Characteristics:
Constitution - 40
Intelligence - 20
Strength - 10
Dexterity - 40
Speed - 40
Will - 10
Perception - 61
Parameters:
Health - 400
Magical Energy - 250
Critical Hit Chance - 40 (44) %
Melee Accuracy - 35
Melee Evasion - 35
Initiative and Movement Speed - 35
Ranged Accuracy - 98 (96)
Ranged Evasion - 56 (86)
Magic Power - 5
Magic Resistance - 5
Abilities:
Ranged Weapon VI (Bow): ranged weapon proficiency; +10 to ranged evasion; chance to paralyze the enemy for one turn, next attack deals double damage (75%); additional attack; chance to fire 4 shots per turn (61%; -20 accuracy); critical hit chance is doubled.
Knife Throwing: +10 to perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (61%); the enemy receives a penalty depending on where the knife hit.
Sniper: +50% to perception when using ranged weapons.
Nimble: character is able to move and shoot simultaneously.
Assassin: attacking an unsuspecting character kills them.
Scout II: the character gains the ability to quickly gather information about the surrounding area; the character gains the ability to detect camouflaged and hidden objects (traps, caches, etc.).
Combat Stats:
Moon's Radiance - damage - 45-125 (range - 150) (+4 to critical hit chance)
Throwing Knives (x5) - damage 10 (range - 10)
Dagger - damage 23
Inventory:
Heart of Aurelia - a gold talisman decorated with a huge ruby
Origin - Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.
Beliefs - Order of Sethranomicon (apostate): +3 points to all characteristics; +2 skill points; immunity to mind-affecting spells.
Characteristics:
Constitution - 50
Intelligence - 35
Strength - 35
Dexterity - 35
Speed - 21
Will - 50
Perception - 10
Parameters:
Health - 500
Magical Energy - 550
Critical Hit Chance - 22 %
Melee Accuracy - 40
Melee Evasion - 30
Initiative and Movement Speed - 16
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 45
Magic Resistance - 45
Abilities:
Two-Handed Weapon IV: two-handed weapon proficiency; strength additionally affects the accuracy parameter (0.3); additional attack; chance to take no damage from an enemy attack (50%).
Combat Magic:
Thunder Halo III. The character's weapon gains the ability to deal same additional electrical damage (50). A chance appears to paralyze the enemy for two turns (64%). Electrical damage increases fourfold (200).
Stone Skin: -50% enemy damage.
Battle Mage: +15 to strength, +15 to dexterity
Armor Proficiency: removes the movement speed penalty when using heavy armor and shields.
Shock Trooper: character instantly closes the distance between themselves and their target. In heavy armor, use is possible only with the armor proficiency ability. The ability can be used once every 3 turns.
Art of Death
Combat Stats:
Verdict - damage - 317 (60+45+12+200)
Aegis - incoming damage reduced by 50%; use of ranged weapons is impossible.
Inventory:
Wedding Ring - a reminder of a dead spouse and how she ended up in the current situation.
Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Order of Sethranomicon (apostate): +3 points to all characteristics; +2 skill points; immunity to mind-affecting spells.
Characteristics:
Constitution - 15
Intelligence - 15
Strength - 15
Dexterity - 65
Speed - 25
Will - 35
Perception - 45
Parameters:
Health - 150
Magical Energy - 150
Critical Hit Chance - 28 %
Melee Accuracy - 72
Melee Evasion - 70
Initiative and Movement Speed - 20
Ranged Accuracy - 40 (50)
Ranged Evasion - 40
Magic Power - 35
Magic Resistance - 35
Abilities:
One-Handed Weapon VI: one-handed weapon proficiency; chance to parry an enemy strike (65%); +10 to melee evasion; chance to perform a counterattack (85%); additional attack; allows using a one-handed weapon in each hand (+15 damage), the chance to perform a counterattack increases 1.5 times.
Knife Throwing: +10 to perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (45%); enemy is unable to evade; the enemy receives a penalty depending on where the knife hit.
Assassin: attacking an unsuspecting character kills them.
Thief: when stealing, dexterity and perception are increased; the character gains the ability to pick locks.
Battle Mage: +15 to strength, +15 to dexterity.
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. The caster gains the ability to read the target's thoughts.
Suggestion. The caster can suggest anything to the target.
Masquerade. The caster gains the ability to change their own or someone else's appearance.
Combat Stats:
Two Daggers - damage - 78 ((20+4+15)*2)
Two One-Handed Swords - damage - 114 ((30+12+15)*2)
Throwing Knives (x5) - damage 10 (range - 10)
Inventory:
Empty.
Origin - Heliotria: +5 to dexterity; free knife throwing ability; additional ability - fade into shadow: the character gains the ability to hide from an enemy in the shadow of any object, as well as the ability to move short distances using the shadow of any object.
Beliefs - Shadow Lord: +5 to dexterity and perception; free Assassin ability; character's attacks cannot be parried.
Characteristics:
Constitution - 13
Intelligence - 60
Strength - 10
Dexterity - 10
Speed - 10
Will - 65
Perception - 10
Parameters:
Health - 130
Magical Energy - 1575
Critical Hit Chance - 25%
Melee Accuracy - 5
Melee Evasion - 5
Initiative and Movement Speed - 5
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 110 (120)
Magic Resistance - 55
Abilities:
Healing Magic:
Purification. Removes negative effects affecting the mind.
Meditation. Fully restores the character's health and magical energy; the character cannot perform other actions for a long time (about 2 in-game hours); the ability can be used no more than once per in-game day.
Regeneration. Restores a certain amount of the caster's health over three turns (will).
Regeneration 2. Restores a certain amount of health to all party members over three turns (65).
Protective Aura. The caster creates a magical barrier around themselves or an ally that absorbs damage and prevents the enemy from applying negative effects (650). Characters with high will are able to destroy the protective aura. The aura does not protect against the Assassin ability.
Resurrection. Brings back a recently killed ally (two turns to cast the spell).
Art of Manipulation:
Mind Reading. The caster gains the ability to read the target's thoughts.
Subjugation. The caster gains the ability to control the target's actions for some time. In combat, subjugation lasts for 3 turns. No more than 3 enemies can be subjugated. The same enemy cannot be subjugated twice in one battle.
Art of Death:
Living Dead. Raises a killed enemy from the dead.
Decay. Extracts the remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health * 2).
Source of Knowledge. Extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 3 points (65; can be used once per in-game day).
Face of Death. Kills the enemy.
Wizard I: +50 to magic power, amount of magical energy increased by one and a half times.
Inventory:
Academy Professor's Robe - physical damage reduced by 20%.
Academy Professor's Staff - magic power +10.
Academy Professor's Ring - magical energy cost reduced by 15%.
Origin - Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.
Characteristics:
Constitution - 25
Intelligence - 40
Strength - 15
Dexterity - 20
Speed - 30
Will - 50 (60)
Perception - 30
Parameters:
Health - 250
Magical Energy - 650
Critical Hit Chance - 11% / 18 (19)%
Melee Accuracy - 19
Melee Evasion - 15
Initiative and Movement Speed - 25
Ranged Accuracy - 25
Ranged Evasion - 25
Magic Power - 45 (55)
Magic Resistance - 45 (55)
Targeted Spell Accuracy - 200 (225)
Abilities:
Polearm: polearm proficiency; chance to parry an enemy strike (20%).
Healing Magic:
Healing (out of combat)
I Restores target's health.
Antidote. Removes negative effects from poisons and diseases.
Protective Aura. The caster creates a magical barrier around themselves or an ally that absorbs damage and prevents the enemy from applying negative effects (500/600 ). Characters with high will are able to destroy the protective aura. The aura does not protect against the Assassin ability.
Art of Death:
Skeleton. Raises a skeleton of a killed enemy from the dead.
Decay. Extracts the remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health * 2).
Source of Knowledge. Extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 3 points (50/60; can be used once per in-game day).
Elemental Magic:
Fire Arrow. Deals fire damage to the enemy.
Fire Circle. The caster surrounds themselves with a ring of fire that deals damage to approaching enemies over five turns.
Battle Mage: +15 to strength, +15 to dexterity.
Mirror-man I: the character has a chance (70%) to reflect an enemy's spell in a random direction.
Quick Mind I: caster is able to use two spells per turn.
Combat Stats:
Swedish Feather - damage 75 (60+15)
Dagger - damage 24 (20+4)
Inventory:
Red Scarf.
Religious symbol of the Creator - small golden palm; +5 to will.
Religious symbol of the Dead God from the Halehid islands - small silver skull; +5 to will; magical energy cost reduced by 15%.
Wooden figurine of the Dead God from a dream.
Scripture of the Church of the Creator, with added pages from a book about the dead God and personal notes.
Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Creator: +10 to will; immunity to paralysis and critical hits.
Characteristics:
Constitution - 60
Intelligence - 10
Strength - 56
Dexterity - 30
Speed - 13
Will - 17
Perception - 10
Parameters:
Health - 600
Magical Energy - 50
Critical Hit Chance - 29 % / 21%
Melee Accuracy - 42 (29)
Melee Evasion - 5 (12)
Initiative and Movement Speed - 8
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 12
Magic Resistance - 12
Abilities:
Two-Handed Weapon VI: two-handed weapon proficiency; strength additionally affects the accuracy parameter (0.3); additional attack; chance to take no damage from an enemy attack (60%); +10 damage, -5 melee evasion; chance to deal a triple damage strike (56%).
One-Handed Weapon II : one-handed weapon proficiency; chance to parry an enemy strike (30%).
Shock Trooper: character instantly closes the distance between themselves and their target. In heavy armor, use is possible only with the armor proficiency ability. The ability can be used once every 3 turns.
Berserker II: damage doubled, evasion halved; in combat, the character cannot be immobilized by any means.
Combat Stats:
Two-Handed Axe - damage - 332 ((65+73+18+10)*2)
Inventory:
Empty.
Origin - Gysteosia, Flesh-Taker clan: +15 to constitution; +10 to strength.
Beliefs - Hasheror: character gains the ability to track/detect an enemy by smell; predatory beasts do not attack the character if they are idle; eating the flesh of a killed enemy permanently increases one of the character's characteristics by 1 and restores health.
Characteristics:
Constitution - 20
Intelligence - 40
Strength - 10
Dexterity - 10
Speed - 25
Will - 40
Perception - 25
Parameters:
Health - 200
Magical Energy - 1462 (1570)
Critical Hit Chance - 16%
Melee Accuracy - 5
Melee Evasion - 5
Initiative and Movement Speed - 20
Ranged Accuracy - 20
Ranged Evasion - 20
Magic Power - 115 (125)
Magic Resistance - 35
Abilities:
Art of Manipulation:
Telekinesis. The caster gains the ability to move objects with the power of thought.
Mind Reading. The caster gains the ability to read the target's thoughts.
Masquerade. The caster gains the ability to change their own or someone else's appearance.
Subjugation. The caster gains the ability to control the target's actions for some time.
Invisibility
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.
Art of Death:
Living Dead. Raises a killed enemy from the dead.
Decay. Extracts the remaining life from a dead enemy, restoring magical energy to the caster or their ally (enemy health * 2).
Magic of Master Silachemius:
Incorporeality. The spellcaster gains the ability to pass through various barriers and objects.
Mental Armor. For three turns, the spellcaster takes no physical damage.
Mental Sphere. For three turns, the spellcaster takes no magical damage.
Wizard II: +80 to magic power, amount of magical energy increased by one and a half times.
Quick Mind I: The caster is able to use two spells per turn (x3).
Inventory:
Sorcerer's Staff - magic power +10; magical energy +108.
Ring of Silachemius' Servant - restoration of magical energy out of combat/during idleness (about 2 in-game hours; can be used no more than once per in-game day).
Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Teaching of Master Silachemius: while idle, the character takes no damage; health restoration out of combat; the following do not affect the character: poisons, various substances, drugs and drinks affecting the mind, health potions. The character cannot use, nor are they affected by: magic of the Devastators, spells from one of the schools (fire) and Healing Magic.
Characteristics:
Constitution - 40
Intelligence - 30
Strength - 50
Dexterity - 30
Speed - 10
Will - 30
Perception - 10
Parameters:
Health - 400
Magical Energy - 450
Critical Hit Chance - 28 %
Melee Accuracy - 40
Melee Evasion - 20
Initiative and Movement Speed - 5
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 25
Magic Resistance - 25
Abilities:
Two-Handed Weapon VI: two-handed weapon proficiency; strength additionally affects the accuracy parameter (0.3); additional attack; chance to take no damage from an enemy attack (40%); +10 damage, -5 melee evasion; chance to deal a triple damage strike (50%).
Inner Fire III: the character's weapon gains the ability to deal additional fire damage (30); a chance appears to set the enemy on fire for three turns (46%), -10% health per turn; fire damage increases fourfold (120).
Shock Trooper: character instantly closes the distance between themselves and their target. In heavy armor, use is possible only with the armor proficiency ability. The ability can be used once every 3 turns.
Armor Proficiency: removes the movement speed penalty when using heavy armor and shields.
Combat Stats:
Two-Handed Sword - damage - 263 (60+65+18+120)
Heavy Armor - incoming damage reduced by 50%; use of ranged weapons is impossible.
Inventory:
Empty.
Origin - Children of Winter (Orcs): +15 to constitution; +10 to strength; immunity to spells that affect with cold.
Beliefs - Yoltir: +5 to intelligence; free first-level Inner Fire ability; fire magic spells deal three times less damage.
Characteristics:
Constitution - 30
Intelligence - 18
Strength - 25
Dexterity - 36
Speed - 16
Will - 65
Perception - 10
Parameters:
Health - 300
Magical Energy - 315
Critical Hit Chance - 17 %
Melee Accuracy - 31
Melee Evasion - 31
Initiative and Movement Speed - 11
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 110
Magic Resistance - 25
Abilities:
Devastator Magic:
Life Drain. Drains life from the enemy, restoring health to the caster (65%).
Reverse Damage. For three turns, damage dealt to the devastator is returned to the enemy.
Devastation. Devastates the enemy, leaving only their skin. The enemy dies.
Combat Magic:
Stone Skin. -50% enemy damage.
Shields I: shield proficiency; block chance (41% (36+5)).
Art of Death
Quick Mind I: caster is able to use two spells per turn.
Battle Mage: +15 to strength, +15 to dexterity.
Wizard I: +50 to magic power, amount of magical energy increased by one and a half times.
Combat Stats:
Sophocles' Shield - block chance - 5%; durability - 25.
Light Armor - incoming damage reduced by 10%.
Inventory:
Staff of the Speaker with the Dead - source of knowledge (300), extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 1 point (32%; can be used once per in-game day).
Origin - Halehids: +5 to will; additional 4 ability points; free Art of Death skill; damage/2, damage absorption no more than the value of will.
Beliefs - Void / Sect of Devastators: devastator magic spells do not consume mana. Spells from other schools cost twice as many ability points and consume twice as much mana. Mana restoration out of combat.
Characteristics:
Constitution - 38
Intelligence - 23
Strength - 23
Dexterity - 28
Speed - 18
Will - 23
Perception - 43
Parameters:
Health - 380
Magical Energy - 310
Critical Hit Chance - 34 (36)% / 16 (20)%
Melee Accuracy - 29 (49)
Melee Evasion - 33 (53)
Initiative and Movement Speed - 13
Ranged Accuracy - 59 (71)
Ranged Evasion - 38 (59)
Magic Power - 18
Magic Resistance - 18
Abilities:
One-Handed Weapon III: one-handed weapon proficiency; chance to parry an enemy strike (28); +10 to melee evasion.
Ranged Weapon VI (Bow): ranged weapon proficiency; +10 to ranged evasion; chance to paralyze the enemy for one turn, next attack deals double damage (56%); additional attack; chance to fire 4 shots per turn (43%; -20 accuracy); critical hit chance is doubled.
Sniper: +50% to perception when using ranged weapons.
Scout I: the character gains the ability to quickly gather information about the surrounding area.
Trade II: 40% discount at all trading points.
Combat Stats:
Two-Handed Bow - damage - 35-115 (range - 140) (+2 to critical hit chance)
Family Blade - damage 93 (75+18) (+20 to melee accuracy and evasion; +4 to critical hit chance; weapon cannot be destroyed).
Capital Garrison Member Armor Set - incoming damage reduced by 20%.
Inventory:
Books on the culture and geography of Sethranomicon.
Origin - Gysteosia, White Dragon clan: +10 to will; family weapon.
Beliefs - White Dragon: +3 points to all characteristics; +1 skill point; damage dealt by followers of other religions is reduced by 50%.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт









