, accuracy +4.
4th rank. Allows using a one-handed weapon in each hand. The probability of a successful parry increases by 50%.
5th rank. In case of a successful deflection, there is a chance (agility*3) to perform a counterattack. +5% critical hit chance, accuracy +5.
Critical Strike. Automatically deals critical damage to the enemy. Bludgeoning or piercing weapon. 1 AP.
Energy Management

Dispelling.Nullifies a spell effect. ?
25 | 25 |W
Shroud. The character makes themselves or an ally invisible, allowing any non-aggressive actions without revealing themselves (enemies with high perception can potentially see through this spell).
50 | 1 | W
Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W
Origin
Non-humans take double damage, magic resistance is doubled.
Equipment
Hallowed mace. Damage: 25 (40). Critical hit chance +20%, magic resistance +10. Non-humans can be paralyzed with a 25% chance.
Short sword. Damage: 20 (32)
Knife. Damage: 10 (16)
Shunian poison. The next five weapon attacks poison the enemy; the victim must pass an endurance check, otherwise they will be paralyzed until they do.
Health potion (2). +100 hp.
Knight's sign. Proof of victory at a knightly tournament in Nozenrote and, consequently, proof of the title of Knight of Nozenrote. The name indicated on the sign is "Larte Darkstorm".
Book: Orcish language (basic knowledge)
James 0/2
Book: Shunian language (basic knowledge)
James: 0/2
Gold ring with ruby (+10% additional fire damage).
22 gold coins and 1819 silver coins (linear)
Tsaralia
Damage: 60 (102)
Armor penetration.
Critical hit chance +25%, probability of successful parry is twice as high, additional attack, does not break.
Blessing: critical hit chance +20%, magic resistance +10.
Flame Rune: +60 units of fire damage, each attack takes +5% of the target's maximum health.
Medium Armor
Damage -25%
Flame Rune: +50% fire resistance.
Antaer

110/110|570/570
Characteristics
Strength — 10
Endurance — 11
Agility — 21
Perception — 13
Speed — 14
Willpower — 9
Wisdom — 21
Parameters
Melee damage modifier 0
Health: 110
Melee accuracy: 52 (78) | 88
Ranged accuracy: 25 (37) | 47
Melee evasion: 52 (78) | 88
Ranged evasion: 28 (42) | 52
Evasion (magic): 60 | 70
Movement speed: 19 (28) | 33
Initiative: 14 (21)
Magic power: 17 (25) | 35
Magic resistance: 17 (25) | 35
Magical energy: 380 (570)
Action points: 20 (30)
Crit: 36%
Skills
Energy Management

Magic Barrier.Magical energy absorbs incoming damage (passive skill).
Art of Death

Death's Deception. Allows avoiding a strike (or spell) that would lead to the character's death. If this ability triggers, all status effects are removed from the character. Once every three turns. Passive skill.
Harvest. Every death in battle (regardless of who the killer was) restores 10% health and magical energy to the character, as well as 25% AP. Passive skill.
Beheading.The character's next attack will be lethal if it hits. 5 AP.
One-handed Weapon

1st rank.Removes penalty when using one-handed weapons. +2% critical hit chance, accuracy +2.
Additional Skills

Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor.
Origin
Assaria. Effects of all characteristics except strength and endurance are 50% higher.
Equipment
Light hammer. Damage: 25 (17)
Belt of the Art of Death follower. +10 to evasion, +10 to accuracy, +5 to movement speed, +10 to magic power, +10 to magic resistance.
Dark red gemstone — ???
7 silver coins (linear)
Sit'Al

60/60|550/550
Characteristics
Strength — 5
Endurance — 6
Agility — 5
Perception — 7
Speed — 5
Willpower — 26
Wisdom — 25
Parameters
Melee damage modifier -0.5
Health: 60
Melee accuracy: 9
Ranged accuracy: 9
Melee evasion: 9
Ranged evasion: 9
Evasion (magic): 11
Movement speed: 5
Initiative: 5
Magic power: 69 (138)
Magic resistance: 69
Magical energy: 550
Action points: 30
Skills
Sorcery

Destructiveness.Each unit of magic power additionally increases dealt magical damage by 0.5% (32.5%)
Cold Magic

Freezing.Completely paralyzes the character until the end of the battle or until they take damage (the first attack deals triple damage), after which their evasion/accuracy is halved for the next two turns.
80 | 20 | W
Ice Shard.Deals 20(40)-60(120) units of damage.
20 | 45 | E
Ring of Cold. Deals 50 (100) units of damage to the selected character and 100 (200) to characters near them.
50 | 25 => 5 | E
Ice Armor.The selected character gains 40% (80%) damage resistance. 10 turns.
80 | 1
Energy Management

Magic Barrier.Magical energy absorbs incoming damage (passive skill).
Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W
Origin
Yan'Shi.
Immunity to cold spells, casting of this type is twice as effective; the cold resistance of all surrounding characters 10 (except for the character themselves and other Yan'Shi) is reduced by 1%*magic power (-65%); Yan'Shi deals damage to all surrounding enemies equal to magic power every turn (65); any melee attack made by the character can apply a freezing effect to the enemy for one turn and in any case will deal +30% cold damage. Immunity to mind-affecting effects. The character does not need air (they cannot drown, die from lack of oxygen, etc.). Incoming fire damage is 50% higher. Free Cold Magic specialization (without free skill).
Equipment
Battle robe. Damage -25%
Ice ring — final damage from cold spells +10%
Magical energy potion (x2), restores magical energy.
Sit'Al's notes
Glaciation. Sit'Al: 1/4
35 silver coins (linear)
110/110|380/380
Characteristics
Strength — 8
Endurance — 11
Agility — 10
Perception — 12
Speed — 15
Willpower — 19
Wisdom — 21
Parameters
Melee damage modifier -0.2
Health: 110
Melee accuracy: 19
Ranged accuracy: 25
Melee evasion: 19 (28)
Ranged evasion: 25 (37)
Evasion (magic): 22 (32)
Movement speed: 21 (31)
Initiative: 35
Magic power: 66
Magic resistance: 46
Magical energy: 380
Action points: 30
Skills
Fire Magic
Ignition.
The selected character instantly takes 40 units of damage + 15% damage based on their maximum health, after which they continue to lose health (half of the initial damage) every turn until they die or the spell is interrupted.
50 | 25 | W
Tongues of Flame.All enemies within the area of effect (around the caster) suffer the ignition effect.
200 | 20 | W
Heating.The character takes 45% damage based on current health, and their armor is destroyed. The effect also extends to weapons, although the damage dealt is nine times lower. This spell does not work if heavy armor or weapons are absent.
125 | 25 | W
Lightning Magic
Shock.Paralyzes the enemy for one to three turns.
50 | 25 | W
Lightning Strike.The selected character takes 1-400 units of damage.
50 | 50 | E
Teleportation. The character moves to another location within a distance of up to 1 km.
100
Cold Magic
Freezing.Completely paralyzes the character until the end of the battle or until they take damage (the first attack deals triple damage), after which their evasion/accuracy is halved for the next two turns.
80 | 20 | W
Ice Shard.Deals 20-60 units of damage.
20 | 45 | E
Ring of Cold. Deals 50 units of damage to the selected character and 100 to characters near them.
50 | 25 => 5 | E
Sorcerer. Initiative +20 (when using spells)
Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor.
Origin
Taosia: +10 AP, evasion +50%, movement speed +50%, +1 specialization, magic power +20.
Equipment
Magical energy potion (x2), restores magical energy.
Health potion (1), restores 100 units of health.
Flame potion, electricity potion, cold potion (x1) — increases damage/resistance to the corresponding elements by 30% until the end of the day.
Old spellbook — allows learning a standard spell from known specializations during long journeys.
Magnificent sapphire (800) — can be used for casting spells.
Maneki-neko — ???
Kalevrit dagger (silver)
73 silver coins (linear)
James Odd
170/170|125/125
Characteristics
Strength — 17
Endurance — 17
Agility — 16
Perception — 10
Speed — 15
Willpower — 10
Wisdom — 12
Parameters
Melee damage modifier +0.7
Health: 160
Melee accuracy: 51
Ranged accuracy: 19
Melee evasion: 37
Ranged evasion: 19
Evasion (magic): 28
Movement speed: 21
Initiative: 15
Magic power: 19
Magic resistance: 19 (38) | 39 (78)
Magical energy: 125
Action points: 6
Critical hit chance: 23% (43%) (68%)
Counterattack: 48%
Skills
One-handed Weapon
1st rank. Removes penalty when using one-handed weapons. +2% critical hit chance, accuracy +2.
2nd rank. Chance to parry an enemy's strike (accuracy vs accuracy). +3% critical hit chance, accuracy +3.
3rd rank. Additional attack. +5% critical hit chance, accuracy +4.
4th rank. Allows using a one-handed weapon in each hand. The probability of a successful parry increases by 50%.
5th rank. In case of a successful deflection, there is a chance (agility*3) to perform a counterattack. +5% critical hit chance, accuracy +5.
Critical Strike. Automatically deals critical damage to the enemy. Bludgeoning or piercing weapon. 1 AP.
Energy Management
Dispelling.Nullifies a spell effect. ?
25 | 25 |W
Shroud. The character makes themselves or an ally invisible, allowing any non-aggressive actions without revealing themselves (enemies with high perception can potentially see through this spell).
50 | 1 | W
Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W
Origin
Non-humans take double damage, magic resistance is doubled.
Equipment
Hallowed mace. Damage: 25 (40). Critical hit chance +20%, magic resistance +10. Non-humans can be paralyzed with a 25% chance.
Short sword. Damage: 20 (32)
Knife. Damage: 10 (16)
Shunian poison. The next five weapon attacks poison the enemy; the victim must pass an endurance check, otherwise they will be paralyzed until they do.
Health potion (2). +100 hp.
Knight's sign. Proof of victory at a knightly tournament in Nozenrote and, consequently, proof of the title of Knight of Nozenrote. The name indicated on the sign is "Larte Darkstorm".
Book: Orcish language (basic knowledge)
James 0/2
Book: Shunian language (basic knowledge)
James: 0/2
Gold ring with ruby (+10% additional fire damage).
22 gold coins and 1819 silver coins (linear)
Tsaralia
Damage: 60 (102)
Armor penetration.
Critical hit chance +25%, probability of successful parry is twice as high, additional attack, does not break.
Blessing: critical hit chance +20%, magic resistance +10.
Flame Rune: +60 units of fire damage, each attack takes +5% of the target's maximum health.
Medium Armor
Damage -25%
Flame Rune: +50% fire resistance.
Antaer
110/110|570/570
Characteristics
Strength — 10
Endurance — 11
Agility — 21
Perception — 13
Speed — 14
Willpower — 9
Wisdom — 21
Parameters
Melee damage modifier 0
Health: 110
Melee accuracy: 52 (78) | 88
Ranged accuracy: 25 (37) | 47
Melee evasion: 52 (78) | 88
Ranged evasion: 28 (42) | 52
Evasion (magic): 60 | 70
Movement speed: 19 (28) | 33
Initiative: 14 (21)
Magic power: 17 (25) | 35
Magic resistance: 17 (25) | 35
Magical energy: 380 (570)
Action points: 20 (30)
Crit: 36%
Skills
Energy Management
Magic Barrier.Magical energy absorbs incoming damage (passive skill).
Art of Death
Death's Deception. Allows avoiding a strike (or spell) that would lead to the character's death. If this ability triggers, all status effects are removed from the character. Once every three turns. Passive skill.
Harvest. Every death in battle (regardless of who the killer was) restores 10% health and magical energy to the character, as well as 25% AP. Passive skill.
Beheading.The character's next attack will be lethal if it hits. 5 AP.
One-handed Weapon
1st rank.Removes penalty when using one-handed weapons. +2% critical hit chance, accuracy +2.
Additional Skills
Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor.
Origin
Assaria. Effects of all characteristics except strength and endurance are 50% higher.
Equipment
Light hammer. Damage: 25 (17)
Belt of the Art of Death follower. +10 to evasion, +10 to accuracy, +5 to movement speed, +10 to magic power, +10 to magic resistance.
Dark red gemstone — ???
7 silver coins (linear)
Sit'Al
60/60|550/550
Characteristics
Strength — 5
Endurance — 6
Agility — 5
Perception — 7
Speed — 5
Willpower — 26
Wisdom — 25
Parameters
Melee damage modifier -0.5
Health: 60
Melee accuracy: 9
Ranged accuracy: 9
Melee evasion: 9
Ranged evasion: 9
Evasion (magic): 11
Movement speed: 5
Initiative: 5
Magic power: 69 (138)
Magic resistance: 69
Magical energy: 550
Action points: 30
Skills
Sorcery
Destructiveness.Each unit of magic power additionally increases dealt magical damage by 0.5% (32.5%)
Cold Magic
Freezing.Completely paralyzes the character until the end of the battle or until they take damage (the first attack deals triple damage), after which their evasion/accuracy is halved for the next two turns.
80 | 20 | W
Ice Shard.Deals 20(40)-60(120) units of damage.
20 | 45 | E
Ring of Cold. Deals 50 (100) units of damage to the selected character and 100 (200) to characters near them.
50 | 25 => 5 | E
Ice Armor.The selected character gains 40% (80%) damage resistance. 10 turns.
80 | 1
Energy Management
Magic Barrier.Magical energy absorbs incoming damage (passive skill).
Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W
Origin
Yan'Shi.
Immunity to cold spells, casting of this type is twice as effective; the cold resistance of all surrounding characters 10 (except for the character themselves and other Yan'Shi) is reduced by 1%*magic power (-65%); Yan'Shi deals damage to all surrounding enemies equal to magic power every turn (65); any melee attack made by the character can apply a freezing effect to the enemy for one turn and in any case will deal +30% cold damage. Immunity to mind-affecting effects. The character does not need air (they cannot drown, die from lack of oxygen, etc.). Incoming fire damage is 50% higher. Free Cold Magic specialization (without free skill).
Equipment
Battle robe. Damage -25%
Ice ring — final damage from cold spells +10%
Magical energy potion (x2), restores magical energy.
Sit'Al's notes
Glaciation. Sit'Al: 1/4
35 silver coins (linear)