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In this thread, I will leave posts regarding everything important for the game. Participant applications will also be accepted here.
This section will be gradually filled with new information so as not to throw everything at you at once; for now, please study the game mechanics. Good luck in the game!
There are five races, with two playable nations in each. Each nation has three combat classes. Each class has its own unique skill. Additionally, when choosing a class, you should specify an additional starting skill of your choice (within reason). However, some classes strongly benefit from having a particular starting skill; for example, mages need a skill in the corresponding magic if they wish to cast spells immediately.
The most advanced of all humans, Creates possess sharp minds and non-trivial thinking. Steam mechanisms, firearms, and even flying machines are but a partial list of what they are capable of.
Cultural analogue: Europe, 19th century
Symbolism: eagle, hawk, Sun
Attribute distribution:
10:5:20:5 20:10:5:5
Skills:
-Create Technologies
--I Allows use and repair of first-rank Create technologies
--II Allows use and repair of second-rank Create technologies, and creation of first-rank ones
--III Allows use and repair of third-rank Create technologies, and creation of second-rank ones
--IV (bonus level, acquired only from teachers) Allows use and repair of unique Create technologies. Allows creation of third-rank Create technologies.
-Brilliant Commander
--I Increases critical hit probability for allies
--II Increases initiative and speed for allies
--III Increases all spiritual attributes for allies
--IV (bonus level, acquired only from teachers) The commander himself also receives bonuses from his command. Bonus magnitude is increased by 50%
-Explosives Expertise
--I Increases damage from explosives
--II Further increases damage from explosives
--III Further increases damage from explosives
--IV (bonus level, acquired only from teachers) Further increases damage from explosives
Like the Creates, the Polo know their way around technology, but they use it differently. Polo are adventurers by nature; they are interested only in money and adventure, though it is unclear which of the two matters more.
Cultural analogue: Spain, Age of Discovery
Symbolism: lion, sword, gold
Attribute distribution:
20:5:10:5 20:5:10:5
Skills:
-Technological Advantage
--I Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--II Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--III Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--IV (bonus level, acquired only from teachers) Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
-Filibuster
--I The character has the right to rob and kill any characters provided they are unfriendly toward the Kro Empire. The character may keep 25% of the loot.
--II The character may keep 50% of the loot.
--III The character may keep 75% of the loot.
--IV (bonus level, acquired only from teachers) The character keeps all looted goods and may even receive a small bonus from imperial authorities.
-Treasure Hunter
--I Allows finding 25% more money.
--II Allows finding a total of 50% more money and 25% more gems.
--III Allows finding a total of 75% more money and gems.
--IV (bonus level, acquired only from teachers) Doubles loot, excluding items.
Natives of the Great Salinkar Desert, Albetas are nomads to the core, and only recently have some begun to build cities and lead relatively settled lives. This is not due to stunted development, but because of their eternal war with other desert dwellers: orcs and goblins. The struggle against wild troglodyte tribes drained all the strength from the Albeta people and continues to do so to this day...
Cultural analogue: Arabs.
Symbolism: moons, saber, horse
Attribute distribution:
10:10:5:10 10:10:10:5
Skills:
-Mounted Combat
--I Provides a bonus to power and accuracy when using a horse, allows shooting while mounted
--II Provides a bonus to power and accuracy when using a horse
--III Provides a bonus to power and accuracy when using a horse
--IV (bonus level, acquired only from teachers) Provides a bonus to power and accuracy when using a horse. The horse takes hits intended for the rider.
-Desert Dweller
--I Increases resistance to fire and earth.
--II Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
--III Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
--IV (bonus level, acquired only from teachers) Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
Cultural analogue: Ancient Greece
Symbolism: book, staff, ray of light
Attribute distribution:
5:10:20:5 10:10:10:5
Initially, air or fire magic is available, then the other of these two elements.
Skills:
-Air Mage
--I Reduces the amount of mana required to cast air element spells.
--II Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
--III Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
-Fire Mage
--I Reduces the amount of mana required to cast fire element spells.
--II Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
--III Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
-Hoplite
--I Provides a power bonus when using spears.
--II Provides a power bonus when using spears. Increases armor efficiency.
--III When using spears, the hoplite is guaranteed to deal a preemptive strike.
--IV (bonus level, acquired only from teachers) The hoplite's preemptive strike has a chance to knock the opponent down.
Cultural analogue: no culture of their own
Symbolism: none
Attribute distribution:
10:5:20:5 20:5:5:10
Initially, only water magic is available, then earth magic.
Skills:
-Water Mage
--I Reduces the amount of mana required to cast water element spells.
--II Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
--III Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
-Necrology
--I Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
--II Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material"
--III Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
--IV (bonus level, acquired only from teachers) Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
-Roaming Warrior
--I Increase in power and accuracy during 1x1 battles.
--II Increase in will and concentration during 1x1 battles.
--III Increase in vitality and reaction during 1x1 battles.
--IV (bonus level, acquired only from teachers) Increase in survivability during 1x1 battles.
The most common among elves. Sylvans prefer to live in forests, the welfare of which they care for more than their own. For example, deforestation and the consumption of plant food are usually forbidden for Sylvans, whereas eating animals is considered absolutely normal and nearly the only correct diet.
Cultural analogue: Europe, Late Middle Ages
Symbolism: leaf, staff, river
Attribute distribution:
5:20:10:5 10:20:5:5
Initially, only earth magic is available, then air
Skills:
-Sniper Shot (activatable ability)
--I Fires an arrow of increased range that ignores half of the damage resistance. Requires twice as many AP as a normal shot.
--II Fires an arrow of increased range that ignores damage resistance. Requires twice as many AP as a normal shot.
--III Fires an arrow of increased range that ignores damage resistance and always deals critical damage. Requires twice as many AP as a normal shot.
--IV (bonus level, acquired only from teachers) Fires an arrow of increased range that ignores damage resistance and always deals critical damage. Requires 1.5 times more AP than a normal shot.
-Fearless Knight
--I The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1/2)
--II The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1)
--III The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1.5)
--IV (bonus level, acquired only from teachers) Depending on power, the character has a chance to attack another target during the round without spending AP.
-Druid
--I The druid's spell power increases by 25% when large animals are nearby
--II The druid's spell power increases by 25% for each large animal nearby.
--III The druid's spell power increases by 25% for each large animal nearby and additionally by 50% if the battle is in a forest.
--IV (bonus level, acquired only from teachers) The druid gains the ability to sway plants and animals to their side.
This nation chose natural mountain caves as their dwelling. Deep caves are rare, so for the most part, Yoru life takes place on the surface, although they only emerge under the cover of night. Their specialty is killing or, as they say, hunting. However, their hunting has nothing to do with robbery; they do it not for profit, but for the process itself, and they do it well.
Cultural analogue: classical Japan
Symbolism: black dragon, dagger, lightning
Attribute distribution:
10:20:5:5 5:5:10:20
Initially fire magic, then water.
Skills:
-Dark Spellcaster
--I An additional 15% fire damage is added to any damage (effect multiplies with others).
--II An additional 35% fire damage is added to any damage (effect multiplies with others).
--III An additional 60% fire damage is added to any damage (effect multiplies with others).
--IV (bonus level, acquired only from teachers) An additional 100% fire damage is added to any damage (effect multiplies with others).
-Stealth
--I Activatable ability. The character leaves the line of sight of other characters. They cannot be detected as long as they do not move; otherwise, they are discovered immediately. In this state, one can attack and start a battle.
--II There is a probability that a character with stealth will not be detected when moving.
--III Increases the probability of a character not being detected when moving. Attacking from stealth deals a critical hit.
--IV (bonus level, acquired only from teachers) Allows entering stealth once per battle.
-Sacrifice
--I Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 25% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.25.
--II Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 50% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.5.
--III Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 75% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.75.
--IV (bonus level, acquired only from teachers) Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 100% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 1.
Haledars are often called sea elves. Their homeland consists of islands south of the Great Salinkar Desert. They are magnificent navigators; their ships are simple and very fast, and it is said they were the first to discover the continent of Sarantoda, which is unsurprising considering how many miles any navigator sails each year (and Sarantoda is not so far from the islands where they live). But they do not share their discoveries; Haledars are romantic natures and are not interested in searching for new lands. They are dwellers of the seas. The sea and only the sea has always fed them. In every sense of the word...
Cultural analogue: Caribbean pirates.
Symbolism: waves, storm, octopus
Attribute distribution:
10:10:10:5 5:10:10:10
Initially water magic, then air.
Skills:
-Native Element
--I On a ship and near water, the character receives a bonus to concentration and reaction.
--II On a ship and near water, the character receives a bonus to concentration and reaction.
--III On a ship and near water, the character receives a bonus to concentration and reaction.
--IV (bonus level, acquired only from teachers) On a ship and near water, the character receives a bonus to concentration, reaction, power, and accuracy.
-Navigation
--I Allows the character to easily orient themselves both on land and at sea.
--II Allows the use of instruments and technologies related to navigation, regardless of whether a skill exists for it.
--III Allows the operation of any means of transport and the use of radio communication.
--IV (bonus level, acquired only from teachers) Allows the repair of all the above (except for means of transport requiring a technical skill).
Cultural analogue: USSR
Symbolism: pickaxe and shovel, lantern
Attribute distribution:
5:5:10:20 20:5:10:5
Initially fire, then earth (magic among Dwarfs, as mentioned, is rare. It is advisable to consider this in the biography).
Skills:
-Berserker Rage
--I Activatable ability. During the next turn, all attacks will cost 0 AP.
--II Activatable ability. During the next two turns, all attacks will cost 0 AP.
--III Activatable ability. During the next three turns, all attacks will cost 0 AP.
--IV (bonus level, acquired only from teachers) Activatable ability. During the next four turns, all attacks will cost 0 AP.
-Dwarf Technologies
--(similar to Create technologies, but for Dwarf technologies. That's how it is)
-Technomagic
--I Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1/3
--II Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 2/3
--III Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1
--IV (bonus level, acquired only from teachers) Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1.5
Small and frail halflings are actually not as simple as they seem. Effectively lacking a centralized state, living in villages that only occasionally unite to make a joint decision, they still manage to maintain independence for a long time. The reason is simple: no one wants to mess with those who are always just lucky in the most incomprehensible way.
Cultural analogue: Ireland
Symbolism: clover, rainbow, horseshoe
Attribute distribution:
5:10:10:10 5:10:5:20
Initially air, then water.
Skills:
-Luck Aura
--I Increases the probability of critical hits for the leprechaun himself and all allies.
--II Increases the probability of critical hits for the leprechaun himself and all allies.
--III Increases the probability of critical hits for the leprechaun himself and all allies.
--IV (bonus level, acquired only from teachers) Increases the probability and power of critical hits for the leprechaun himself and all allies.
-Surprise
--I At the beginning of a battle, receives a boost to a random attribute (physical or spiritual).
--II Increases the strength of the boost.
--III Increases the strength of the boost.
--IV (bonus level, acquired only from teachers) Receives a boost to both a random physical and a random spiritual attribute.
-Partisan
--I Enemy receives an AP penalty during attacks.
--II Increases the enemy penalty. Increases initiative.
--III Increases the enemy penalty. Increases speed.
--IV (bonus level, acquired only from teachers) Increases the enemy penalty.
Orcs
Mighty orcs, as tall and strong as they are primitive, have often acted and continue to act as the scourge of nations.
Cultural analogue: any uncivilized tribes
Symbolism: club, fang, dragon
Attribute distribution:
20:5:5:10 20:5:10:5
Skills:
-Incredible Strength
--I Allows holding two one-handed weapons.
--II Allows holding one one-handed and one two-handed weapon.
--III Allows holding two two-handed weapons.
--IV (bonus level, acquired only from teachers) Reduces AP requirements for attacking with two weapons simultaneously.
-Executioner
--I Activatable ability. Performs two consecutive attacks (damage from the second is one-third of normal damage) for double the AP.
--II Activatable ability. Performs two consecutive attacks (damage from the second is two-thirds of normal damage) for double the AP.
--III Activatable ability. Performs two consecutive attacks for double the AP.
--IV (bonus level, acquired only from teachers) Performs two consecutive attacks (damage from the second is 1.5 times greater than normal damage) for double the AP.
-Chieftain
--I Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is four times weaker than usual.
--II Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is twice as weak as usual.
--III Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is a quarter weaker than usual.
--IV (bonus level, acquired only from teachers) Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one.
Goblins are short and weak, but the primitivity of their bodies has many advantages. Goblins are also called the nightmare of caravans: for merchants, there is simply no salvation from these regenerating troglodytes, who, moreover, are excellent at handling traps.
Cultural analogue: any uncivilized tribes
Symbolism: crocodile, bones, rope
Attribute distribution:
5:10:10:10 10:10:10:5
Skills:
-Regeneration
--I Restores 5% of maximum health every round.
--II Restores 10% of maximum health every round.
--III Restores 15% of maximum health every round.
--IV (bonus level, acquired only from teachers) Restores 20% of maximum health every round.
-Set Trap
--I Activatable ability. Discreetly sets a trap on a chosen area of the battlefield (or outside of combat). An opponent who falls into it will take damage depending on intelligence and will be forced to spend remaining AP to free themselves from the trap.
--II Increases trap damage.
--III Increases trap damage.
--IV (bonus level, acquired only from teachers) Increases trap damage.
-Mutation
--I Due to the primitivity of the body, goblin organisms often do not meet the standards of this nation. The mutated seek these abilities and strive to develop them. At the start of the game, this class chooses an attribute that levels up five points more effectively per level. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--II The same attribute levels up ten points faster per level instead of five. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--III The same attribute levels up fifteen points faster per level instead of ten. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--IV (bonus level, acquired only from teachers) The same attribute now levels up twenty points faster per level.
Game Features
"Your Game" was created for members of the heroesworld forum and has several features. First and foremost, it is an FRPG; at least, that is how I would classify it. The game is played via personal threads, which all participants will have. The approach to participants is individual; specific events will happen to each person. Participants can interact with the world, NPCs, and other participants (this includes the possibility of grouping participants together and creating a new thread related to that group). You can take quests from any characters, whether they are NPCs or other participants, and you can travel to almost any corner of the world (although I will try to nudge you toward certain locations). I also want to warn you that events in the game will be dynamic: if you stand in one place for too long, something might happen. I hope such an approach will eliminate stagnation in the game.This section will be gradually filled with new information so as not to throw everything at you at once; for now, please study the game mechanics. Good luck in the game!
Choosing Game Characters
The character selection system is as follows.There are five races, with two playable nations in each. Each nation has three combat classes. Each class has its own unique skill. Additionally, when choosing a class, you should specify an additional starting skill of your choice (within reason). However, some classes strongly benefit from having a particular starting skill; for example, mages need a skill in the corresponding magic if they wish to cast spells immediately.
HUMANS
A fairly common race. For the most part, they are tall and strong (though not the toughest), yet completely incapable of any magic—but this deficiency is more than made up for by their special personality traits and intellect.Creates
Cultural analogue: Europe, 19th century
Symbolism: eagle, hawk, Sun
Attribute distribution:
10:5:20:5 20:10:5:5
Skills:
-Create Technologies
--I Allows use and repair of first-rank Create technologies
--II Allows use and repair of second-rank Create technologies, and creation of first-rank ones
--III Allows use and repair of third-rank Create technologies, and creation of second-rank ones
--IV (bonus level, acquired only from teachers) Allows use and repair of unique Create technologies. Allows creation of third-rank Create technologies.
-Brilliant Commander
--I Increases critical hit probability for allies
--II Increases initiative and speed for allies
--III Increases all spiritual attributes for allies
--IV (bonus level, acquired only from teachers) The commander himself also receives bonuses from his command. Bonus magnitude is increased by 50%
-Explosives Expertise
--I Increases damage from explosives
--II Further increases damage from explosives
--III Further increases damage from explosives
--IV (bonus level, acquired only from teachers) Further increases damage from explosives
Polo
Cultural analogue: Spain, Age of Discovery
Symbolism: lion, sword, gold
Attribute distribution:
20:5:10:5 20:5:10:5
Skills:
-Technological Advantage
--I Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--II Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--III Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
--IV (bonus level, acquired only from teachers) Allows use of Polo technologies. Increases technology damage when fighting an opponent who does not use them.
-Filibuster
--I The character has the right to rob and kill any characters provided they are unfriendly toward the Kro Empire. The character may keep 25% of the loot.
--II The character may keep 50% of the loot.
--III The character may keep 75% of the loot.
--IV (bonus level, acquired only from teachers) The character keeps all looted goods and may even receive a small bonus from imperial authorities.
-Treasure Hunter
--I Allows finding 25% more money.
--II Allows finding a total of 50% more money and 25% more gems.
--III Allows finding a total of 75% more money and gems.
--IV (bonus level, acquired only from teachers) Doubles loot, excluding items.
Albetas
Cultural analogue: Arabs.
Symbolism: moons, saber, horse
Attribute distribution:
10:10:5:10 10:10:10:5
Skills:
-Mounted Combat
--I Provides a bonus to power and accuracy when using a horse, allows shooting while mounted
--II Provides a bonus to power and accuracy when using a horse
--III Provides a bonus to power and accuracy when using a horse
--IV (bonus level, acquired only from teachers) Provides a bonus to power and accuracy when using a horse. The horse takes hits intended for the rider.
-Desert Dweller
--I Increases resistance to fire and earth.
--II Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
--III Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
--IV (bonus level, acquired only from teachers) Increases resistance to fire and earth. Provides a survivability bonus if the battle takes place in a hot climate.
MAGES
Mages are somewhat similar to humans, at least externally. However, their body structure differs significantly from humans'; furthermore, mages wield spells, as can be inferred from the name.Dascaloses

Dascalos is the name of the Great Teacher of mages, an Anta by nationality, who formulated the basic laws of cognition (though this is only a small fraction of his enormous contribution to the development of mages). This people named themselves after him, as they most fully absorbed Dascalos' teachings on cognition.Cultural analogue: Ancient Greece
Symbolism: book, staff, ray of light
Attribute distribution:
5:10:20:5 10:10:10:5
Initially, air or fire magic is available, then the other of these two elements.
Skills:
-Air Mage
--I Reduces the amount of mana required to cast air element spells.
--II Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
--III Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast air element spells. Provides a reaction bonus.
-Fire Mage
--I Reduces the amount of mana required to cast fire element spells.
--II Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
--III Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast fire element spells. Provides a vitality bonus.
-Hoplite
--I Provides a power bonus when using spears.
--II Provides a power bonus when using spears. Increases armor efficiency.
--III When using spears, the hoplite is guaranteed to deal a preemptive strike.
--IV (bonus level, acquired only from teachers) The hoplite's preemptive strike has a chance to knock the opponent down.
Wanderers

Another people of mages who decided to go their own way. Unlike the Dascaloses, Wanderers are hermits and are used to relying solely on themselves in matters of cognition. For this reason, few wanderers earn the honor of being known. Yet among them there are those whose genius precedes their time, and such geniuses reach amazing heights, for their minds are not clouded by abstract sciences and they can devote themselves entirely to the subject they understand best.Cultural analogue: no culture of their own
Symbolism: none
Attribute distribution:
10:5:20:5 20:5:5:10
Initially, only water magic is available, then earth magic.
Skills:
-Water Mage
--I Reduces the amount of mana required to cast water element spells.
--II Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
--III Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
--IV (bonus level, acquired only from teachers) Reduces the amount of mana required to cast water element spells. Provides a concentration bonus.
-Necrology
--I Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
--II Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material"
--III Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
--IV (bonus level, acquired only from teachers) Activatable ability. Raises a dead body and forces it to fight on the necrologist's side. A large amount of mana is consumed every turn. Can be applied multiple times (as long as mana permits). The undead's attributes depend on the original "material."
-Roaming Warrior
--I Increase in power and accuracy during 1x1 battles.
--II Increase in will and concentration during 1x1 battles.
--III Increase in vitality and reaction during 1x1 battles.
--IV (bonus level, acquired only from teachers) Increase in survivability during 1x1 battles.
ELVES
Usually shorter and weaker than humans, but they have heightened senses and are wonderful spellcasters.Sylvans
Cultural analogue: Europe, Late Middle Ages
Symbolism: leaf, staff, river
Attribute distribution:
5:20:10:5 10:20:5:5
Initially, only earth magic is available, then air
Skills:
-Sniper Shot (activatable ability)
--I Fires an arrow of increased range that ignores half of the damage resistance. Requires twice as many AP as a normal shot.
--II Fires an arrow of increased range that ignores damage resistance. Requires twice as many AP as a normal shot.
--III Fires an arrow of increased range that ignores damage resistance and always deals critical damage. Requires twice as many AP as a normal shot.
--IV (bonus level, acquired only from teachers) Fires an arrow of increased range that ignores damage resistance and always deals critical damage. Requires 1.5 times more AP than a normal shot.
-Fearless Knight
--I The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1/2)
--II The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1)
--III The knight's weapon receives a damage bonus not only from power/accuracy, but also from intelligence (with a coefficient of 1.5)
--IV (bonus level, acquired only from teachers) Depending on power, the character has a chance to attack another target during the round without spending AP.
-Druid
--I The druid's spell power increases by 25% when large animals are nearby
--II The druid's spell power increases by 25% for each large animal nearby.
--III The druid's spell power increases by 25% for each large animal nearby and additionally by 50% if the battle is in a forest.
--IV (bonus level, acquired only from teachers) The druid gains the ability to sway plants and animals to their side.
Yoru
Cultural analogue: classical Japan
Symbolism: black dragon, dagger, lightning
Attribute distribution:
10:20:5:5 5:5:10:20
Initially fire magic, then water.
Skills:
-Dark Spellcaster
--I An additional 15% fire damage is added to any damage (effect multiplies with others).
--II An additional 35% fire damage is added to any damage (effect multiplies with others).
--III An additional 60% fire damage is added to any damage (effect multiplies with others).
--IV (bonus level, acquired only from teachers) An additional 100% fire damage is added to any damage (effect multiplies with others).
-Stealth
--I Activatable ability. The character leaves the line of sight of other characters. They cannot be detected as long as they do not move; otherwise, they are discovered immediately. In this state, one can attack and start a battle.
--II There is a probability that a character with stealth will not be detected when moving.
--III Increases the probability of a character not being detected when moving. Attacking from stealth deals a critical hit.
--IV (bonus level, acquired only from teachers) Allows entering stealth once per battle.
-Sacrifice
--I Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 25% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.25.
--II Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 50% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.5.
--III Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 75% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 0.75.
--IV (bonus level, acquired only from teachers) Gives part of their own vitality to allies. Loses 50% vitality; allies each receive 100% of the character's vitality. Each unit of vitality given increases the samurai's power and accuracy by 1.
Haledars
Cultural analogue: Caribbean pirates.
Symbolism: waves, storm, octopus
Attribute distribution:
10:10:10:5 5:10:10:10
Initially water magic, then air.
Skills:
-Native Element
--I On a ship and near water, the character receives a bonus to concentration and reaction.
--II On a ship and near water, the character receives a bonus to concentration and reaction.
--III On a ship and near water, the character receives a bonus to concentration and reaction.
--IV (bonus level, acquired only from teachers) On a ship and near water, the character receives a bonus to concentration, reaction, power, and accuracy.
-Navigation
--I Allows the character to easily orient themselves both on land and at sea.
--II Allows the use of instruments and technologies related to navigation, regardless of whether a skill exists for it.
--III Allows the operation of any means of transport and the use of radio communication.
--IV (bonus level, acquired only from teachers) Allows the repair of all the above (except for means of transport requiring a technical skill).
DWARVES
A fairly short race, however, they cannot usually be called frail. Dwarves for the most part are very hardworking and stubborn.Dwarfs

The strongest and most muscular of all dwarves, Dwarfs apply all their abilities to building majestic underground palaces and mining minerals. Their technologies are unique, as are their spells that enhance machinery (though not every Dwarf possesses the capacity for them).Cultural analogue: USSR
Symbolism: pickaxe and shovel, lantern
Attribute distribution:
5:5:10:20 20:5:10:5
Initially fire, then earth (magic among Dwarfs, as mentioned, is rare. It is advisable to consider this in the biography).
Skills:
-Berserker Rage
--I Activatable ability. During the next turn, all attacks will cost 0 AP.
--II Activatable ability. During the next two turns, all attacks will cost 0 AP.
--III Activatable ability. During the next three turns, all attacks will cost 0 AP.
--IV (bonus level, acquired only from teachers) Activatable ability. During the next four turns, all attacks will cost 0 AP.
-Dwarf Technologies
--(similar to Create technologies, but for Dwarf technologies. That's how it is)
-Technomagic
--I Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1/3
--II Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 2/3
--III Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1
--IV (bonus level, acquired only from teachers) Spiritual attributes affect the effectiveness of applied technologies with a coefficient of 1.5
Halflings
Cultural analogue: Ireland
Symbolism: clover, rainbow, horseshoe
Attribute distribution:
5:10:10:10 5:10:5:20
Initially air, then water.
Skills:
-Luck Aura
--I Increases the probability of critical hits for the leprechaun himself and all allies.
--II Increases the probability of critical hits for the leprechaun himself and all allies.
--III Increases the probability of critical hits for the leprechaun himself and all allies.
--IV (bonus level, acquired only from teachers) Increases the probability and power of critical hits for the leprechaun himself and all allies.
-Surprise
--I At the beginning of a battle, receives a boost to a random attribute (physical or spiritual).
--II Increases the strength of the boost.
--III Increases the strength of the boost.
--IV (bonus level, acquired only from teachers) Receives a boost to both a random physical and a random spiritual attribute.
-Partisan
--I Enemy receives an AP penalty during attacks.
--II Increases the enemy penalty. Increases initiative.
--III Increases the enemy penalty. Increases speed.
--IV (bonus level, acquired only from teachers) Increases the enemy penalty.
TROGLODYTES
The wildest peoples of all, troglodytes live, at best, in small tribes. Their physical structure is somewhat similar to that of reptiles, although science recognizes them as relatives of all other peoples.Orcs
Cultural analogue: any uncivilized tribes
Symbolism: club, fang, dragon
Attribute distribution:
20:5:5:10 20:5:10:5
Skills:
-Incredible Strength
--I Allows holding two one-handed weapons.
--II Allows holding one one-handed and one two-handed weapon.
--III Allows holding two two-handed weapons.
--IV (bonus level, acquired only from teachers) Reduces AP requirements for attacking with two weapons simultaneously.
-Executioner
--I Activatable ability. Performs two consecutive attacks (damage from the second is one-third of normal damage) for double the AP.
--II Activatable ability. Performs two consecutive attacks (damage from the second is two-thirds of normal damage) for double the AP.
--III Activatable ability. Performs two consecutive attacks for double the AP.
--IV (bonus level, acquired only from teachers) Performs two consecutive attacks (damage from the second is 1.5 times greater than normal damage) for double the AP.
-Chieftain
--I Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is four times weaker than usual.
--II Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is twice as weak as usual.
--III Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one. This attack is a quarter weaker than usual.
--IV (bonus level, acquired only from teachers) Activatable ability. After application, all allies with sufficient AP perform an additional attack unrelated to the main one.
Goblins
Cultural analogue: any uncivilized tribes
Symbolism: crocodile, bones, rope
Attribute distribution:
5:10:10:10 10:10:10:5
Skills:
-Regeneration
--I Restores 5% of maximum health every round.
--II Restores 10% of maximum health every round.
--III Restores 15% of maximum health every round.
--IV (bonus level, acquired only from teachers) Restores 20% of maximum health every round.
-Set Trap
--I Activatable ability. Discreetly sets a trap on a chosen area of the battlefield (or outside of combat). An opponent who falls into it will take damage depending on intelligence and will be forced to spend remaining AP to free themselves from the trap.
--II Increases trap damage.
--III Increases trap damage.
--IV (bonus level, acquired only from teachers) Increases trap damage.
-Mutation
--I Due to the primitivity of the body, goblin organisms often do not meet the standards of this nation. The mutated seek these abilities and strive to develop them. At the start of the game, this class chooses an attribute that levels up five points more effectively per level. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--II The same attribute levels up ten points faster per level instead of five. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--III The same attribute levels up fifteen points faster per level instead of ten. Upon improving the skill to the next level, they automatically receive 3*level points to this attribute.
--IV (bonus level, acquired only from teachers) The same attribute now levels up twenty points faster per level.