Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
“I. Be moderate in your desires; wish and do no evil to another; be humble and honest; always remain calm; do not yield to lust; have no doubts. II. Always help others to the best of your ability; work not only for yourself but also for the good of others. III. Act according to Holy Scripture and never contradict the clergy” — the three main rules of a Kalevrit's life.
According to Holy Scripture, Evil is the absence of God in the hearts of people and, therefore, when every person believes and is cleansed of sin, He will return to the world and paradise on earth shall come. Passive * +2 MEN for each unit of consciousness. * Damage to non-humans from any source is doubled.
Elulu-Suen The teaching of Elulu-Suen has two main directions. The first — "Path of the Heavens" — is briefly explained as a way of life implying the need for self-improvement and deriving pleasure from life. The second — "Power of the Worthy" — is a principle of organizing the state and society, regulating the relations between the strong and the weak. "Awakening" — certain physical changes that occur when a person reaches enlightenment. This could be a changed eye color, or grown horns — various consequences are possible. Passive * +3 to all characteristics. * +4 DEF * +4 SP * +1 HP Suen Ecstasy +4% DMG, +10 MEN, +1% resists (all except neutral) for each unit of euphoria. The character gains one unit of euphoria every time the character deals or receives melee damage. Euphoria limit is equal to consciousness. Accumulated euphoria drops by two points every turn when the character does not receive or deal damage. If a warrior has at least one unit of euphoria, they gain immunity to any mind-affecting effects. (3) Taste of Death Health < 80%: +1 additional attack (one-handed weapon), +2 speed. Health < 65%: +2 additional attacks (one-handed weapon), +1 additional attack (two-handed weapon) +4 speed. Health < 50%: +3 additional attacks (one-handed weapon), +RSS (stamina/2)%. Health < 35%: +4 additional attacks (one-handed weapon), +2 additional attacks (two-handed weapon). Health < 20%: +5 additional attacks (one-handed weapon), +6 speed. Health < 5%: +6 additional attacks (one-handed weapon), +3 additional attacks (two-handed weapon) (3) REQ: ecstasy ✓ Carnage The character restores 20% HP based on the amount of health of killed enemies, provided that this value does not exceed the damage dealt. (1) REQ: ecstasy ✓ Steadfastness Damage received by the character cannot exceed a limit of 33% at once. (2) REQ: ecstasy ✓ Reflection If the warrior is holding a weapon, they can reflect a spell cast at them back to an enemy of their choice. 1. ACC*2 against SP. 2. ACC against dodge. (3) Shameimaru Goddess of Martial Arts The Taosian patroness of warriors, whose code of conduct differs significantly from the gods of other peoples' pantheons. In this case, a samurai is one who follows the Code of Shameimaru. Death A samurai must submit to the inevitable when there is no salvation, accept death with pride when it is their duty to lay down their head, and commit suicide when their honor is shamed. Etiquette A samurai must watch what they say, and say it only when they believe their words are truthful and appropriate. Insolence or deception is a motive for a samurai to draw their sword. Creation A samurai must practice an art or science. Moderation A samurai must eat no more than necessary, avoid excessive comfort, and not be attached to money. Military Affairs A samurai must constantly improve their skill and be ready to repel an attack at any time. Passive * +4 DEF for combat specializations / cost of skills in the "Tao-ryu" direction is reduced by 1 (choice) * Each kill in battle refreshes the character's turn.
Melhor God of Freedom According to research by Illiniarian historians, the first people to settle in the forests of Melhoria fled from the territory of modern Ilinar in search of freedom. They could not accept that in a state, the will of one was mandatory for all; they wished to live without these shackles. Naturally, the kings of that time could not allow their subjects to simply leave them, and so the fugitives were pursued, but the royal hounds failed to overcome the difficulties of the forest. Since then, Melhorians believe that Melhor protects the inhabitants of the forest. In the rest of the world, Melhor is associated with freedom in general. Passive * Immunity to debuffs, paralysis, etc.
Varaleya Goddess of Nature An ancient deity of Melhoria, revered by both humans and Darnians. She is considered the mistress of the forest (i.e., Melhoria), and anyone who harms it will be punished. Passive * Water spell cost -30% * Earth spell efficiency (buffs) +30% * Fire spell area +1 * Lightning spell range +4 * Air spell damage +30%
Ninsharra Goddess of the Sun Before the revival of Elulu-Suen's ideas, life in the south of Ertenia was very unfavorable for humans.
one could die of thirst or suffer a sunstroke, one could drown in the sands or get lost in the boundless deserts, one could become breakfast for Shunians or a lab rat for the Warlocks of Ishanad.
But it was not always so. The distant ancestors of the wasteland inhabitants could boast a developed and powerful civilization where beauty and art were highly valued, and science and philosophy flourished. The sole ruler of the ancient country was the wise and immortal empress — Ninsharra. Her loyal subjects were warmed by her heat, while enemies were incinerated by scorching flame, and no one could defeat her. According to legend, the empress was poisoned by members of her entourage who desired to seize power for themselves. Her death led to the rapid destruction of the country and the unfortunate fate of the southerners. In current times, there are many followers of Ninsharra who believe that after her death, the empress ascended. She is revered for her wisdom and beauty. Passive * SP +10%, AGI +15%, ACC +15% Priest of Ninsharra Sunbeam(1) Damage: 180% SP (fire) Cost: 270
Searing(1) REQ: Staff of Ninsharra
Ninsharra's Poison(1) The character's weapon or ammunition is always coated with a deadly poison. On attacks: -10% of current characteristics. +10% chance to paralyze the enemy. +5% chance to kill the enemy instantly. The priest himself is immune to all poisons.
Ninsharra's Flame(1) +30% final weapon damage (melee/bows-crossbows) with fire.
Ninsharra's Heat(1) Fire causes no harm to the priest.
Ansgar God of Bloody War The tribes of Geirt, like Ansgar himself, love war for the sake of war, so it is no surprise that this god is revered by the overwhelming majority of Geirtians. Ansgar is bloodthirsty, cruel, despises cowards, and views killers and sorcerers as their own. Passive * Character can use a weapon in each hand. Two-handed together with one-handed if strength is 45 or more. * Direct magic damage -40% * Immunity to stealth attacks
Ormhild Goddess of Victory In those distant times when the inhabitants of the cold and unfriendly north lived by old laws and did not turn away from the path of the warrior, Ormhild was revered by many throughout the region, and every commander sought her patronage. But time passed and the concept of victory in the minds of Yorunians changed; at some point, they forgot the joy of battle, and began to use increasingly base methods of warfare and conflict resolution. Despite this, Ormhild's patronage is used by many warriors scattered across the continent.
The character's melee attacks cannot be parried. Krieger Taunt(1) Forces opponents to attack the player character by any means convenient for them (11x11). (MEN+consciousness% against opponent's MEN) Duration: 3 turns. Cooldown: 3 turns after deactivation. War Cry(1) Increases MEN and damage (non-spell) dealt to allies by (consciousness)% (11x11). Duration: 3 turns. Cooldown: 3 turns after deactivation. Frenzy(3) +1 attack for two-handed weapons or +2 for one-handed. Outcry(3) Ally health +(consciousness)% Duration: 3 turns. Cooldown: 3 turns after deactivation.
Arcadia Goddess of Life and Prosperity A kind and merciful goddess of life, revered in Ilinar as the ancestress and protector of the human race, she has followers both among the native population of this country and beyond its borders, enjoying special respect from landowners and women. Passive Health regeneration: 25% of lost HP Creative magic efficiency +30% Earth spell efficiency (buffs) +30% Active Horn of Plenty. Fully restores the health of a selected character (even if they were near death), gives them +100% to health and MEN for three turns. Removes all status effects. Once per day. (2)
Rosario God of Success Of those people who know about the cult of Rosario, few treat him with contempt. Even the last atheists admit that the most diligent followers of the life rules established by this god were always awaited success. This is explained by the fact that Rosario's dogmas can be described as a system of efficient use of time and resources. Random examples include the following: - Always learn something new. Never waste time on meaningless things. - Never postpone tasks set for yourself and always treat them seriously. Any task, whatever it may be, should be performed with maximum efficiency and in the shortest possible time. New achievements await ahead. - Money should not sit idle. - Before buying any item, think about whether you actually need it. - Get rid of stinginess. Pennies saved now are thousands lost in the future. There is a legend associated with this describing a very stingy merchant who economized on his own food. He ate low-quality and cheap food for so long that over time he became dull and could no longer practice his craft. - Politeness is the key to success. Passive Purchase -0.1 Ability to choose origin: Magnate The character starts the game with a large amount of funds, possesses some influence in certain circles. The character can create a servant/family member/friend as a companion. Their loyalty will be determined solely by the intended personality. Appraiser profession. Wandering Merchant The character starts the game with an additional sum of money and a certain type of goods for sale (optional). Ability to create two bodyguards with reduced characteristics (depending on their biography, it may be necessary to pay them for escort). Merchant profession. Scholar-Mage The character starts the game with a unique set of spells (devised by the player, approved by Mage Guild). Ability to memorize spells used by opponents (chance equals consciousness) if their MEN is lower than the character's MEN. Analyst profession.
Iris Goddess of Fate Iris has no temples and no preachers, and the number of her followers can hardly be called significant. They do not gather in groups and carry their faith alone, without displaying it or trying to convince anyone of the correctness of their belief. This goddess always remained a mystery to Ilinarian scholars, but she remained beyond the reach of their minds. According to their observations, all known followers of Iris suffered from severe depression or other psychological abnormalities, yet possessed no special traits. Active The character has the ability to replay one event per day, both in and out of combat. This can also be done post-mortem. No turn is required for this.