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Heeere... it seems to me that a clone of the Revan expedition turned out, lol) I don't know how high-quality it is, but maybe it's actually okay. I hope it goes over as well as Dal Shabhet. But... hope is the first step on the road to disappointment.
Three Mafia games were played in this little world: 1, 2, 3. They might be able to tell you something about it.

Introduction

The walls and ceiling of the huge hall were decorated with various drawings depicting historical events and prominent figures of the distant past. A map of the world occupied almost the entire western wall. A large number of cities and small settlements were marked on it. Some other significant places were also noted. There were no windows here. Torches in the shape of flowers hanging on the walls illuminated the space with a dim light. In the center of the hall, on a red floor, an eyelidless eye was depicted; to its left grew a skeleton's hand holding an hourglass. To the right—a dark hand with a dagger. Above—two axes, and below—two swords. A little further from the image stood a large wooden table decorated with exquisite carvings. Many papers, books, and seals lay on the table. There was also a medallion with a large dark-purple stone and bracers made of an unknown metal. Opposite the table, right under a blank stone wall, stood a bed. A man sat on it, facing the wall. He had no hair on his head and was dressed in a red robe. The man did not move or blink; he simply stared at the wall, doing nothing and thinking of nothing.
A dark elf appeared from the eye in the center of the room. He looked toward the bed, slowly approached the table, and began to examine the papers and flip through the books.
- Speak, - a man's voice was heard.
- I found it. It really is located where you said.
- Then act before they find out. I don't need to explain exactly how you should act, do I?
- No. I have already thought everything through. I will do it quietly and carefully. These fanatics won't suspect a thing. Leading their spies on false trails is child's play.
- Good.
After these words, the elf vanished into the shadow of the table.

***

In a small port in northwestern Ryjorvalia called Sjyotouyukyur, a large sheet of paper hung on the notice board in the center of town. This sheet contained information that a local merchant, Lutiel Slyface, was recruiting a group of mercenaries to guard his trading vessel, which was setting off on a long journey to another part of the continent, toward the shores of Lakelia.
"Attention, attention to all two-handed, two-legged, big and small, smart and stupid, capable of protecting not only themselves but also my goods from pirates, dishonest partners, and various thugs. I invite you to join the crew of my glorious ship! What do I offer you? 2 000 setrs a day! Meals at my expense, cheerful company, and the opportunity to see various parts of our wonderful continent! Also, those who distinguish themselves particularly or are particularly maimed will receive a bonus! Relatives of the deceased are guaranteed compensation! Do not miss your chance to earn well and diversify your boring life! Come to my house located in the port for a fitness check. The house can be found without any problem; there is a sign with my name above the door."
Madinia


A middle state that has existed for about a thousand years. It was in these lands that the art of elemental magic originated. Magical abilities, widespread among the indigenous inhabitants, ingenuity, and a belief in progress allowed Madinia to become the most influential state on the continent and create a vast Empire. Currently, the country is a dictatorship based on the power of mages—the privileged class of Madinian society. Indigenous inhabitants make up about thirty percent of the total population. They are mainly engaged in invention, magic, science, architecture, legislation, law enforcement, and art. The rest of the population consists of immigrants engaged in crafts, farming, small trade, and providing various services. A large diaspora of Letians (high elves) also lives in the country, who for one reason or another left their homeland—the Letian Kingdom, located far to the south.
Incredible liberties, compared to other states on the continent and the rest of the world, attract a large number of newcomers from all corners of the globe to the country. Many things are legalized here. From narcotic potions and polygamy to some forms of cannibalism and slavery.
Madinia is also famous for its huge cities, beautiful architecture, good roads, and many educational institutions, some of which are free. The main pride of the country is the Central Academy of Sciences and Elements, located near the capital. The Academy is a separate city in which a vast number of students live. Anyone who wishes can study there; however, one must possess extremely extraordinary abilities and talents. Also, the same place houses the main fortress of the Setranomicon Order—the Peak of Elements.
Particularly skilled Madinian mages are capable of creating various creatures. For example, half-human half-beast hybrids can be encountered quite often in the cities and villages of Madinia. As a result of the wizards' experiments, many new sentient species appeared, who now serve them. Sorcerers also love to create animals, monsters, and beasts described in the religious texts of various beliefs, thereby mocking and amusing themselves at the expense of religious people.

Central Academy of Sciences and Elements.
Central Academy of Manipulation Arts.
Central Academy of Combat Magic.
Central Academy of Death Arts.
Old Temple of Madi-Latu.
Peak of Elements - the central fortress of Setranomicon.


Kingdom of Ryjorvalia


A northern country populated by descendants of seafarers and travelers—the Argatals, who long ago crossed the northern wastes and settled in these inhospitable and cold lands. For a long time, the country was divided into many different regions warring with each other. Subsequently, only the expansion of the Madinians forced the Ryjorvalians to unite and stand as a single front against the aggressor. However, they did this too late and ultimately lost a significant part of their lands, which became part of the Madinian Empire. Currently, the kingdom is a parliamentary monarchy with significantly limited royal power. The inhabitants of these lands are harsh and unassuming. They are well adapted to the cold climate. They are skilled warriors and hunters. They engage in mining minerals and timber.
White orcs, calling themselves children of winter, live in the coastal cities and small settlements of the country. Their homeland is the islands located northwest of the continent. Also, a significant number of trolls live in the mountains of Ryjorvalia, who avoid communication with humans and prefer secluded mountain communities.

Mount Yoltira.
Temple of Ryjortir.
Glacier – the northern fortress of Setranomicon.


Seveseptim


Once the northeastern part of the Madinian Empire, it felt the influence of the Church of the Creator particularly strongly. According to mages, it is an area with the largest reserves of various minerals. The inhabitants are extremely conservative, withdrawn, and pious. They fear everything new. They are unfriendly toward strangers. They are extremely enduring and hardworking. They are mainly engaged in mining iron ores, coal, precious metals, and stones. Seveseptim is also known for its cult buildings, the construction and maintenance of which consume a significant portion of citizens' taxes.
Knight tournaments and various military competitions, which are held quite often, are popular among the citizens.
A long existence as part of Madinia developed a hatred in the inhabitants toward the Madinians—oppressors and enslavers, as they are still considered today. Mages are particularly disliked, as they once treated the faith of the Seveseptimians with arrogant indifference, attempting to eradicate it. Such actions had the opposite effect and significantly strengthened people's faith. Soon, so-called Punishers of the Creator appeared, who began to persecute and kill all heretics and atheists. Later, this spilled over into large-scale uprisings across the country, which were brutally suppressed. When Seveseptim received broad autonomy, the surviving Punishers of the Creator organized an Inquisition. Currently, in the struggle against those whose views do not align with the views of the Church of the Creator, the Inquisition uses even more brutal methods than the mages used. But the Inquisition is not limited to punitive functions, sending missionaries to other regions who propagate the church's teachings.

Great Temple of the Creator.
Temple of the Creator's Foot.
Temple of the Seven.
Holy Inquisition of the Creator.
Knights' Arena.
Fortitude - the northeastern fortress of Setranomicon.

Lakelia


The land of the Great Lakes. Here are located the largest shipyards of the confederation, engaged in building all kinds of floating vessels. From small boats to huge trading and warships. There are also financial institutions and markets for selling various goods.
Before joining the confederation, Lakelia maintained absolute neutrality and did not participate in any major war of Setranomicon. This led to the rapid development of trade in this region, as it acted as an intermediary between warring countries that could not trade with each other directly.
The inhabitants are less conservative and pious than the Seveseptimians, but they also cling strongly to their traditions and way of life. Lakelians are enterprising and cunning. They are mainly engaged in trade, usury, and various crafts. The pride of the Lakelians is the largest bank in the world, carrying out a huge number of financial operations across the continent. They are also proud of the Great Lakes Preserve, where the best species of freshwater fish, mollusks, and crustaceans are bred.

Central Bank of Lakelia.
Printing House of Setranomicon.
Great Lakes Preserve.
Small Temple of the Creator.
Fortitude - the northeastern fortress of Setranomicon.

Hysteosia


A country located in the south of the continent. Hysteosian society has been built around war since ancient times. Not long ago, their main activity was conflicts with neighboring states. A large number of different military clans still compete with each other within the country. All clans train their warriors from an early age. The inhabitants are obsessed with war and everything associated with it. Hysteosians are much larger and taller than people from other parts of the world. They are allowed to engage only in military affairs and sports, while the small peoples inhabiting the south are their slaves. They engage in farming, animal husbandry, gardening, and various crafts, as well as serving the warrior class.
Hysteosian women possess the same rights as men and also engage only in military affairs and sports. Meanwhile, women of other races and nationalities are concubines to Hysteosian male warriors. The higher the status of the warrior, the more women and slaves he has. Girls born to slave women become slaves themselves and usually serve as objects of trade. Meanwhile, boys join the ranks of Hysteosian warriors. However, the rights of such warriors are significantly limited. For example, they are forbidden from marrying Hysteosian women. Exceptions may be made for particularly skilled and strong warriors who have proven themselves well in military affairs.
In all times, a favorite activity of the Hysteosians was raiding neighboring peoples, during which they took the most beautiful women for themselves. Now, they periodically raid island tribes of humans and high elves, or buy women at slave markets.
In all large and small Hysteosian settlements, various sports competitions are constantly held, mainly related to skill in handling weapons. Once a year, such competitions are held for male and female slaves. The winners of these competitions receive the status of a free person and citizen.
The land in Hysteosia is extremely fertile. Huge areas of the country are sown with grain crops. Since the beginning of cooperation with mages, the annual harvest has increased dozens of times, significantly cheapening products across the continent and ending hunger forever even in the most unfavorable parts of the confederation.

Temple of Lokura.
Temple of Tekura.
Stronghold - the southern fortress of Setranomicon.

City-states of Halehids


They represent a collection of small city-states, heirs to the most ancient culture of Setranomicon, which existed long before statehood appeared among other peoples of the continent and has long passed its peak of development. This culture is distinguished by a special attitude toward death and everything associated with it. The main activity of the few inhabitants is the art of death—magic that allows various manipulations with the deceased. They also engage in alchemy and science. All same manual labor is performed by undead.
A small population and long life expectancy in the absence of wars forced the Halehids to engage in buying the dead from other peoples. Despite religious traditions, many people sell their deceased relatives, receiving significant funds in return.
Halehids know how to extract maximum benefit from what they have. A separate point of their activity is the cultivation of blue medilia, from the fruits of which the most common narcotic potion in the confederation is produced. Its use is permitted only in Madinia and Heliotria. In other regions, it is banned. But despite this, a black market for selling this intoxicant flourishes there.

Eye of the Dead God.
Eternity - the southwestern fortress of Setranomicon.

Heliotria


An island state to the east of the continent. It is populated by dark elves, mostly living in underground cities characterized by whimsical architecture. Among the small population, the ability to interact with the shadows of various objects is widespread, which determined the occupation of many Heliotrians. Excellent thieves, assassins, and spies come from among them. In addition, they engage in slave trade, mining precious stones, smuggling, and piracy.
Hysteosians are particularly disliked among Heliotrians. Before the creation of the confederation, there were numerous wars and mutual raids, which continue to this day, but in significantly smaller numbers. Despite this, Heliotrians do not actually shy away from actively trading slaves with Hysteosians, often procuring rare specimens of women for noble warriors. Daughters of winter and Heliotrian women are especially popular among the latter, who are not infrequently kidnapped and sold into slavery by their own kinsmen.
Heliotria is also home to a very small number of vampires. This species is a great rarity. Very few of them remain. Throughout many centuries, dark elf clans destroyed them, considering them extremely dangerous beings. Occasionally they can be met in the large cities of the confederation. Many of the vampires are members of Setranomicon.

Temple of the Lord of Shadow.
Altar of the Blood God.
Star's Shadow - the eastern fortress of Setranomicon.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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Characteristics


The player has 115 characteristic points at their disposal. Minimum – 10, maximum – 50.

Constitution. Each point increases the character's health by 10 units.

Intelligence. Determines the amount of a character's magic energy; increases the character's magic energy by 10 units starting from 11 (the initial magic energy of any character is equal to 50).

Strength. Increases the amount of physical melee damage. Required for wearing heavy armor, two-handed weapons, and medium shields (30 units). Strength modifier: for two-handed weapons - 1.0; one-handed – 0.5; polearms – 0.7.

Dexterity. Determines melee accuracy; the probability of dodging an enemy attack. 10 units of dexterity: + 5 to accuracy and evasion, each subsequent unit of the stat: +1 to accuracy and evasion.

Speed. Determines the character's initiative and movement speed (similar to the previous characteristic).

Willpower. Determines magic power (the probability of success when using spells); the probability of resisting spells (similar to the previous characteristic).

Perception. Determines the character's accuracy when using ranged weapons; the probability of dodging an enemy attack (similar to the previous characteristic); the chance to discover hidden items, hear additional information from non-player characters.

Skills

Each player starts with 2 skill points and 8 ability points.

Combat Skills


One-Handed Weapons
I Proficiency with one-handed weapons.
II Chance to parry an enemy strike (dexterity).
III +10 to melee evasion.
IV Chance to perform a counterattack (dexterity).
V Additional attack.
VI Allows the use of one-handed weapons in each hand (+15 damage), chance to perform a counterattack is increased by 1.5 times.
*With each rank, accuracy (2) and critical hit chance (2%) increase.


Two-Handed Weapons
I Proficiency with two-handed weapons.
II Strength additionally influences the accuracy parameter (0.3).
III Additional attack.
IV Chance to take no damage from an enemy attack (constitution).
V +10 damage, -5 melee evasion.
VI Chance to deal triple damage (strength).
*With each rank, damage (3) and critical hit chance (2%) increase.


Polearms
I Proficiency with polearms.
II Chance to parry an enemy strike (dexterity).
III +13 melee evasion.
IV Chance to perform a counterattack and paralyze the enemy for one turn (dexterity).
V Chance to deal triple damage (dexterity).
VI Chance to deal lethal damage by throwing the weapon at an enemy (perception + critical hit chance).
*With each rank, accuracy (2) and critical hit chance (2%) increase.


Shields
I Proficiency with a shield, block chance (dexterity).
II Chance to perform a counterattack (dexterity).
III After deflecting an enemy attack, a retaliatory strike with the shield is dealt (-20 enemy health units, chance to paralyze the enemy for one turn (strength + critical hit chance)).
IV While the character is not moving, they automatically block attacks from ranged weapons.
V Two allies can take cover behind the character.
VI Block chance increased by 1.5 times.
*With each rank, successful block chance (2%) increases.


Ranged Weapons (Bows | Crossbows)
I Proficiency with ranged weapons.
II +10 evasion in distance combat.
III Chance to paralyze the enemy for one turn, next attack deals double damage (perception + critical hit chance).
IV Additional attack.
V Chance to fire 5 shots per turn (perception; -10 accuracy) | Chance to deal triple damage to the enemy (perception).
VI Critical hit chance increased threefold.
*With each rank, accuracy (2) and firing range (10) increase | armor penetration percentage (10%).


Firearms (Pistols | Rifles)
I Proficiency with firearms.
II Additional attack.
III Additional attack (x2).
IV Critical hit chance increased threefold (x4).
*With each rank, accuracy (3) increases.
*Restriction: Madinians, Letians.


Magic


Elemental Magic


Lightning (50|50) Hits the enemy with a strong electric charge with a chance to paralyze for one turn (willpower).
Chain Lightning (90-75-60-45-30-10|250) Lightning hits up to 6 enemies located near the initial target.
Plasma own Blast (?|100) The caster summons a plasma ball that hits enemies with an electric charge.
Squall (-|70) Creates a hurricane at the specified location, reducing enemy ranged accuracy and firing range by 30% for two turns.
Thunderstorm (25|300) Creates a hurricane over a large area, reducing the ranged accuracy and firing range of all characters by 60%; characters take electrical damage for five turns.


Ice Shards (50|50) Deals damage to the enemy and reduces initiative by 20%.
Ice Ground (-|20) Freezes the ground under the enemy, reducing their speed and dexterity by 30%.
Cold (-|90
) Freezes the enemy for one turn. A frozen enemy takes triple damage.
Cold Wave (-|200) Freezes all characters within a twenty-meter radius for three turns, or until they take damage. Frozen characters take fivefold damage.
Unbearable Cold (-|300) Freezes the enemy for three turns. A frozen enemy takes fivefold damage, and their armor is destroyed.


Fire Arrow (50|50) Deals fire damage to the enemy.
Fire Ground (20|50) Sets the ground under the enemy on fire, dealing damage and reducing their speed and dexterity by 30%.
Fireball (90|150) Deals fire damage to the enemy, setting them on fire for two turns (-10% enemy health per turn).
Fire Ring (50|170) The caster surrounds themselves with a ring of fire, which deals damage to approaching enemies for five turns.
Fire Wave (-|300) Sets all characters within a twenty-meter radius on fire for two turns (-30% health per turn).

Combat Magic


Thunder Halo (-|-100, -150, -250)
I The character's weapon gains the ability to deal additional electrical damage (willpower).
II A chance appears to paralyze the enemy for two turns (willpower + critical hit chance).
III Electrical damage increases fourfold (x3).


Winter's Breath (-|-100, -150, -250)
I The character's weapon gains the ability to deal additional cold damage (willpower).
II A chance appears to freeze the enemy for one turn (willpower + critical hit chance), a frozen enemy takes double damage.
III Cold damage increases fourfold (x3).


Inner Fire (-|-100, -150, -250)
I The character's weapon gains the ability to deal additional fire damage (willpower).
II A chance appears to set the enemy on fire for three turns (willpower + critical hit chance), -10% health per turn.
III Fire damage increases fourfold (x3).

Stone Skin: -50% enemy damage (-100)
Tailwind: +30% speed (-100)
Strength: +50% strength (-100)
Dexterity: +50% dexterity (-100)

Healing Magic


Healing (out of combat)
I Restores target's health (+1 | 1).
II Restores target's health (+2 | 1).
Antidote (50) Removes negative effects from poisons and diseases.
Purification (50) Removes negative effects affecting the mind.
Meditation (-) Fully restores character's health and magic energy; the character cannot perform other actions for a considerable time.
Regeneration (100) Restores a certain amount of caster's health over three turns (willpower).
Protective Aura (?) The caster creates a magic barrier around themselves or an ally, absorbing damage and preventing the enemy from applying negative effects (barrier health = amount of caster's magic energy).
Salvation (350) Fully restores health and magic energy to all allies.

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 (30) The caster gains the ability to read a target's thoughts.
Suggestion (50) The caster can suggest anything to the target.
Sleep (50) Plunges the target into sleep until some harmful action is applied against them.
Masquerade (70) The caster gains the ability to change their own or someone else's appearance.
Subjugation (100) The caster gains the ability to control a target's actions for some time.
Invisibility (100, 150, 300)
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 (x2).
III The caster gains the ability to perform harmful actions while invisible (the first attack on a target deals critical damage; the second attack deals normal damage, and the spell is dispelled) (x4).

Art of Death


Dead Man's Hands (30) Immobilizes the enemy for two turns.
Skeleton (80) Raises a skeleton of a killed enemy from the dead.
Undead (100) Raises a killed enemy from the dead.
Weakening (150) Reduces all characteristics of an enemy for two turns (willpower, %).
Decay (-) Extracts the remaining life from a dead enemy, restoring magic energy to the caster or their ally (enemy's health amount).
Drain (200) Extracts life from an enemy, restoring health to the caster (willpower, %).
Source of Knowledge (300) Extracts knowledge from a recently killed target, giving a chance to increase a random characteristic of the caster by 3 points (willpower * 0.3).

Additional Abilities

Leadership: +35 health and magic energy to each character in the group, +7 willpower; provided that the character with this skill is appointed as the squad leader (x3).
First Aid: ability to use medical supplies.
Trading:
I A discount of 5% at all trading points.
II A discount of 10% at all trading points (x2).
Persuasion: the character is able to convince a target of anything (x2).
Luck: the character gains the ability to replay an unsuccessful result (x2).
Knife Throwing: +10 perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (perception) (x2).
Armor Wearing: removes the movement speed penalty when using heavy armor and shields (x3).
Stormtrooper: the character instantly closes the distance between themselves and their target. In heavy armor, use is possible only if the armor wearing ability is present (x3).
Duelist: in a one-on-one fight with an enemy, damage dealt as well as hit and evasion chances are doubled (x3).
Berserker: damage increased threefold, evasion reduced by half (x3).
Sorcerer: +50 magic power (x4).
Mirrorist:
I The character gains a chance (willpower) to reflect an enemy's spell in a random direction (x2).
II The character gains a chance (willpower) to reflect an enemy's spell back at them (x4).
Battle Mage: +15 strength, +15 dexterity (x4).
Scout: the character gains the ability to quickly gather information about the nearby territory (x2).
Healer: healing spells require 50% less magic energy (x4).
Assassin: attacking an unsuspecting character kills them (x3).
Thief: when stealing, dexterity and perception are increased; the character gains the ability to pick locks.
Inventor: ability to improve items as well as create new ones if blueprints are available (x2).
Scholar: +15 intelligence (x3).
Alchemist:
I The character gains the ability to create various potions.
II Creation of enhanced effect potions.
Archaeologist. Ability to recognize various items and ancient structures.
Zoologist. Knowledge of wild animal habits, ability to recognize their tracks.
Cartographer. The character gains the ability to draw a map of the area.
Meteorologist. The character gains the ability to predict unfavorable weather.

Origin

Ryorvalia: damage dealt by enemy spells is halved; free scouting ability.
Seveseptim: each point of constitution after 15 gives twice as much health; free armor wearing ability.
Madinia: +10 intelligence; additional 4 ability points and 2 skill points.
Lakelia: free second-level trading ability; free persuasion ability; starting capital significantly increased; the player gains the ability to create an NPC bodyguard within the framework of starting characteristic and ability points, but without origin bonuses and persuasions.
Heliotria: +5 dexterity; free knife throwing ability; additional ability - fade into shadow: the character gains the ability to hide from an enemy in the shadow of some object, as well as the ability to move short distances using the shadow of some object.
Hysteosia: +10 constitution; +7 strength; free combat skill; four free combat ability points.
Halehids: +5 willpower; additional 4 ability points; free art of death skill; if enemy damage is greater than character's willpower, the character takes damage equal to enemy damage minus character's willpower.
Children of Winter (Orcs): +15 constitution; +10 strength; immunity to spells that affect with cold.
Letians (High Elves): +5 dexterity; +5 perception; free ranged weapons | firearms skill; three free ranged weapon points | two free firearm points.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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Beliefs


According to the prevailing theory in the field of magic and internal energy, all influence exerted by so-called gods and similar beings is reduced to the people themselves, whose beliefs are strong enough and whose faith is sincere enough that their hidden magical abilities, even insignificant ones, somehow and to some extent affect reality. Put simply, people create what they believe in. Recent experiments only confirm this theory. Using the art of manipulation, mage-scientists forced subjects to believe that small birds lived in their noses; soon, these birds actually appeared. And they were capable of interacting with the real world. However, after a reverse process of persuasion, the birds disappeared, and the subject became extremely weakened and depressed. This field is little studied; it is too early to draw definitive conclusions regarding the mechanisms of this phenomenon, its strength, potential, and prevalence among the population. Experiments continue, however, some mages express bold hypotheses that the sincere faith of a large number of people is capable of giving rise to so-called gods or something similar to them.
Church of the Creator


Also known as the Maker and the One. A religion that originated about a thousand years ago on the western continent, in the Kratian Empire. It is based on the teachings of seven sages. Followers of the Church of the Creator believe in a single, all-benevolent, and all-seeing god who fights evil and injustice, punishing people for sinful acts and blessing them for good ones. They deny the need for violence and coercion, condemn excessive luxury and wealth, and welcome moderation and modesty. In the sacred scripture of the Church of the Creator: "Truths and Instructions of the Seven, Sent by the One," strict moral and ethical norms are prescribed, regulating the life of a believer (the text also contains many instructions and prohibitions regarding the daily life of believers). Among the main prohibitions, the following can be highlighted: it is forbidden to worship other gods, lie, insult or humiliate other people, become excessively wealthy, engage in sexual relations before marriage, commit adultery, steal, and kill. Deviation from the commandments is strictly punished by the Inquisition—the body that controls the fulfillment of the covenants, persecutes free-thinkers and heretics, and distinguishes truly believing people from those merely covering themselves with faith. In turn, good deeds and virtuous acts are blessed, and sometimes even materially rewarded. However, the Inquisition quite often punishes and rewards selectively.
Believer's Bonus: each righteous act temporarily increases a random character stat by 5 and gives a chance for a permanent health bonus (+5) | +5 to Strength; the character gains a chance (Will) to deal triple damage to followers of other religions.
Madiism



An ancient religion widely spread in Madinia before the appearance of the Church of the Creator. It is from this religion that the country received its name. Followers of this religion believe that two opposing forces exist in the world—good and evil, eternally fighting each other. The personifications of these forces are two gods—Madi-Latu and Trad-Latu.
Madi-Latu is the creator of all living things, a merciful and benevolent god of light, life, and knowledge, the creator of the laws by which the world develops, the patron of the righteous person and all forces of good fighting evil, lies, and destruction. He supports all mortals in their strive to do good and live for the benefit of themselves and others. It is believed that he is especially favorable to those who have chosen the path of a fighter against evil. The path of the Madi warriors, of whom there were once enough to maintain order and justice in society. Madi warriors bravely fought invaders, protected common people, caught and punished criminals, and returned those lost in darkness to the path of light.
Trad-Latu is the god of darkness, chaos, and destruction. The spirit of evil, lord of death and gloom. The complete opposite of Madi-Latu. According to ancient texts, everything originally created by Madi-Latu was perfect. But the evil envier and destroyer Trad-Latu, unable to create, began to plant seeds of destruction in all created things. Since then, the world has been in a constant struggle between the forces of destruction and creation. There existed a cult of Trad-Latu, which long ago was an organization of assassins who considered themselves successors to the work of the dark god, his viceroys in this world. They engaged in both contract killings and murders in the name of their patron.
Very few followers of Madiism remain. In its time, this religion was displaced by faith in the Creator, and soon after, the spreading godlessness left no chance for revival. Small communities of Madiyans live in the south and southeast of Madinia. There are also rumors of a surviving cult of Trad-Latu somewhere in the north.
Believer's Bonus: +5 to Intelligence, additional 3 skill points, 1 talent point | +5 to Strength, healing spells cast on the character do not consume magical energy, all "negative" characters take double damage | the character gains a chance to completely destroy the enemy's armor or weapon; all foreign items the character touches decay very quickly.
Lord of Shadow


The deity worshipped by the Heliotrians. According to research by mages in the field of religious history, this cult appeared almost simultaneously with the appearance of Madiism. This gives grounds to believe that the Lord of Shadow is a modified image of Trad-Latu, who, under the influence of the original polytheistic worldview of the dark elves, transformed into the patron and sole god of the Heliotrians.
Some say that the Lord of Shadow has no face, body, or any form at all. Others say he is many-faced but often appears as a wanderer dressed entirely in black. According to beliefs, most of the time he dwells in the world of eternal shadow, from which all shadows existing in the real world originate. These shadows are part of the Lord, his countless children. They are all connected. This is why Heliotrians are able to move using same shadow; the Lord gave them his consent for this in exchange for worship and reverence.
The cult of the Lord of Shadow is widespread in Heliotria and on all its islands where dark elves reside.
Believer's Bonus: +5 to Agility and Perception; free assassin/thief skill or free art of manipulation talent.
Blood God


One of the gods of the dark elf pantheon before the appearance of the Lord. The only surviving cult after the widespread establishment of faith in the Lord of Shadow. It survived thanks to some particularly cruel Heliotrian clans and vampires.
The Blood God is ruthless and insatiable. He is constantly hungry and always demands that his thirst for blood be quenched. Anyone can be sacrificed, from small animals to humans. Every follower must bring a sacrifice to the Blood God at least once every eleven days. The classic ritual consists of killing a creature with a specially designed knife. The victim must be conscious and understand that their death is inevitable, provided the victim is a sentient being. During the ritual, the believer fills a vessel with the victim's blood, drinks it, and asks the lord to sate himself through them by cutting themselves, letting the blood flow until it stops on its own. When the bleeding stops, it is believed that the Blood God has been sated. After this, one should ask him for blessings or help if necessary. Under no circumstances should the blood be stopped manually. This is considered blasphemy and a terrible insult to the Blood God. The consequences of such an act can be truly horrific.
Killed enemies are also considered sacrifices to the Blood God, although performing the ritual is not mandatory.
Believer's Bonus: each kill in battle restores 30% of the character's health; sacrificing sentient beings, if successful, gives a permanent health bonus; the character can drink the blood of their enemies or allies, thereby restoring their own health; the character loses 5% health every day.
Dead God


A religion that underwent many changes during different periods of the development of Halehid civilization. Originally, it was a belief that the surrounding world itself is a god existing eternally, and people are part of this god. Information about the events that led to a fundamental change in the paradigm of this religion has not survived. It is only known that at some point, the Halehids came to the idea that their god had died. They never decided whether he was still alive when they already existed or if he died before their appearance. The god died and his death gives life to the world. All temples dedicated to this deity were abandoned. For a dead god no longer needs worship and prayers. Tens of thousands of Halehids committed ritual suicide. Many did not want to live in a decaying corpse, others considered the death of the god a signal that their own lives should also end, some did not want to be parasites living off death.
After these tragic events, the once great culture that conquered all continents declined. Over time, Halehid priests managed to change their people's perception of the Dead God. He became for them a symbol that the death of some is the life of others. The Dead God sacrificed himself so that they could live. But the former greatness of the Halehid culture cannot be returned.
Believer's Bonus: Will effect is doubled; undead do not attack the character if they remain idle.
Mother Khsayemsku


White orcs believe in the existence of a soul and spirits, and in the animism of all nature. The soul is a particle of Mother Khsayemsku, who gave birth to this world and breathed life into it. Orcs believe in the patronage of the Mother, who protects them from diseases, hunger, failures, and other vicissitudes of life. It was the Mother who gave them thick and rough skin so they could live in the harsh conditions of the far north.
Khsayemsku is merciful and kind. She does not tolerate her creations being killed for no reason. Before killing any creature, one must ask permission from the Mother, who gave life to this creature, and only then act. Of course, only if such a killing is necessary. Taking a life without the Mother's approval is unacceptable. After death, the soul of the creature returns back to the Mother.
Orcs often ask for help from souls that, for some reason, were unable to reunite with the mother after death and became spirits. It is believed that these are mostly evil spirits who violated the Mother's prohibitions during their life and were left to wander the world eternally as punishment. But there are also good spirits who did not wish for reunification and remained in order to help the living.
Believer's Bonus: free luck skill; character is much more resistant to diseases and poisons; outside of combat, the character's health restores by an amount equal to their Will each game day.
Yoltir


The main deity of the ancient Ryorvalian pantheon. Merciful god of fire and smithing. He is revered by many Ryorvalians who still wear jewelry and amulets in the form of a flaming hammer—the symbol of Yoltir—even if they do not believe in the existence of gods.
Yoltir is the savior of people. It was thanks to him that people were able to survive in the cold northern lands. According to legends, Yoltir gave mortals fire, stealing it from the fiery heart of Hjölrid. There he also forged for himself an eternally burning hammer. Hjölrid is a giant monster living at the edge of the world, whose icy breath reaches people from there. The monster sleeps and does not know that its cold breath harms other creatures. The arrival of the warm season means that during this time Hjölrid inhales all the warm air of the south, and the arrival of the cold means he exhales air that has passed through his icy lungs.
Yoltir is wise and cunning. His patronage is granted to those who are capable of acting deftly and cleverly, finding a way out of the most hopeless situations with a cool head.
Believer's Bonus: +5 to Intelligence and Agility; free first-level internal fire skill.
Ryortir


God of military valor, courage, and resilience. Brother of Yoltir. Patron of all warriors protecting themselves and their lands. His cult is widespread among the warriors of Ryorvalia. The symbol of Ryortir is an axe or a sword.
Ryortir is the protector of the world. Once every thousand years, the monster Hjölrid wakes up from hunger. A thousand years of hibernation awakens an insatiable appetite in the monster. The monster's gluttony knows no bounds. He eats mountains, seas, forests, and rivers. And only brave Ryortir is capable of opposing him. He fights Hjölrid for a thousand years until he overcomes it. The defeated monster retreats, returns to the edge of the world, and falls back into hibernation for another thousand years.
Ryortir patronizes bold and decisive people who are not used to hesitating but are used to acting.
Believer's Bonus: in battle, the enemy's strength is equalized with the character's strength if it was higher, and the character's agility is doubled.
Lokur


Cunning and calculating god of war. Cold, disciplined, and restrained. He demands the same from his worshippers. He patronizes people who prefer to think everything through carefully before acting. Strategy and tactics are an important part of conducting military operations; he devotes most of his attention to them. Those who believe in Lokur's patronage always ask wisdom from their god when making difficult military decisions. For five thousand years, Lokur has remained in his halls, calculating all possible variants of events on the battlefield, recording in the Great Book of War how one should act in a certain situation to achieve victory. In this, he is helped by the wisest warriors who ever lived in the world. After long reflections lasting five thousand years, Lokur steps away to rest and lie with his wife. According to legends, soon after the night of divine love, his wife gives birth to a child, whom she sends into the mortal world in the guise of an ordinary human. This person is destined to become a great warrior, conquer all lands in the world, and subdue all peoples.
Believer's Bonus: +10 to Intelligence; free leadership skill; character always counterattacks; character cannot be dealt critical damage in melee combat.
Tekura


Bloody goddess of war, rage, and discord. Wife of Lokur and his complete opposite. Wild, rebellious, cruel, and frantic. Most of all, she loves to shed others' blood. She feeds on the energy of fear, pain, and suffering. Some old warriors claim they saw her fighting in particularly terrible battles. Warriors who once grew cowardly and fled from the battlefield end up in her halls after death. There they are subjected to torture by small demons, assistants of the bloody goddess. To escape suffering and leave Tekura's halls, one must fight her. But the goddess is so terrifying that none of the suffering ones dare enter into battle with her.
Tekura patronizes the most furious and fearless warriors who throw themselves into the heat of battle without hesitation. Her followers are merciless and cruel; they take no prisoners, killing all enemies to the last one. The best among them enter their goddess's halls, where they indulge in eternal pleasures.
Believer's Bonus: free berserker skill; damage from ranged attacks is halved; character is unable to flee the battlefield.
Chir


God of wealth, trade, cunning, and creation. The cult of this god has survived in the large cities of Lakelia. The Inquisition ruthlessly destroyed almost everything associated with the old gods of the Lakerians. Only the cult of Chir managed to survive, as it had too many noble and influential worshippers to be completely eradicated. This god is worshipped mainly by people who are somehow involved in trade. Very few beliefs and legends related to Chir have survived. It is known that previously traders sacrificed their goods to him, burning them on a ceremonial bonfire. After the introduction of setrs, or paper gold, as the confederation's currency is sometimes called, during the celebration of Chir's annual day, believers began to burn a certain amount of money. They believe that soon their patron will compensate for the sacrifice twofold.
Believer's Bonus: the character gains a chance (Will) to find hidden valuables or items, as well as the ability to determine their approximate value; the character gains the ability to sell their things or found items at an inflated price.
Order of Setranomicon


A large military-political organization. Three hundred years ago, it was created by a group of high-ranking mages with progressive views. Initially, the organization was a gathering of ordinary mercenaries, but over time it expanded significantly. With the growth of influence and opportunities, new ambitions appeared. The members of the council at that time grew too tired of constant and meaningless internecine wars, despite the fact that participation in various conflicts was their primary activity. They were even more dissatisfied with the policy of the Madian Empire and the growing influence of the Church of the Creator. They managed to organize a coup, abolish the monarchy, and remove churchmen from power. Later, with the support of the Halehids, they overthrew or subordinated the governments of all countries on the continent. Separate pockets of resistance flaring up here and there were successfully suppressed. Soon the order established control over all countries. Formally, they remained independent states, but in fact, they fully obey the supreme council of the order in matters of foreign policy and some internal issues. At present, all ruling dynasties and leaders of countries are, in one form or another, members of the order.
On the back of the left wrist of every member of the order is depicted the coat of arms of the order, which appears if necessary. For example, when a member of Setranomicon needs to prove their membership in the order to others, or receive information from the order.
The motto of Setranomicon: "The Order beheld. Setr fulfilled." Sometimes this phrase is spoken in the ancient Halehid language: "Ordo hati. Setro hatrio."
Atheist's Bonus: +5 points to all stats; +2 talent points; immunity to spells affecting the mind; reading the thoughts of other order members without spending magical energy; the character, regardless of the player's wish, is obliged to follow the orders of the order.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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Characteristics:
Constitution - 15
Intelligence - 30
Strength - 10
Dexterity - 25
Speed - 15
Willpower - 20
Perception - 20


Parameters:
Health - 150/150
Magic Energy - 250/250
Critical Hit Chance (firearms) - 20%
Melee Accuracy - 20
Melee Evasion - 20
Initiative and Movement Speed - 10
Ranged Combat Accuracy - 21
Ranged Attack Evasion - 15
Magic Power - 72
Magic Resistance - 115


Abilities:
Healing Magic:
Protective Aura. The caster creates a magic barrier around themselves or an ally that absorbs damage and prevents the enemy from applying negative effects.
Art of Manipulation:
Phantom. The caster creates an illusory copy of something.
Firearms II: proficiency with firearms; additional attack.
Luck: the character gains the ability to reroll a failed result.
Wizard: +50 to magic power.

Combat Stats:
Pistol - damage 40 (range 40)
Hunting Knife - damage 5 (+5)

Equipment:
Magic of Manipulation - A Guide for Young Adolescents by T. Rion - ability to learn any available spell from the art of manipulation if there are free skill points
Architect's Amulet - mental disorder: character loses speech; +100 to magic resistance; +10 to intelligence; character gains the ability to bring n number of undead under control (2); undead do not attack the character, regardless of their actions
Divine Sugar (x11)
Healing Potion (x1)
Cold Medicine (x2)
Cough Medicine (x2)
Southern Fever Medicine (x2)
Treatise on Healing Magic
Eagle Potion (x1)
Sattrs (x56 819)

Origin - Letiyets: +5 to dexterity; +5 to perception; free firearms skill; two free firearms skill points.
Beliefs - Chir: character gains a chance (20) to find hidden valuables or items, as well as the ability to determine their approximate value; character gains the ability to sell their belongings or found items at an inflated price.

Characteristics:
Constitution - 15
Intelligence - 30
Strength - 10
Dexterity - 10
Speed - 15
Willpower - 25
Perception - 35


Parameters:
Health - 100/140
Magic Energy - 250/250
Critical Hit Chance (crossbow) - 19%
Melee Accuracy - 5
Melee Evasion - 5
Initiative and Movement Speed - 10
Ranged Combat Accuracy - 30
Ranged Attack Evasion - 30
Magic Power - 20
Magic Resistance - 20


Abilities:
Ranged Weapon V (crossbow): proficiency with ranged weapons; +10 to evasion in ranged combat; chance to paralyze the enemy for one turn, next attack deals double damage (35%); additional attack; chance to deal triple damage to the enemy (25%).
Combat Magic: Storm Halo III- character's weapon gains the ability to deal additional electrical damage (25); a chance appears to paralyze the enemy for two turns (35%); electrical damage increases fourfold.
Assassin: attacking an unsuspecting character kills them.
Inventor: ability to improve items, as well as create new ones if blueprints are available.

Combat Stats:
Eagle Claw Crossbow - damage 75 (+100) (range - 85) (armor penetration - 60%) (+10 to perception, +5 to critical hit chance)
Gladius - damage 30 (+5)

Equipment:
Crossbow Blueprint
Flask of "Maddy's Weakness" Wine - minus 10 to perception if consumed shortly before battle
Hardtack (x30)
Healing Potion (x3) - restores 60 health units
Magic Energy Potion (x0) - restores 65 magic energy units
Cold Medicine (x1)
Seasickness Medicine (x1)
Southern Fever Medicine (x2)
Cough Medicine (x1)
Universal Antidote (x1)
Eagle Potion (x1)
Old Map of the Eastern Hemisphere (x1)
Treatise on Golems
Order Gold Coins (x3)
Sattrs (x71 209)

Origin - Madinia: +10 to intelligence; additional 4 skill points and 2 talent points.
Beliefs - Maddiism: +5 to intelligence, additional 3 skill points, 1 talent point.

Origin - Gysteosia: +10 to constitution; +7 to strength; free combat skill; four free combat skill points.
Beliefs - Lokur: +10 to intelligence; free leadership skill; character always counterattacks; character cannot take critical damage in melee combat.

Characteristics:
Constitution - 25
Intelligence - 10
Strength - 25
Dexterity - 45
Speed - 12
Willpower - 10
Perception - 18


Parameters:
Health - 250/250
Magic Energy - 50/50
Critical Hit Chance - 24%
Melee Accuracy - 50
Melee Evasion - 53
Initiative and Movement Speed - 7
Ranged Combat Accuracy - 13
Ranged Attack Evasion - 13
Magic Power - 5
Magic Resistance - 5


Abilities:
Polearm V: proficiency with polearms; chance to parry an enemy's blow (45%); +13 to melee evasion; chance to perform a counterattack and paralyze the enemy for one turn (45%); chance to deal triple damage (45).
Healing Magic:
Combat Mage: +15 to strength, +15 to dexterity
Scout: character gains the ability to quickly gather information about the surrounding area.

Combat Stats:
Halberd - damage 50 (+17)
Leather Armor and Helmet - reduce incoming damage by 11%.

Equipment:
Rope
Tincture of Mountain Soytra - causes severe stomach upset
Amulet of Rjortir - +3 to willpower
Recipe for Delicious Pea Soup
Gold Necklace
Southern Fever Medicine (x3)
Healing Potion (x8) - restores 60 health units
Wild Boar Tusks (x2)
Shells (x10)
Treatise on Healing Magic (x1)
Magic Energy Potion (x1) - restores 65 magic energy units
Seasickness Medicine (x2)
Universal Antidote (x5)
Accuracy Potion (x1) - temporarily increases melee accuracy
Monkey Potion 1 (x1) - temporarily increases melee evasion parameter
Monkey Potion 2 (x3) - temporarily increases ranged evasion parameter
Sattrs (x61 883)

Origin - Rjörvalia: damage dealt by enemy spells is halved; free scouting skill.
Beliefs - Rjortir: in battle, the enemy's strength is equalized with the character's strength if it was higher, and the character's dexterity is doubled.

Characteristics:
Constitution - 20
Intelligence - 15
Strength - 10
Dexterity - 15
Speed - 40
Willpower - 10
Perception - 50


Parameters:
Health - 195/200
Magic Energy - 0/100
Critical Hit Chance - 40%
Melee Accuracy - 10
Melee Evasion - 10
Initiative and Movement Speed - 35
Ranged Combat Accuracy - 57
Ranged Attack Evasion - 55
Magic Power - 5
Magic Resistance - 5


Abilities:
Ranged Weapon VI (bow): proficiency with ranged weapons; +10 to evasion in ranged combat; chance to paralyze the enemy for one turn, next attack deals double damage (75%); additional attack; chance to fire 5 shots per turn (50%; -10 to accuracy); critical hit chance is tripled.
Luck: character gains the ability to reroll a failed result.
Knife Throwing: +10 to perception, chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (60%).
Combat Magic:
Stone Skin. -50% enemy damage.

Combat Stats:
Reliable Elven Bow - damage 35-115 (range - 110) (+4 to chance of not taking critical damage)
Throwing Knives (x10) - damage 10 (range - 10)
Chainmail Armor – reduction of incoming damage by 20%

Equipment:
Healing Potion (x27) - restores 60 health units
Magic Energy Potion (x22) - restores 65 magic energy units
Southern Fever Medicine (x7)
Universal Antidote (x6)
Cold Medicine (x3)
Cough Medicine (x3)
Seasickness Medicine (x7)
Treatise on Combat Magic
Ancient Books from the Tower (x5)
Tanasia's Diaries (x2)
Tasariel Amulet - mental disorder: character is unable to kill Heliotriek
Order Gold Coins (x1)
Sattrs (x32 000)

Origin - Letiyets: +5 to dexterity; +5 to perception; free ranged weapon skill; three free ranged weapon skill points.
Beliefs - Order of Satranomicon: +5 points to all characteristics; +2 talent points; immunity to spells affecting the mind; reading the thoughts of other order members without spending magic energy; character, regardless of player's wish, must obey orders of the order.

Characteristics:
Constitution - 16
Intelligence - 20
Strength - 10
Dexterity - 22
Speed - 22
Willpower - 10
Perception - 35


Parameters:
Health - 160/160
Magic Energy - 150/150
Critical Hit Chance (firearms) - 75%
Melee Accuracy - 17
Melee Evasion - 17
Initiative and Movement Speed - 17
Ranged Combat Accuracy - 48
Ranged Attack Evasion - 35
Magic Power - 5
Magic Resistance - 5


Abilities:
Firearms IV: proficiency with firearms; additional attack; additional attack; critical hit chance is tripled.
Assassin: attacking an unsuspecting character kills them.
Luck: character gains the ability to reroll a failed result.
Persuasion: character is able to convince the target of anything.

Combat Stats:
Butterfly Pistol - damage 40 (range 40) (+5 to ranged attack evasion)
Shotgun - damage 80 (range 80)
Knife - damage 5 (+5)

Equipment:
Hand Mirror
Cosmetics
Jewelry
Tanasia's Writing Tools
Healing Potion (x3) - restores 60 health units
Southern Fever Medicine (x2)
Universal Antidote (x2)
Sattrs (x122 035)

Origin - Madinia: +10 to intelligence; additional 4 skill points and 2 talent points.
Beliefs - Shadow Lord: +5 to dexterity and perception; free assassin ability.

Characteristics:
Constitution - 16
Intelligence - 48
Strength - 16
Dexterity - 22
Speed - 10
Willpower - 18
Perception - 10


Parameters:
Health - 134/178
Magic Energy - 290/430
Critical Hit Chance (melee | magic) - 17 | 13%
Melee Accuracy - 27
Melee Evasion - 27
Initiative and Movement Speed - 5
Ranged Combat Accuracy - 5
Ranged Attack Evasion - 5
Magic Power - 13
Magic Resistance - 13


Abilities:
One-Handed Weapon V: proficiency with one-handed weapons; chance to parry an enemy's blow (22%); +10 to melee evasion; chance to perform a counterattack (22%); additional attack.
Elemental Magic:
Fireball. Deals fire damage to the enemy, setting them on fire for two turns (-10% of enemy health per turn).
Ring of Fire. The caster surrounds themselves with a ring of fire that deals damage to approaching enemies for five turns.
Combat Magic:
Agility. +50% dexterity (-100)

Combat Stats:
Spatha - damage 30 (+8)
Ritual Knife - damage 5 (+8), damage dealt to the enemy is converted into health

Equipment:
Unknown Potion 1
Unknown Potion 2
Unknown Potion 3
Unknown Potion 4

Skull from the Tower - after using a spell, fully restores the magic energy spent on it
Healing Potion (x0) - restores 60 health units
Magic Energy Potion (x4) - restores 65 magic energy units

Origin - Heliotria, vampire: additional 25 characteristic points and one talent point; character gains the ability to teleport short distances.
Beliefs - Blood God: every kill in battle restores 30% of the character's health; sacrificing sentient beings, if successful, gives a permanent bonus to health; character can drink the blood of their enemies or allies, thereby restoring their own health; character loses 5% health every day.

Characteristics:
Constitution - 10
Intelligence - 35
Strength - 10
Dexterity - 10
Speed - 10
Willpower - 55
Perception - 10


Parameters:
Health - 100/100
Magic Energy - 300/300
Critical Hit Chance - 5 %
Melee Accuracy - 10
Melee Evasion - 10
Initiative and Movement Speed - 5
Ranged Combat Accuracy - 5
Ranged Attack Evasion - 5
Magic Power - 200
Magic Resistance - 100


Abilities:
Healing Magic
Art of Manipulation
Art of Death:
Decay. Extracts remaining life from a dead enemy, restoring magic energy to the caster or their ally (amount based on enemy health).
Source of Knowledge. Extracts knowledge from the recently killed, giving a chance to increase a random characteristic of the caster by 3 points (16%).
Magic of the Ravagers:
Life Drain. Drains life from the enemy (110)
Scholar: +15 to intelligence. Archaeologist. Ability to recognize various items and ancient structures.
Wizard: +50 to magic power
Mirror-man I: Character gains a chance (55) to reflect an enemy's spell in a random direction

Combat Stats:
Halechid Combat Staff - damage 20 (+7) (+5 to dexterity)

Equipment:
Ancient Bracelet of the Followers of the Dead God: +5 to willpower; mental disorder: character constantly thinks about suicide, it is easy to convince them of the need to commit suicide here and now.
Southern Fever Medicine (x2)
Universal Antidote (x2)
Healing Potion (x2) - restores 60 health units
Magic Energy Potion (x2) - restores 65 magic energy units
Little Black Book
Sattrs (x2000)

Origin - Halechids: +5 to willpower; additional 4 skill points; free art of death skill; if enemy damage is greater than character's willpower, the character takes damage equal to the enemy's damage minus the character's willpower.
Beliefs - Believer's Bonus: willpower effect is doubled; undead do not attack the character if they are idle.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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Drunken Whale:
Cabins
Crew

Siyotoyukyur:
Forge
Alchemist's Shop

Sharitokephal:
Potion Tavern

Island:
Beginning
Savages vs Histeoses
?

Limisklav
Beginning
Goods of Sixtus the Mage
Goods of Chrysaor
Slave Market
Order Operation
Arena Fights: first round - fight 1, fight 2, fight 3; second round - fight 1, fight 2, fight 3, fight 4; third round - fight 1, fight 2. Final.

Volcanic Island
1
2
Temple: 1, 2, 3

Characteristics:
Constitution - 15
Intelligence - 10
Strength - 20
Dexterity - 40
Speed - 15
Will - 10
Perception - 20


Parameters:
Life - Dead
Magic Energy - 50/50
Critical Hit Chance - 24%
Melee Accuracy - 47
Melee Evasion - 45
Initiative and Movement Speed - 10
Ranged Accuracy - 15
Ranged Evasion - 15
Magic Power - 5
Magic Resistance - 5


Abilities:
One-Handed Weapon VI: proficiency with one-handed weapons; +10 to evasion; +12 to accuracy; chance to parry enemy attack; chance to counterattack; +15 damage when using two swords, counterattack chance increased by 1.5 times.
Assassin: attacking an unsuspecting character kills them.
Thief: dexterity and perception are increased (+10) while stealing; the character gains the ability to pick locks.
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.
Knife Throwing: +10 to perception, chance to deal lethal damage (30%) by throwing knives at a distance of no more than 10 meters.
First Aid: ability to use medical supplies.

Combat Stats:
Throwing Knives (x10) - damage 10 (range 10)
High Quality One-Handed Sword (x2) - damage 50 (+10)
Dagger - damage 15 (+10)

Equipment:
Lockpicks (x15)
Cold Medicine (x3)
Cough Medicine (x3)
Motion Sickness Medicine (x3)
Southern Fever Medicine (x3)

Universal Antidote (x3)
Healing Potion (x4)
Potion of Strength
Monkey Potion 2
Gold Coins (x2)
Setrs (x28 515)

Origin - Heliotria: +5 to dexterity; free knife throwing skill; additional ability - fade into shadow.
Beliefs - Shadow Lord: +5 to dexterity and perception; free assassin ability.

Characteristics:
Constitution - 22
Intelligence - 10
Strength - 16
Dexterity - 20
Speed - 10
Will - 27
Perception - 10


Parameters:
Life - Dead
Magic Energy - 50/50
Critical Hit Chance - 7%
Melee Accuracy - 15
Melee Evasion - 15
Initiative and Movement Speed - 5
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 22
Magic Resistance - 22


Abilities:
One-Handed Weapon II: proficiency with one-handed weapons; chance to parry enemy attack.
Armor Wearing: removes movement speed penalty when using heavy armor and shields.
Persuasion: the character is able to convince a target of anything.
Scout: the character gains the ability to quickly gather information about the surrounding area.
Luck: the character gains the ability to replay an unsuccessful result.

Combat Stats:
Falchion - damage 30 (+8)
Chainmail Armor - reduces incoming damage by 20%

Equipment:
Prayer Book - probability of receiving a permanent life bonus increased by 3%
Travel Diary
Writing Supplies
Setrs (x500)

Origin - Severseptim: each point of constitution after 15 gives twice as much health; free armor wearing ability.
Beliefs - Church of the Creator: every righteous act temporarily increases a random character characteristic by 5 and gives a chance (30%) for a permanent life bonus (+5).

Characteristics:
Constitution - 15
Intelligence - 45
Strength - 10
Dexterity - 10
Speed - 24
Will - 35
Perception - 13


Parameters:
Life - Dead
Magic Energy - 400/400
Critical Hit Chance - 16%
Melee Accuracy - 5
Melee Evasion - 5
Initiative and Movement Speed - 19
Ranged Accuracy - 8
Ranged Evasion - 8
Magic Power - 83
Magic Resistance - 30


Abilities:
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 a while.
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 remaining life from a dead enemy, restoring magic energy to the caster or their ally (amount of enemy's life).
Wizard: +50 to magic power.
Scholar: +15 to intelligence. Archaeologist. Ability to recognize various items and ancient structures.

Equipment:
Sturdy Sorcerer's Staff - bonus to magic power (+3)
Travel Cloak - simply a quality cloak
Little Girl's Medallion - +4 to speed; +3 to perception; after death, the owner becomes a minion of the medallion's creator
Writing Supplies
Ancient Books - Chronicles of the Dead, or Why Everyone Must Die. Zenos Kotikas / Annals of the Empire. Cornelius Gafiy / Codex Dietrich. Dietrich Koen
Notes and Annotations. Tiberius Flavius
Treatise on the Art of Death
Magic Energy Potion (x2) - restores 70 units of magic energy
Cold Medicine (x1)
Cough Medicine (x1)
Southern Fever Medicine (x1)
Motion Sickness Medicine (x5)
Universal Antidote (x3)
Divine Sugar (x3) - restores 45 units of magic energy
Magic Energy Potion (x2) - restores 65 units of magic energy
Healing Potion (x2) - restores 60 units of health
Dirty Shovel
Blue Fairy (x5) - narcotic potion made from blue medilia
Setrs (x20 856)

Origin - Madinia: +10 to intelligence; additional 4 ability points and 2 skill points.
Beliefs - Madiism: +5 to intelligence, additional 3 ability points, 1 skill point.

Characteristics:
Constitution - 46
Intelligence - 10
Strength - 46
Dexterity - 50
Speed - 25
Will - 10
Perception - 10


Parameters:
Life - Dead
Magic Energy - 50/50
Critical Hit Chance - 29%
Melee Accuracy - 55
Melee Evasion - 55
Initiative and Movement Speed - 10
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 5
Magic Resistance - 5


Abilities:
One-Handed Weapon V: proficiency with one-handed weapons; chance to parry enemy attack (50%); +10 to melee evasion; chance to counterattack (50%); additional attack.
Shields III: shield proficiency, block chance (56%); chance to counterattack (50%); after reflecting an enemy's attack, a counter-strike with the shield is dealt (-20 units of enemy life, chance to paralyze enemy for one turn (75%)).
Battle Mage: +15 to strength, +15 to dexterity

Combat Stats:
Long One-Handed Sword - damage 40 (+23)
White Snake Dagger - damage 15 (+23); the first hit paralyzes the enemy for one turn, the second deals critical damage.
Heavy Dark Metal Plate Armor - reduces incoming damage by 50%; speed reduced by 50%; use of ranged weapons is impossible.
Large Dark Metal Shield - block chance - 20% (+55%)

Equipment:
Healing Potion (x3) - restores 60 units of health
Motion Sickness Medicine (x2)
Southern Fever Medicine (x2)
Universal Antidote (x2)
Order Gold Coins (x1)
Setrs (x2000)

Origin - Histeosia: +10 to constitution; +7 to strength; free combat skill; four free combat ability points.
Beliefs - Order of Setranomicon: +5 points to all characteristics; +2 skill points; immunity to spells affecting the mind; reading thoughts of other order members without spending magic energy; the character, regardless of the player's wish, is obliged to follow the orders of the order.

Characteristics:
Constitution - 25
Intelligence - 30
Strength - 30
Dexterity - 20
Speed - 15
Will - 12
Perception - 10


Parameters:
Life - Dead
Magic Energy - 250/250
Critical Hit Chance - 22%
Melee Accuracy - 24
Melee Evasion - 10
Initiative and Movement Speed - 10
Ranged Accuracy - 5
Ranged Evasion - 5
Magic Power - 7
Magic Resistance - 7


Abilities:
Two-Handed Weapon VI: proficiency with two-handed weapons; strength additionally affects the accuracy parameter; additional attack; chance to take no damage from an enemy's attack (25%); +10 to damage, -5 to melee evasion; chance to deal triple damage (30%).
Combat Magic:
Winter's Breath II - the character's weapon gains the ability to deal additional cold damage (12); a chance appears to freeze the enemy for one turn (34%), a frozen enemy takes double damage.
Stone Skin. -50% enemy damage.
Healing Magic.
Leadership: +35 to health and magic energy for each character in the group, +7 to will; provided that the character with this skill is appointed as the party leader.
Stormtrooper: the character instantly closes the distance between themselves and their target. In heavy armor, use is possible only if the armor wearing ability is present.

Combat Stats:
Blooddrinker, two-handed sword - damage 60 (+30, +10, +18, +12) (each hit has a chance (12) to convert damage dealt to the enemy into life)
Chainmail Armor - reduces incoming damage by 20%.
Histeos Combat Helmet - reduces incoming damage by 5%; -5 to perception; the character cannot be stunned.

Equipment:
Family Two-Handed Sword
Armor Care Kit
Diary (x2)
Healing Potion (x29) - restores 60 units of health
Magic Energy Potion (x24) - restores 65 units of magic energy
Universal Antidote (x5)
Cold Medicine (x3)
Cough Medicine (x3)
Motion Sickness Medicine (x7)
Southern Fever Medicine (x6)
Treatise on Combat Magic
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Nebok, since you're not playing, I'm going to eliminate the Astronomer.
 

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Forget about the meteorologist. I didn't create the astronomer.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Do spells and other skills without a label (without x) cost one point each (skill points)? If so, what does x1 mean on other skills?
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I hope we’ll have to kill dark elves.

Be strong. Believe
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I hope we’ll have to play as Dark Elves to complete it.
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I hope that in practice, the dark elves turn out to be sweet little dandelions who love butterflies, unicorns, and rabbits. That would be unconventional!
Heliotria
Eliatropia!
 

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In reply to kcfgogbfalgfl
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Jinhai
Do spells and other unsigned skills (without x) cost one point each (skill points)? If so, what does x1 mean on other skills?
Yes, they cost one point each. On some others, it means that I initially wanted to assign a different price, but then I changed my mind, and I just didn't remove the "1".
Arandor
I hope we'll have to kill Dark Elves.
Everything is possible.
Jinhai
I hope we'll have to kill playing as Dark Elves.
:smile08:
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Does combat magic simply consume a certain amount of magical energy, or does it function like a regular spell?
It consumes a certain amount of magical energy.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Question regarding characteristics. Is the default value for each characteristic 0 or the minimum value?

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