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11 years ago
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Preliminary Information
*Start is planned for somewhere in about ~~two weeks. By this time, everyone who wants to play will have plenty of time to write their quenta.
*All questions regarding skill elements and other details should be asked in the thread; this way I won't have to repeat myself and, for convenience, I will duplicate all my answers in a bottom post on the first page (there may be many misunderstandings in the descriptions, so it is better to clarify them before the start).
*The same applies to background information. Unfortunately, I do not possess a good ability to express my thoughts clearly when it comes to many details, so the text in the descriptions on the first page may not cover everything necessary. If you have any question (particularly regarding the culture of some country, or something like that) - feel free to ask me and I will be happy to answer, thereby providing other players with the necessary info.
*It is advisable to read the Prologue to better understand recent events, but in general, it is not mandatory. It is a piece of my old story that I never finished. It is here to demonstrate the situation in the country where the start will take place.
*This time, player characters will not be someone's mercenaries, as they were in all games before this. I doubted for a long time whether I should use such a format for the game start, but in the end, I decided to try it. Obvious downsides follow from this, but I hope that no problems will arise with it.
*The game lacks dynamic difficulty progression. "Difficulty" depends exclusively on intuitively own things - location and conditions of stay.
*I am not yet sure about many numbers (particularly damage and cost of magic spells), so they may change before the start. If you have thoughts on any changes or innovations (for example, some new things in same-sex skills or whatever) - speak them out and, if I like them, I will make the corresponding edits.[/COLOR]

Erten
Columns of dark smoke rose from smoldering houses and drifted upward, obscuring the sky and sun. Two human silhouettes moved slowly along a street filled with dead bodies, which by this time had grown cold and become food for feasting crows that had flocked from all around.
— Only old folk and soldiers, — noted one of the travelers, nodding toward another corpse, whose head showed a huge dent made by something heavy, likely a mace. A steel helmet did not save him from the blow. — I presume the attackers were Tiliyan slave traders; islanders have never harbored love for Illiniar, and especially for King Engir. — The first of the travelers was a tall man, standing 75 inches high, which visually vanished due to a slight slouch. A young face with pleasant features was clean-shaven, his head covered by straight dark-blonde hair of medium length; discernment could be read in crystal-clear blue eyes. He wore brown leather trousers and a matching jacket, rich in various pockets and additional compartments for small items; on his feet were sturdy boots, convenient for both walking and running in the most diverse weather conditions. An elegant hilt of a dagger was visible at his belt, hidden in prominent same-colored own sheaths decorated with intricate patterns; nearby were an ordinary short knife and a small pouch made of simple fabric; a travel cloak fluttered lightly behind his back, from beneath which, besides a bulky bag, peeked the elegant pommel of a hand-and-a-half sword. — Let's not linger, let's go. — His name was Astin and he hated people. What he was now observing in this city seemed to him an ordinary thing, largely reflecting the essence of humanity; man is cruel, and his way of life is absurd — so he has believed for a long time and to this day, while not perceiving himself as a better representative of his own race; on the contrary — in his own eyes, he was the worst of all. His companion and childhood friend, Minami, was the only exception; Astin cared for her and loved her with all his heart, without fully realizing how much. She was twenty-two years old and five years younger than her only friend. Minami was tall enough for a woman in these lands and, like Astin, was in excellent physical shape. She had broad shoulders, long, strong legs; the waistline stood out little due to narrow hips and developed abs and oblique abdominal muscles. She could not boast great power compared to male warriors, but what she lacked in strength was more than compensated for by reaction, speed, and combat experience. Her face was quite simple: thin lips, a sharp chin, a neat nose, large, calm dark-blue eyes and long eyelashes; the hair at the back and sides was of one length slightly below the chin, shorter in front, its color reminding one of the wings of vultures that had flooded this city. She could not be mistaken for the beauties from fairy tales and legends, and yet she possessed no repulsive features and was good in her own way. Her clothes, apparently, were purchased in the same place as those Astin wore. An exquisite one-handed sword served as her weapon. In response to her friend's reflections, the girl made several hand gestures. She was mute, and further confirmation of this was an ugly scar that disfigured her neck: once the girl miraculously survived a throat wound from enemy steel, and after this incident, not a single word escaped her lips.
— Not so long ago King Engir entered his seventies, and along with that, he must have lost his mind. — Astin replied, continuing to move forward, recalling the map of the area as he went. — Erten is located quite far from the seashore, which means the islanders made a long journey by land after docking at the shore of Illiniar. This confirms rumors that Engir pulled the main part of the army closer to the capital, thus leaving the protection of provinces exclusively on the shoulders of the city guard. — Minami again showed some sign with her hands. — It is hard for me to understand the train of thought of kings, but from what you and I have heard, one can conclude that Engir suffers from paranoia and sees traitors and conspirators everywhere. — Erten had been a small farming town; here Astin hoped to replenish food supplies and rest in an inn after a long journey, however this option was no longer considered: the smell of smoke and rotting flesh did not motivate him at all to stay here for the night. — We are not alone. — Feeling someone's piercing gaze upon him, Astin reached with his hand for the sword behind his back. Minami followed his example. — Show yourself! — he commanded, but no one answered. On both sides of the road were ruined residential houses, a drinking establishment and, probably, a trading shop, or rather what remained of them by this time. Astin held his breath and listened: at first he heard only light gusts of wind, the cawing of crows, and Minami's breathing, but then his hearing began to distinguish even subtler sounds. Gripping the hilt of the hand-and-a-half sword with both hands, Astin confidently stepped toward the house to their right. Realizing he had been discovered, the observer left their hiding place and ran away toward the forest. The fugitive turned out to be a little girl about ten to twelve years old, most likely having miraculously survived the massacre in the city. Astin sheathed his sword and intended to continue on his way, leaving the girl to her fate, but glancing at his friend, he changed his mind. Minami said nothing to him, but her sad eyes spoke clearer than any words. — You are too kind. — he muttered, nodding approvingly to his friend, who in that same instant rushed after the fleeing girl.
Slowly moving away from the city, Astin pondered the situation in the kingdom. Due to Engir's actions, extremely unpleasant consequences await the country soon, primarily in the areas of economy, order and production. Who will feed the large cities if small settlements suffer the same fate as Erten? Moreover, the king's subjects may well become angry and go against the power of the crown which, undoubtedly, will lead to a civil war. In the end, the young warrior decided that the best solution would be to leave Illiniar as quickly as possible.
Minami caught up with him holding the girl by the hand.
— What is your name, little one? — he asked, leaning down slightly.
— Asalia, — the girl answered uncertainly, fearfully observing the strangers. — Asalia Tish. — During their first encounter, Astin had paid no attention to the appearance of the Erten youngster, but now he could not help noticing how lovely she was: amber hair and eyes of the same color, shimmering with gold, reminded him of summer; rosy cheeks were overflowing with life and innocent youth.
— All right, Asalia, — Astin had no experience communicating with children and felt out of place doing so, but it is unlikely that Minami, who unlike him loved children, would be able to talk to her and find out the necessary information, unless the girl knows the language of mutes. — Now you are safe, don't worry, everything will be all right. — Asalia lowered her gaze again and struggled not to cry once more. Astin felt ridiculous saying this to her. The little girl had not only witnessed violence and cruelty but had most likely lost her family. "Don't worry". Astin sighed heavily; it would have been much easier to grab her and without any talk carry her to the nearest settlement, where she could be left to the local residents. Minami smiled, observing his bewilderment. — Tell me, Asalia, do you have relatives living somewhere... Not here?
— Yes... — she managed to squeeze out with difficulty, sobbing.
— And what place is that and who lives there?
— Brother Rami lives in Gaddar...
— Do you want to see him? — Asalia nodded. — If I remember correctly, Gaddar is a fortress-city north of here. — Astin continued, this time addressing Minami. — In the best case we will need about ten days of walking but, most likely more; provisions are left for only a few days. — As always, the girl answered with a hand gesture that was understood only by the two of them. — Flower Vale?.. We will have to deviate significantly from the route but, perhaps, we have no choice. So we shall do.
The travelers headed west; Asalia quickly fell into a child's sleep as soon as she found herself on Astin's broad and strong shoulders.

Start
Player characters start in Gaddar - a large Illiniarian city with access to the internal sea and through it to the ocean. A center of numerous commercial organizations, various guilds, etc..
The "Lunayi" organization serves as a beacon for all kinds of adventurers and is engaged in organizing groups of people by interest.
In other words, if someone is tired of doing simple work, just wants to travel, or has a desire to get rich through some event - all these people and similar hopeless cases come to this place, knowing that here they can find company, as engaging in such activities is more profitable/interesting/safer in groups.
Since Illiniar allows representatives of all races on its territory, practically any character can end up in Gaddar without any problems. [/COLOR]
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11 years ago
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Central Ertenia
Kingdom of Illiniar

“By the power of our brave hearts, we shall crush any obstacle that stands in our way. We shall conquer every people and bring every country to its knees. Only then will order come to the world, and there shall be no more wars or suffering” — King Illiniar, founder and first ruler of the kingdom, 324 years ago.
No more than three centuries ago, Central Ertenia was in a state of constant chaos; this part of the continent was fragmented among numerous feudal states that never ceased military conflicts with one another, competing for power and influence. Illiniar and his followers managed to put an end to this: during the long life of the first ruler, the young but powerful and organized Kingdom of Illiniar expanded its borders through military expansion, eventually uniting most of the lands in the central part of the continent.
Today, the Kingdom of Illiniar is the largest state on the continent, with borders extending to the territories of both northern and southern Ertenia. Illiniar is a self-sufficient country; its vast lands abound with fertile soil and are rich in resources; all types of demanded crafts are developed, and science flourishes.
Structure
The country is ruled by a monarch and a royal council appointed by him; cities are governed by governors who possess only limited power; there are no social estates among the population: every person is a proud and free resident of the kingdom, or at least that is what people say.
Religion
“We shape our own destiny and live in the world that we build ourselves”— King Illiniar.
Since the founding of the kingdom, there has never been an official religion, and no representative of authority has attempted to popularize one. Followers of any beliefs, however, are not persecuted (unless their activities violate the law), and communities of the most diverse denominations can be found in various corners of the country.
Laws
Above all, human dignity and the right to a private life are respected in Illiniar. Despite this, there are certain norms of social behavior in the country (strict compared to other countries) that must not be violated.
For example, authorities will not take any measures against a drug addict poisoning himself in his own home, but they will immediately arrest a drug dealer or a person who decides to walk through the city streets naked.
Movement
Representatives of the human race, regardless of their origin and place of birth, can move freely throughout Illiniar.
Non-humans, in turn, are required to make a contribution of a certain amount of money to the state treasury in order to obtain a permit for movement across the country, which they must periodically renew.

Taosia

A complexly structured state located in the northern part of Central Ertenia. The territory of the country is divided among four warring clans:
Ito — a ninja clan that operates from the shadows. They never reveal the secrets of their techniques, and no one knows what goals they pursue. From time to time, they provide assistance to one country or another, but they themselves never strive to expand their spheres of influence... or perhaps they only create the appearance of this. There are rumors that Ito spies are present in every state of Ertenia.
Position of common people: for the Ito clan, they are nothing more than expendable material in their grand schemes.
Movement: free. Everyone who crosses the borders of the Ito clan is under surveillance; those who may pose a threat are eliminated immediately; those who can be used are recruited; no action is taken against others.
Matsubara-Matsuo — until recently, these two samurai houses competed with each other for the title of the strongest warriors (others besides the named ones were defeated and their territories incorporated into the remaining ones) of Taosia; however, noticing Ito's tightening grip on the country, the leaders of both clans decided to reconcile and create an alliance.
Position of common people: obligated to serve the warrior class.
Movement: free; travelers are not protected from the actions of the warrior class — they may welcome a tired traveler warmly, or they may cut him down if they dislike his face.
Hirano
“The battles of the samurai clans bring only chaos and destruction to our people; what is a valiant battle for these warriors is death and suffering for common people. But worse still, the problem is not only them: the evil activities of the Ito clan continue to grow in scale, and Uchiyama play with the secrets of life and death without fearing the consequences. This cannot go on. We must put an end to this and build a country where there will be no wars and everyone will be happy.” — Hirano Ayame, head of the Hirano clan.
Position of common people: not oppressed.
Movement: by permission
Uchiyama
The name of this clan is known far beyond Taosia in circles engaged in the study of magic. The witchcraft of the Taosian casters, unlike traditional magic, is aimed not at controlling energy, but at strength of spirit and understanding the sacred meaning of life and death. Unlike other clans, they do not strive to wage wars, wishing to live isolated from the rest of the world.
Position of common people: not oppressed.
Movement: not permitted

Forests of Melhoria

Melhoria is that part of Central Ertenia that civilization has failed to reach despite all the efforts of the Kingdom of Illiniar and its neighbors. Wild animals, wondrous plants, amazing creatures — all this can be seen in the Forests of Melhoria... if you do not lose your life along the way.
The most numerous inhabitants of these lands are goblins and Melhorians, as they call themselves. Both live in small settlements scattered here and there.
Goblins
Few humans have seen their place of origin with their own eyes, but very many have encountered them outside Melhoria — these small, cunning, and agile creatures often venture out of the magical forest and parasitize human cities, performing the dirtiest work.
Melhorians
Dark-skinned and fair-haired, these people are among the most dangerous predators of Melhoria. They live in unity with nature, but at the same time, they engage in hunting more than anyone else — it is their main craft.

Darnia

A small state cozily situated in the western part of Melhoria. What can be said about Darnians? Despite their peace-loving nature, they are excellent warriors, and blacksmiths from all over the world would envy the quality of their armor. They are wise philosophers, outstanding scientists, and talented sorcerers. Then why are they so rarely encountered outside Melhoria? The high leadership of Darnia does not maintain any relations with other countries of Ertenia and, thus, this people lives isolated from the rest of the world. Most agree with this, but there are many who leave their homeland to change their lives and see the world with their own eyes.
This is an honest people who do not throw words to the wind; only a rare representative among them would stoop to lying or betrayal.
Their belief in the love of a lifetime plays a great role in the life of Darnians; they approach the matter of romantic relationships very cautiously and practically never enter into extramarital relations.

Kalevritia

“I. Be moderate in your desires; wish and do no evil to another; be modest and honest; always remain calm; do not yield to lust; have no doubts.
II. Always help others to the best of your ability; work not only for yourself but also for the good of others.
III. Act according to the holy scripture and never contradict the clergy”
— the three main rules of a Kalevrite's life.
Kalevritia is an ancient theocratic state located southwest of the Kingdom of Illiniar. Kalevrites believe in one god who left them when humanity sank into sin.
“O Lord, grant me the strength to free these wretched souls from their suffering”
Kalevritia conducts constant military campaigns against countries and settlements of non-humans. In the opinion of Kalevrites, all non-humans were once human but changed by following the path of sin; therefore, defeating them is their duty.
Movement
By permission (humans); non-humans are captured and executed.

Geirt

The inhabitants of these lands are one of the most warlike peoples of Ertenia; the life, own customs, and traditions of this people are tied to war and the warrior's craft. A person's dignity is determined by their abilities in battle and past feats, while sorcerers are despised.
Geirtians live in tribes and constantly fight among themselves, not so much out of a desire to expand their lands as out of the necessity of combat itself. They treat enemies with respect, at least if they deserve it.
From time to time, they unite for joint attacks on neighboring states. Geirtians kill everyone who resists; women are kidnapped, old people are left alone, and children are taken with them to be raised as warriors.

Nozenroth

Nozenroth is a small but very wealthy state located northeast of the Kingdom of Illiniar. The ruling dynasty possesses absolute power, followed by landowners, then petty aristocracy, and only then commoners with limited rights and freedoms.
The nobles of this country are polite, respect hierarchy, and follow high moral standards. The latter, however, is not always true: while many aristocrats of Nozenroth are indeed guided by a strict code of conduct, there are those who live as they please — they mock commoners in every way, organize orgies, and commit various kinds of villainy. But of course, no one publicizes this.
The Knights of Nozenroth deserve separate attention — nobles and particularly distinguished commoners who have earned the honor of bearing the title of the country's most valiant warriors.

Assaria

The Assarian dungeons are in the northern part of Central Ertenia, where the mysterious people of Assarians reside — dark-skinned humanoids capable of seeing in the dark and superior to other races in many ways. Assarians are prone to asceticism and never stop perfecting their skills, whether it be archery or studying spells. The abundance of underground monsters keeps them from getting bored, providing an unlimited supply of opponents for training.
The art of death is one of the forms of martial arts of the Assarians and perfectly demonstrates the serious attitude and cultural significance of their attempts to achieve perfection in any given pursuit.
Northern Ertenia
Yorun

This part of the continent places its inhabitants under very difficult living conditions: inhuman cold, wind that pierces to the bone, snowstorms and avalanches — people of the north face all this every day, but for not everyone is the main enemy the cold and other weather phenomena — Yorun people have learned to build large cities and even majestic fortresses in these lands, but they still haven't managed to stop internal strife or properly protect small settlements from the tyranny of Yan'Shi and the cruelty of barbarians.
Yorun is governed by jarls who are (most often) hostile toward each other. Residents of small towns and villages follow old traditions and live not in families, but in communities (2-4 families plus orphans and other people who failed to find a home). It is not customary for members of these communities to carry surnames.

Yan'Shi

Yan'Shi are often called children of winter, lords of cold, and other cool names, which in turn is well-deserved since over long years of living in these lands they have adapted best to the harsh conditions of the north.
Yan'Shi are few, taciturn, very arrogant, and show almost no emotion. They rarely leave the north, live in small numbers, do not need food or water, and sometimes slumber for months, more due to a lack of any business than out of necessity.
Children of winter experience no sexual desire, cannot have children, and their origin remains a mystery even to themselves; from time to time, new lords of cold appear in the coldest corners of the north.

Asvaldr

The most massive mountain range of Northern Ertenia is inhabited by dwarves — humanoids of short stature but very strong build. Peace-loving and friendly, dwarves are often subjected to attacks by barbarians, Yan'Shi, and Yorunians, and thus over long years of defensive war they were forced to hone their combat mastery.
Few know what the dwarves do in the depths of their underground world, but thanks to established trade with Illiniar and Nozenroth, the whole world has seen their products made of precious metals and gemstones, as well as unique weapons and armor.
Dwarves have no kings or other masters; each person's wealth depends on their profession and skill. Achieving mastery in some craft is one of the greatest aspirations in their lives. Their labor is hard, but dwarves love it.

Ingi

The barbarians of the north or, as they call themselves, Ingi — a wild people to whom the concept of civilization is unknown; they are killers and cannibals who have strayed not far from the level of animals.
Ingi live in small scattered settlements and lead a very aggressive lifestyle, making constant raids on neighbors. After a successful raid, all defeated men of the enemy are roasted over fire and eaten, or left for later — the low temperature of these lands helps preserve provisions in proper condition for a long time. Women face a slightly different fate — they become mothers to barbarian children, but subsequently are also used as food.
Ingi are much larger and stronger than humans, but not very smart, and cannot use magic at all.
Southern Ertenia
Orcs

In their way of life, the valiant warriors of the south are in many ways similar to Geirtians; however, unlike them, they lead a nomadic lifestyle and view magic normally. Orcs call people who practice sorcery shamans, believing among themselves that they are closest to nature. The tribal chief usually becomes the strongest warrior or (more rarely) the wisest shaman.
The nomadic nation of warriors regularly raids settlements of Southern Ertenia residents, periodically even venturing north, closer to the center of the continent.
Many of them can also be found in Illiniar as mercenaries who have tasted another life.
Orcs believe in the power of natural elements and that the life energy of every person consists of a certain element.

Shuna

One of the oldest civilizations of Ertenia. These scorpion-like people live in independent city-states scattered across the south. Each city has its own king or queen (elected); the priesthood enjoys great influence (the pantheons of cities differ from each other); there are no social layers as such (except for the two mentioned above), and the concept of marriage is absent.
Captured orcs or humans face the fate of a slave or an exquisite dish on a Shunian's table.

Wastelanders

For a human in Southern Ertenia, there are many fascinating ways to spend time: one can die of thirst or get sunstroke, drown in the sands or get lost in boundless deserts, become breakfast for Shunians or a guinea pig for the warlocks of Ishanad. In other words: surviving here is difficult. But it is precisely this that forced the wastelanders to adapt and become stronger.

Ishanad

Long ago, long before the birth of King Illiniar, one of the numerous kingdoms of Central Ertenia housed a prominent academy of magic, known for its successes in the most diverse spheres of this science. Unfortunately for the mages, the king and his feudals at the time viewed their activities very coldly, and one day they were given an ultimatum: renounce research or be exiled from the country. There were many who left the art of magic, but there were those who refused. Since then, they wandered for a long time, and they were welcome nowhere. Eventually, life led the unfortunate warlocks south, where they found lands that belonged to no one. This day marked the beginning of Ishanad.
Ishanad is a terrible place for a weak mind unprepared for the horrors awaiting it, for this land was created by human hands and is an embodiment of their fantasies.

Teios

At the very south of the continent are the volcanic lands and fiery dungeons of Teios — this is the name mentioned in Illiniar records, although other names can be found in different corners of Ertenia. The local inhabitants speak a simple language and simply call this place "home," so these lands have no official name.
The lustful inhabitants of Teios are widely known in the folklore of many peoples as evil beasts characterized by a love for sadism. Their victims are forced to serve their mistresses in the fiery lands, performing various tasks and participating in cruel entertainment.
Kalevrites are certain that these women represent the pinnacle of human degradation and should be immediately destroyed. Perhaps if it weren't for the acres of wasteland separating them, that is exactly what would have happened. For less fanatical minds, however, they remain no less of a mystery. Only one thing is known for sure — their population is not growing.

Tilian Archipelago

The inaccessible islands of the Tilian Archipelago, located east of Ertenia, are home to a people whom almost everyone fears. These villains sink merchant (and even military) ships, rob coastal cities, engage in slave trade, and generally do whatever they please.
They have no government and, consequently, no written laws; their leaders in any given matter are people possessing exceptionally strong charisma — those who are feared and respected. They establish the order in the local cities.
Tilians are prone to adventure, dislike staying in one place, and prefer to live brightly, enjoying every moment.
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11 years ago
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Characteristics
In addition to combat parameters (listed below), characteristics affect many other factors. For example, a character with high endurance has a lower chance of falling ill, and a character with high agility is harder to detect (stealing, killing, scouting, etc.).
During character generation, the player has 90 characteristic points at their disposal. Minimum value: 7
Strength
1. -
2. -
3. Ability to use one-handed weapons. Melee damage modifier -0.7 (daggers and knives do not receive this penalty)
4. Melee damage modifier -0.6
5. Melee damage modifier -0.5
6. Melee damage modifier -0.4
7. Melee damage modifier -0.3
8. Melee damage modifier -0.2
9. Melee damage modifier -0.1
10. Melee damage modifier 0
11. Melee damage modifier +0.1
12. Melee damage modifier +0.2
13. Melee damage modifier +0.3; character can use two-handed weapons and wear heavy armor.
14. Melee damage modifier +0.4
15. Melee damage modifier +0.5
16. Melee damage modifier +0.6
17. Melee damage modifier +0.7
18. Melee damage modifier +0.8
19. Melee damage modifier +0.9
20. Melee damage modifier +1
21. Melee damage modifier +1.1
22. Melee damage modifier +1.2
23. Melee damage modifier +1.3
24. Melee damage modifier +1.4
25. Melee damage modifier +1.5
Endurance
1. Health +10
2. Health +10 (20)
3. Health +10 (30)
4. Health +10 (40)
5. Health +10 (50)
6. Health +10 (60)
7. Health +10 (70)
8. Health +10 (80)
9. Health +10 (90)
10. Health +10 (100)
11. Health +10 (110)
12. Health +10 (120)
13. Health +10 (130)
14. Health +10 (140)
15. Health +10 (150)
16. Health +10 (160)
17. Health +10 (170)
18. Health +10 (180)
19. Health +10 (190)
20. Health +10 (200), physical damage resistance +20%
21. Health +10 (210), magic damage resistance +20%
22. Health +10 (220), 20% chance to resist paralysis
23. Health +10 (230), debuff resistance (magic resistance) +40%
24. Health +20 (250)
25. Health +25 (275)
Agility
1. Melee accuracy and evasion =1
2. Melee accuracy and evasion =3
3. Melee accuracy and evasion =5
4. Melee accuracy and evasion =7
5. Melee accuracy and evasion =9
6. Melee accuracy and evasion =11
7. Melee accuracy and evasion =13
8. Melee accuracy and evasion =15
9. Melee accuracy and evasion =17
10. Melee accuracy and evasion =19
11. Melee accuracy and evasion =22
12. Melee accuracy and evasion =25
13. Melee accuracy and evasion =28, melee critical hit chance +2%
14. Melee accuracy and evasion =31, melee critical hit chance +2% (4%)
15. Melee accuracy and evasion =34, melee critical hit chance +2% (6%)
16. Melee accuracy and evasion =37, melee critical hit chance +2% (8%)
17. Melee accuracy and evasion =40, melee critical hit chance +2% (10%)
18. Melee accuracy and evasion =43, melee critical hit chance +2% (12%)
19. Melee accuracy and evasion =46, melee critical hit chance +2% (14%)
20. Melee accuracy and evasion =49, melee critical hit chance +2% (16%)
21. Melee accuracy and evasion =52, melee critical hit chance +2% (18%)
22. Melee accuracy and evasion =55, melee critical hit chance +2% (20%)
23. Melee accuracy and evasion =58, melee critical hit chance +3% (23%)
24. Melee accuracy and evasion =61, melee critical hit chance +3% (26%)
25. Melee accuracy and evasion =65, melee critical hit chance +4% (30%)
Perception
1. Ranged accuracy and evasion =1
2. Ranged accuracy and evasion =3
3. Ranged accuracy and evasion =5
4. Ranged accuracy and evasion =7
5. Ranged accuracy and evasion =9
6. Ranged accuracy and evasion =11
7. Ranged accuracy and evasion =13
8. Ranged accuracy and evasion =15
9. Ranged accuracy and evasion =17
10. Ranged accuracy and evasion =19
11. Ranged accuracy and evasion =22
12. Ranged accuracy and evasion =25
13. Ranged accuracy and evasion =28, ranged critical hit chance +2%
14. Ranged accuracy and evasion =31, ranged critical hit chance +2% (4%)
15. Ranged accuracy and evasion =34, ranged critical hit chance +2% (6%)
16. Ranged accuracy and evasion =37, ranged critical hit chance +2% (8%)
17. Ranged accuracy and evasion =40, ranged critical hit chance +2% (10%)
18. Ranged accuracy and evasion =43, ranged critical hit chance +2% (12%)
19. Ranged accuracy and evasion =46, ranged critical hit chance +2% (14%)
20. Ranged accuracy and evasion =49, ranged critical hit chance +2% (16%)
21. Ranged accuracy and evasion =52, ranged critical hit chance +2% (18%)
22. Ranged accuracy and evasion =55, ranged critical hit chance +2% (20%)
23. Ranged accuracy and evasion =58, ranged critical hit chance +3% (23%)
24. Ranged accuracy and evasion =61, ranged critical hit chance +3% (26%)
25. Ranged accuracy and evasion =65, ranged critical hit chance +4% (30%)
Speed
1. Movement speed=1, initiative=1
2. Movement speed=2, initiative=2
3. Movement speed=3, initiative=3
4. Movement speed=4, initiative=4
5. Movement speed=5, initiative=5
6. Movement speed=6, initiative=6
7. Movement speed=7, initiative=7
8. Movement speed=8, initiative=8
9. Movement speed=10, initiative=9
10. Movement speed=12, initiative=10
11. Movement speed=13, initiative=11
12. Movement speed=15, initiative=12
13. Movement speed=17, initiative=13
14. Movement speed=19, initiative=14
15. Movement speed=21, initiative=15
16. Movement speed=23, initiative=16
17. Movement speed=25, initiative=17
18. Movement speed=27, initiative=18
19. Movement speed=29, initiative=19
20. Movement speed=31, initiative=20
21. Movement speed=33, initiative=21
22. Movement speed=35, initiative=22
23. Movement speed=37, initiative=23
24. Movement speed=39, initiative=24
25. Movement speed=42, initiative=25
Willpower
1. Magic power and resistance =1
2. Magic power and resistance =3
3. Magic power and resistance =5
4. Magic power and resistance =7
5. Magic power and resistance =9
6. Magic power and resistance =11
7. Magic power and resistance =13
8. Magic power and resistance =15
9. Magic power and resistance =17
10. Magic power and resistance =19
11. Magic power and resistance =22
12. Magic power and resistance =25
13. Magic power and resistance =28
14. Magic power and resistance =31
15. Magic power and resistance =34
16. Magic power and resistance =37
17. Magic power and resistance =40
18. Magic power and resistance =43
19. Magic power and resistance =46
20. Magic power and resistance =49
21. Magic power and resistance =52
22. Magic power and resistance =55
23. Magic power and resistance =58
24. Magic power and resistance =61
25. Magic power and resistance =65
Wisdom
1. -
2. -
3. -
4. -
5. -
6. -
7. - +1 AP
8. Magical energy +25, +1 AP
9. Magical energy +25 (50), +1 AP
10. Magical energy +25 (75), +1 AP
11. Magical energy +25 (100), +1 AP
12. Magical energy +25 (125), +1 AP
13. Magical energy +25 (150), +1 AP
14. Magical energy +25 (175), +1 AP
15. Magical energy +25 (200), +1 AP
16. Magical energy +25 (225), +1 AP
17. Magical energy +25 (250), +2 AP
18. Magical energy +25 (275), +2 AP
19. Magical energy +25 (300), +2 AP
20. Magical energy +40 (340), +2 AP
21. Magical energy +40 (380), +2 AP
22. Magical energy +40 (420), +2 AP
23. Magical energy +40 (460), +2 AP
24. Magical energy +40 (500), +3 AP
25. Magical energy +50 (550), +3 AP
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Each character has 2 specializations and 7 skill points. Each magic specialization unlocks one spell of the chosen category for free.
Combat Mastery

Vitality. Each unit of endurance additionally gives +10 health x3
Quick Reflexes. Each unit of speed additionally gives +2 evasion (both in melee and ranged combat)
Iron Will. Magic Resistance +25. x2
Ingenuity.+5 AP
Experience. Each unit of endurance reduces all incoming damage by 1%
Quick Aim. The character gains the ability to move and shoot in the same turn (for ranged weapons) x2
Leadership. For each unit of wisdom, the character's companions gain 5 health, +1 accuracy, evasion, and magic resistance. The character must be appointed as the squad leader. x2
Armor Proficiency.Removes the movement speed penalty when using heavy armor and shields x2
Sorcery

Familiar Methods.Each unit of magic resistance additionally reduces incoming magic damage by 0.5%. x2
Destructiveness.Each unit of magic power additionally increases outgoing magic damage by 0.5% x2
Mind Protection.Resistance to mental attacks is doubled. x2
Optimization. Spell cost is reduced by 25% x2
Versatility.Additional magic specialization. x2
Reflection.The character gains a chance to reflect a targeted damage-dealing magic spell back at the enemy. x3
Rogue

Swindler.Bonus to agility stats outside of combat (everything except aggressive actions). x2
Lockpicker. The character gains the ability to use lockpicks to pick locks.
Assassin. Attacking unsuspecting characters kills them. x2
One-Handed Weapons

1st rank.Removes penalty when using one-handed weapons. +2% critical hit chance, accuracy +2.
2nd rank.Chance to parry an opponent's strike (accuracy vs accuracy). +3% critical hit chance, accuracy +3.
3rd rank.Additional attack. +5% critical hit chance, accuracy +4.
4th rank.Allows using a one-handed weapon in each hand. The probability of a successful parry increases by 50%.
5th rank.In case of a successful reflection, there is a chance (agility*3) to perform a counterattack. +5% critical hit chance, accuracy +5.
6th rank.In case of a successful counterattack, there is a chance (strength*3) to disarm the opponent. +5% critical hit chance, accuracy +5.
Bleeding.The enemy takes normal damage and additionally loses 10% of current health over ten turns. Slashing weapon. 1 AP.
Critical Strike.Automatically deals critical damage to the opponent. Bludgeoning or piercing weapon. 1 AP.
Concentration.Chance of successful parry and counterattack increases to 85% until the end of the next turn. 3 AP.
Two-Handed Weapons

1st rank.Removes penalty when using two-handed weapons.
2nd rank. Each unit of strength increases the accuracy parameter by 1
3rd rank.Each successful hit has a chance (strength*2.5) to paralyze the opponent for one turn.
4th rank.Gains a chance to deal critical damage (strength)
5th rank.Chance to deal triple damage (strength).
6th rank.The character performs an attack beyond the limit on opponents passing by, as well as on opponents standing in adjacent cells but attacking another target.
Assault.The character instantly closes the distance between themselves and their target. 2 AP
Whirlwind. Deals damage to all surrounding opponents. 3 AP.
Cleave.Deals fivefold damage to the opponent. 5 AP.
Polearms

1st rank. Removes penalty when using polearms.
2nd rank.Chance to parry an opponent's strike (accuracy vs accuracy).
3rd rank.In case of a successful reflection, there is a chance (speed*3) to paralyze the opponent.
4th rank. Damage to paralyzed opponents is doubled.
5th rank.Additional attack.
6th rank.Speed additionally increases the damage modifier by 0.03
Concentration.During the next turn, the character will parry all incoming attacks and counterattack with an 85% chance. 3 AP.
Whirlwind. Deals damage to all surrounding opponents. 3 AP.
Deadly Throw.Chance to deal deadly damage by throwing the weapon at an opponent (strength+wisdom+perception). 3 AP.
Shield

1st rank. Shield Proficiency. Block (agility). Successful block chance +5%
2nd rank.After reflecting an attack, a counter-thrust with the shield is delivered to the enemy, paralyzing them if it hits. Successful block chance +5%
3rd rank.A successful shield thrust deals damage to the enemy equal to the block percentage of the opponent's current health. Successful block chance +5%
4th rank.Two companions can take cover behind the character. Successful block chance +5%
5th rank.As long as the character does not move, they automatically block ranged weapon attacks. Successful block chance +5%
6th rank.Successful block chance +15%
Shield Bash.Paralyzes the opponent if it hits. 2 AP.
Impenetrability. The character remains idle but blocks with a 100% chance during the next turn. 2 AP.
Bow

1st rank.Allows the use of bows.
2nd rank.A successful shot can paralyze the target (similar to critical hit chance).
3rd rank.Additional attack.
4th rank.Gains a chance to deal critical damage (perception)
5th rank.Damage to paralyzed enemies is doubled.
6th rank.Additional attack.
Volley.The character fires six arrows at one or several opponents. Each shot of this attack deals 50% less damage but has the same chance to cause paralysis. 2 AP.
Headshot.The character attacks an opponent with a chance (similar to critical hit chance) to instantly kill them. 4 AP. x2[/COLOR]
Crossbow

1st rank.Allows the use of crossbows. +10% armor penetration.
2nd rank.Chance to deal critical damage appears (perception). +10% armor penetration
3rd rank.The first shot deals percentage damage based on the enemy's maximum health equal to the perception stat. +10% armor penetration.
4th rank.Subsequent attacks on the same target deal 50% more damage. +10% armor penetration.
5th rank.Critical hit chance increases (perception*2). +10% armor penetration.
Mark.Damage received by the character is increased by 25% from any source. 1 AP.
Fire Magic

Ignition.
The selected character instantly takes 40 units of damage + 15% damage from their maximum health, after which they continue to lose health (half of the initial damage) each turn until they die or the spell is interrupted.
50 | 25 | W

Flame of Passion.The mind of the selected character becomes more flighty and excited.
Fire element damage +50%
Resistance to fire spells and effects influencing the mind -50%
30 | 25 | W (-20)

Fire Shield.The caster creates a ring of fire around themselves or an ally, which returns 1% of damage dealt back for every 2units of magic energy (value is set in advance). 10 turns.
Fire element damage -100%
1

Tongues of Flame.All opponents in the area of effect (around the caster) suffer the ignition effect.
200 | 20 | W

Heating.The character takes 45% damage from current health, and their armor is destroyed. The effect also extends to weapons, although the damage dealt is nine times lower. This spell does not work in the absence of heavy armor or weapons.
125 | 25 | W

Water Magic

Tide.Characters in the area of effect (forward from the caster, cells to their sides are not affected) take 50 units of damage and a -75% penalty to accuracy, evasion, and speed for 2 turns.
60 | 15 | E

Water Prison.The selected character becomes paralyzed until they pass a resistance check and takes 20 units of damage each turn, starting from the third.
Water element damage +100%
Resistance to water element spells -50%
75 | 15 | W

Underwater Breathing.The selected character can breathe underwater.
20 | 1

Renewal.Restores 1 unit of health to the character for every 1 unit of magic energy.
5

Water Shield.
Fire and water element damage -100%
Resistance to fire and water element spells +50%
10 turns.
50 | 1

Water Shot.The selected character takes damage equal to the amount of magic energy invested
45 | E

Earth Magic

Fissures. Characters in the area of effect (around the caster (small) or forward from the caster (large)) take 50 units of physical damage and become paralyzed for 2 turns.
100 | 15 - 30 | E

Earth Shield.The selected character gains resistance to physical damage (2.5% per 10 units of magic energy), maximum 85%. 10 turns.
1

Slipping Earth.Characters in the area of effect (circle from center) will be paralyzed until they pass a check or the spell ends (5 turns).
75 | 20 => 15 | E

Stone Rain. Characters in the area of effect (circle from center) take 50*5 units of damage.
300 | 30 => 25 | E

Mountain Strength. The strength of the selected character is set to 25. 10 turns.
75 | 1

Air Magic

Tornado.Characters in the area of effect (circle from center) must pass a resistance check, otherwise they cannot perform an action and take damage equal to 40% of their current health. The spell lasts three turns.
200 | 75 => 35| W

Suffocation.The selected character becomes paralyzed until they pass a resistance check and takes 12.5% damage from their maximum health each turn, starting from the third.
Wind element damage +100%
Resistance to wind element spells -50%
75 | 15 | W

Wings of Wind.The selected character gains +100% movement speed and evasion, cannot be slowed, and takes no damage from falling from great heights. 10 turns.
75 | 20

Air Barrier.The selected character gains immunity to ranged attacks, including damage from targeted spells. 5 turns.
Resistance to wind element spells +50%
Wind element damage -100%
100 | 50

Air Blades.Destroys the character's armor/shield/weapon.
75 | 30 | E

Lightning Magic

Shock.Paralyzes the opponent for one to three turns.
50 | 25 | W

Tension.Drains the opponent's magic energy.
100 | 10 | W

Lightning Strike.The selected character takes 1-400 units of damage.
50 | 50 | E

Electric Barrier.Characters approaching within striking distance may be paralyzed. 10 turns.
Lightning element damage -100%
Resistance to lightning spells +50%
100 | 1
| W
Teleportation.The character moves to another location within a distance of up to 1 km.
100

Cold Magic

Freeze.Completely paralyzes the character until the end of combat or until they take damage (the first attack deals triple damage), after which their evasion/accuracy is halved for the next two turns.
80 | 20 | W

Frostbite.The speed of all characters in the area of effect (forward from the caster, cells to their sides are not affected) is reduced by 80%, and physical damage they receive is increased by the same amount. 3 turns.
80 | 15 | W

Ice Shard.Deals 20-60 units of damage.
20 | 45 | E

Ring of Cold. Deals 50 units of damage to the selected character and 100 to characters near them.
50 | 25 => 5 | E

Ice Armor.The selected character gains 40% damage resistance. 10 turns.
80 | 1

Creation Magic

Healing.Restores 2 units of health to the character (one or several) for every 1 unit of magic energy.
1

Mental Shield.Protects the character from any mental influences. 10 turns.
50 | 1

Purification.Removes all negative effects from the character, cures diseases.
100 | 1

Might. Increases the character's melee damage modifier by 0.1 for every 30 units of magic energy. 10 turns.
1

Serenity.All allies receive the following bonus: strength and magic resistance +25, evasion and accuracy +50% for 10 turns.
225 | 75

Blessing. The health of the selected character is increased by 25% until the end of combat.
50 | 1

Energy Management

Magic Barrier.Magic energy absorbs incoming damage (passive skill). x2[/COLOR]
Dispelling.Nullifies the effect of a spell. ?
Telepathy. Ability to mentally send a message to any person with whom they have previously had contact. Alternatively, the character can read the thoughts of a target directly in their line of sight.
25 | 25 |W

Shroud. The character makes themselves or an ally invisible, allowing them to perform any non-aggressive actions without revealing themselves (opponents with high perception can potentially see through this spell).
50 | 1 | W

Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W

Seals

Seal of Strength.Doubles the melee damage dealt by the character for three turns.
150 | 10

Seal of Five Elements.Elemental resistance +50%, elemental damage 50% for 10 turns.
150 | 10

Seal of Nature.Increases the character's magic energy by 33%
50| 10

Seal of Life.Increases the character's health by 33%
85 | 10

Seal of Sleep.Puts the target to sleep, and they remain in this state until any aggressive action is taken against them.
40 | 10 | W

Seal of Peace.Ends combat. Characters cannot attack or be attacked for one to three turns.
100 | W

Additional Skills (do not require specialization)

Archaeologist.The character gains the ability to conduct research in specific locations, identify items, as well as their approximate value.
Alchemist. The character gains the ability to create various potions. x2
Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor. x2
Hunter. The character is well-oriented in the forest and knowledgeable about wild animals.
Monsterologist. The character can determine the abilities and characteristics of various creatures that cannot be classified as humanoids or animals.
Scout.
The ability to quickly gather information about the surrounding territory. x2
Duelist.In one-on-one combat with an opponent, damage dealt as well as hit and dodge chances are doubled. x3
Healer.The ability to heal wounds, treat diseases, and use medical supplies. x2
Gambler.The character gains the ability to reroll an unsuccessful result.
Cultural Exchange. The ability to learn skills from another culture. x2
Second Wind.The character has the opportunity to survive death once (does not work in all cases).
Wealthy/Aristocrat.Starting capital is increased 50 times; the player can create two followers (the player must roleplay them personally; their stats are 15 lower). x5
Sorcerer.Initiative +20 (when using spells) x2
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Ninja

1st Rank.The character gains the ability to quickly gather information about the surrounding area.
2nd Rank.Bonus to agility stats outside of combat (to everything except aggressive actions); the character gains the ability to pick locks.
3rd Rank. Attacking an unsuspecting character kills them.
Blink. The character gains the ability to instantly move short distances (perception*2). Using this ability allows the use of the assassin skill in combat (exclusively for melee). This action does not consume a turn.1 AP(5 if performed for an instant kill). x3
Clone.The character creates an illusory copy of themselves that acts according to their instructions. 2 AP
Shroud.The character becomes invisible, can perform any non-aggressive actions and not reveal themselves in the process, the probability of a successful kill is increased. 5 AP
Death Mark.The opponent receives a 5% chance to die upon taking damage from any source. 3 AP
Samurai

1st Rank.Proficiency with one-handed weapons. +10 to accuracy, +10 evasion. Katanas deal 50% more damage. This technique cannot be used with other weapons or a shield.
2nd Rank.Additional attack.
3rd Rank.Additional attack.
4th Rank.Additional attack
5th Rank.Additional attack.
6th Rank.Chance to deal critical damage is increased by 30%
Serenity.The character cannot be counterattacked during combat. 5 AP
Gust of Wind.The character draws the sword from the scabbard faster than the opponent can notice; if successful, this strike cannot be blocked, parried, or counterattacked. The samurai delivers an ultra-fast slashing blow to their opponent (500% damage, ignoring armor) 10 AP.
Fallen Petal. The character deals normal damage + 20% of the opponent's maximum health, ignoring armor (but not shields). 5AP
Lightness. The character's movement speed and initiative are doubled during combat. 3AP
Kyudo

1st Rank.Proficiency with bows.
2nd Rank.+15 to accuracy.
3rd Rank.Chance (perception*4) to ignore opponent's armor.
4th Rank.+25 to accuracy.
Nobiai.The character spends a turn preparing for the next shot (300% damage). 2 AP
Spirit Arrow. Prevents the target from using magicand abilities until the end of the day. This technique deals no damage. 5 AP x3[/COLOR]
Uchiyama Clan Magic

Zetsumei.The selected character dies.
100 | 10 | W (+20)

Yokai.The caster summons the ghost of a fallen warrior. The stronger the caster, the stronger the spirit. To deal damage to the ghost, opponents must pass a will check.
100 | 10 | W

Naosu.Removes all negative effects from the selected character, fully restores health and cures diseases.
225 1

Baffling Mist.Opponents in the area of effect must pass a perception check, otherwise they will act blindly.
100 | 75 => 35 | W

Will of Blades.The caster creates a spiritual blade, controlling it with their mind.
75 | 10

Spirit Superiority.The caster gains immunity to damage and any status effects (action similar to negation). Passive skill. x4
W

Adventurer

1st rank.Proficiency with one-handed weapons, bows, crossbows.
2nd rank.The character has increased stats at sea. Not applicable with heavy armor.
3rd rank. Allows the use of a one-handed weapon in each hand. Accuracy +15.
4th rank. Additional attack.
5th rank.Chance to parry an opponent's strike| Chance (perception) to deal double damage in ranged combat.
6th rank. Prices are reduced by 25%. The character gains the ability to reroll an unsuccessful result.
7th rank. When fighting alone, damage dealt as well as hit and evasion chances are doubled.
8th rank. Additional attack.
9th rank.Gains a chance to deal critical damage (perception or agility*2)
10th rank. Evasion parameter is doubled.
Knife Throwing.Chance to deal lethal damage by throwing knives at a distance of no more than 10 meters (perception*2) 1 AP.
Indomitable Will.Magic resistance +50. Passive skill. x2[/COLOR]
Escape.The character leaves the battlefield, removing all status effects from themselves. 5 AP.
Unpredictability.The character always strikes first. This action always deals critical damage. Passive skill. x2
Knight of Nozenroth

1st rank. Proficiency with one-handed weapons.
2nd rank. Proficiency with a shield. Block chance (agility+speed*2).
3rd rank.The character gains the ability to block targeted magic spells with a shield.
4th rank.Removes movement speed penalty when using heavy armor and shields.
5th rank.Block chance +20%, accuracy +20, critical damage chance +10%.
6th rank.Chance to parry an opponent's strike with a weapon (agility*4).
Ranger

1st Rank.The character gains the ability to quickly gather information about the surrounding area
2nd Rank.The character is well-oriented in the forest and knowledgeable about wild animals.
3rd Rank.Bow (free specialization plus first level), wild animals and monsters take double damage.
4th Rank.The character has the ability to tame a wild animal.
Rune Magic

Rune of Indestructibility.The selected weapon, armor, or any other item cannot be destroyed.
Rune of Flame.The selected weapon deals additional fire damage (master's magic power) + 5% of the target's maximum health. The selected armor gains fire resistance (master's magic power).
Rune of Frost.The selected weapon deals additional cold damage (master's magic power) + has the ability to apply a frost effect. The selected armor gains cold resistance (master's magic power).
Rune of Lightning.The selected weapon deals additional electrical damage (master's magic power) + has the ability to paralyze the opponent. The selected armor gains lightning resistance (master's magic power)
Rune of Air.The selected weapon deals additional air damage (master's magic power) + ignores a certain percentage of armor. The selected armor gains air resistance (master's magic power)
Rune of Might.The damage of the selected weapon is increased according to master's magic power/2.
Rune of Magic.The selected armor provides its wearer with protection from magical damage equal to master's magic power/2
Ishanad

Plague.All characters in the area of effect are subjected to a terrible disease effect, losing 25% of current values of all characteristics and another 10% each turn.
100 | 75 => 35 | W

Oblivion.The selected character loses their memory and most of their skills.
50
| 5 | W[/FONT]
Pact.The spell is cast on an ally. All negative effects and damage received by the caster will be redirected to the target. Damage received in this way restores magical energy to the caster.
25
1[/FONT]
Necromancy.The caster raises a fallen creature from the dead and controls its actions. The corpse's characteristics are slightly lower than the original's.
50 | 5
[/FONT]
Bone Magic. Raises a skeleton from the remains of a killed character. They can be combined together, thus creating a stronger servant.
25 | 5
[/FONT]
Banishment.Instantly eliminates the specified undead/summoned creature.
75 | 25
| W (caster)[/FONT]
Mind Transfer.If the spell is successful, the warlock will transfer their consciousness into the target's body; the victim's mind is destroyed in the process. If the character's magic power is above 60, this spell is automatically used upon their death.
50
| 5 | W[/FONT]
Cloud of Death.Characters in the area of effect must successfully pass a resistance check, otherwise they die.
300
| 75 => 35 | W (+25)[/FONT]
Black Magic. The caster creates a creature according to their imagination. The chance of success depends on many factors, primarily the caster's magic power and the complexity of the request ?
Drain.The character absorbs health and magical energy from another character according to their magic power (0.2%).
50 | 35 | W[/FONT]
Dreams.The selected character falls into a state of deep sleep. If successful, the caster can impose certain thoughts and ideas on the victim.
50 | 10 | W

Otherworldly Gaze. Paralyzes a character for five turns and learns absolutely everything about them. 225| 10 | W
Crimson Sky.Deals random damage to all living creatures in a large radius over three turns.
225[/FONT] | W
Channel Rupture.Ignites a character's magical energy, dealing damage equal to 20% of their energy amount each turn.
150 | 20 | W[/FONT]
Curse.Option 1: all opponents receive -50% to magic resistance; this spell cannot be resisted.300
Option 2: the selected target receives -75% to magic resistance, this spell cannot be resisted. 300[/FONT]
Subjugation.Forces the selected character to follow the caster's orders.
225 | 5 | W
[/FONT]
Art of Death

God of Death.The character gains a chance (agility or perception/2) to instantly kill a character with any attack. Passive skill. x2
Death's Deception. Allows avoiding a strike (or spell) that would lead to the character's death. If this ability triggers, all status effects are removed from the character. Once every three turns. Passive skill. x3
Blood Mark.Converts 10% of damage dealt into health. Passive skill.
Harvest. Every death in combat (regardless of who the killer was) restores 10% health and magical energy to the character, as well as 25% AP. Passive skill.
Beheading.The character's next attack will be lethal if it hits. 5 AP. x2
Paladin

Faith. Protects the character from any mind-affecting influences (passive skill).
Holy Protection. The character has a divine shield protecting them from taking damage (magic resistance*2). As long as this shield is active on the paladin, they cannot be killed by instant-kill methods and debuffs do not affect them. Cooldown from the moment damage is taken - 4 turns (passive skill). x2
Heavenly Light. Restores a certain amount of health (equal to magic resistance) to all allies near the paladin and removes all status effects from them.
225 | 20
Punishment. Deals damage to the selected character equal to paladin's magic resistance/2 and paralyzes them for one turn. For three, if they are not human. To succeed in the spell, the paladin uses magic resistance rather than strength.
50 | 15 | W
225 | 10 | W (spell is applied to all opponents).
Consecration. The selected character gains immunity to everything for one turn.
50 | 35
Righteousness. The paladin restores 15% health each turn (passive skill).
Rebirth. At the moment the paladin's health drops to zero, they fully restore it, as well as magical energy and action points (passive skill). Once per day. x3
Teos

Domination. Paralyzes the opponent for one turn, destroys mental defense, reduces resistance to mind-affecting effects by 65%.
50 | 10 | W (-40%)
Obedience. A charm ability is applied to all characters in the area of effect.
100 | 25 | W (+25)
Inferno. Characters in the area of effect (circle from center) take 50-400 units of damage.
340 | 60 => 30 | W
Energy Drain. Steals 5-25% health and magical energy from opponents around them each turn (passive skill). x2
20 | W
Flight Mastery. The character gains the ability to move and perform actions in the same turn. In the air, evasion is twice as high, but melee attacks do not work (passive skill). x3
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Origin
Kingdom of Illianar. +5 to skill points, +2 specializations.
Taosia. +10 to hit points, +50% evasion, +50% movement speed, +1 specialization, +20 magic power.
Goblins. The dexterity effect (chance of evasion, accuracy, stealth, etc.) and evasion in ranged combat are doubled. Health is reduced by 50%.
Melchoirians. Four free skill points for ranger/archers, +50% accuracy.
Darnia. +10 to attribute points. Free specialization and two skill points for combat, one-handed weapon, shield, bow, or crossbow (choose one).
Kalevritia. Non-humans take twice as much damage, magic resistance is doubled.
Geirt. 2 combat specializations, learning combat skills is twice as cheap. Each point of stamina adds 7 hit points.
Nossenrot. The character takes two turns instead of one.
Yorun. The character deals twice as much damage to Northern barbarians, while also having twice the chance to evade their attacks; the character deals +10% damage from the maximum health of dwarf opponents; the final cold damage received by the character is reduced by 50%. Free rogue specialization and two skill points for it. +10 to accuracy and evasion, +10 to magic power and resistance.
Yan'Shi.
Immune to cold spells, their spells of this type are twice as effective; cold resistance of all surrounding characters 10 (except the character itself and other Yan'Shi) is reduced by 1% * magic power; Yan'Shi deals damage to all surrounding enemies equal to magic power each turn; any attack made by the character in melee can inflict a freeze effect on the enemy for one turn and in any case will deal +30% cold damage. Immune to effects affecting the mind. The character does not need air (it cannot drown, die from lack of air, etc.). Damage received from fire is increased by 50%. Free cold magic specialization (without a free skill).
Aswaldr. +100% hit points, 75% chance to resist negative effects (paralysis, reduced attributes, etc.).
Ingi. Each point of stamina adds 20 hit points. Each point of strength increases the melee damage modifier by +0.05. Cannot use magic or magical items, as well as skills requiring hit points.
Orcs. +2 specializations, each point of stamina additionally gives +8 to health, +1 to dexterity for evasion and accuracy, +1 to speed for movement speed, +1 to will for strength and magic resistance.
In addition, a character of this race can choose one of the following bonuses:
Fire - +25% to all damage dealt (the opponent receives additional fire damage), +50% resistance to this type of damage.
Water - +100% to magic energy, +2 to spell points, +50% resistance to this type of damage.
Earth - +30% to hit points, +25% resistance to physical damage.
Air - +5 hit points, +50% movement speed and initiative, +50% resistance to this type of damage.
Lightning - any action by the character or an action directed against it has a chance to paralyze the opponent for one turn.
Shuna. The character has a scorpion tail that deals (strength*4) damage and poisons the opponent; the victim must pass a stamina check, otherwise it will be paralyzed until it does so. Melee attacks have an additional 10% chance of critical damage.
I. The character's appearance is most similar to that of a human. Physical damage received is reduced by 10%, melee accuracy +20, evasion in melee and ranged combat +25. Stinger attack reduces all its characteristics by 20% of their current value each turn.
II. The chitinous shell reveals the scorpion in the character. Physical damage received is reduced by 40%, tail attacks deal twice as much damage, melee damage modifier +0.5
Wastelanders. +30 magic resistance, twice as much resistance to poisons and diseases, when using a one-handed weapon, the chance of parrying and counterattacking is increased by 50%, when using bows, the chance of critical damage is increased by 30%, each point of strength increases the melee damage modifier by +0.04 when using a two-handed weapon. Deals three times more damage to monsters, +50 to health.
Ishanad. +5 to spell points, 3 magic specializations. Magic energy +50%, magic power +30%.
Assaria. The effects of all attributes except strength and stamina are 50% higher.
Teios. The character has the ability to charm. A male target must pass a will check, otherwise it will be forced to obey the enchantress. Male characters deal twice as much damage (if they do not pass a similar check), while taking twice as much damage themselves. Intimate proximity causes the victim to become a slave forever, worshiping their mistress. 100% resistance to fire magic. Ability to fly (cannot perform other actions while doing so).
Tilia Archipelago. +3 to skill points, +1 specialization, +5 to attribute points.

Game Information
Types of physical damage in melee combat
Slashing. Critical hits deal +100% more damage.
Bludgeoning. Critical hits deal 50% more damage and paralyze the enemy for 1 turn.
Piercing. Critical hits deal 50% more damage and completely ignore the enemy's armor.
Magic
Positive magic directed at oneself or allies is applied automatically.
The success of magic directed at enemies depends on magic power. Protection from magic, in turn, depends either on magic resistance or on the average evasion parameter (melee evasion + ranged evasion/2).
Critical Failure
When a character rolls the minimum value (0) while performing an action, this leads to a critical failure. The consequences may vary from situation to situation.
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Ji Ling

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

Ignition.
The selected character instantly takes 40 units of damage + 15% damage based on their maximum health, after which they continue to lose health (half of the initial damage) every turn until they die or the spell is interrupted.
50 | 25 | W

Tongues of Flame.All enemies within the area of effect (around the caster) suffer the ignition effect.
200 | 20 | W

Heating.The character takes 45% damage based on current health, and their armor is destroyed. The effect also extends to weapons, although the damage dealt is nine times lower. This spell does not work if heavy armor or weapons are absent.
125 | 25 | W


Lightning Magic

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

Cold Magic

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


Sorcerer. Initiative +20 (when using spells)
Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor.

Origin
Taosia: +10 AP, evasion +50%, movement speed +50%, +1 specialization, magic power +20.

Equipment
Magical energy potion (x2), restores magical energy.
Health potion (1), restores 100 units of health.
Flame potion, electricity potion, cold potion (x1) — increases damage/resistance to the corresponding elements by 30% until the end of the day.
Old spellbook — allows learning a standard spell from known specializations during long journeys.
Magnificent sapphire (800) — can be used for casting spells.
Maneki-neko — ???
Kalevrit dagger (silver)
73 silver coins (linear)


James Odd

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

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

Energy Management

Dispelling.Nullifies a spell effect. ?
25 | 25 |W
Shroud. The character makes themselves or an ally invisible, allowing any non-aggressive actions without revealing themselves (enemies with high perception can potentially see through this spell).
50 | 1 | W
Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W

Origin
Non-humans take double damage, magic resistance is doubled.

Equipment
Hallowed mace. Damage: 25 (40). Critical hit chance +20%, magic resistance +10. Non-humans can be paralyzed with a 25% chance.
Short sword. Damage: 20 (32)
Knife. Damage: 10 (16)
Shunian poison. The next five weapon attacks poison the enemy; the victim must pass an endurance check, otherwise they will be paralyzed until they do.
Health potion (2). +100 hp.
Knight's sign. Proof of victory at a knightly tournament in Nozenrote and, consequently, proof of the title of Knight of Nozenrote. The name indicated on the sign is "Larte Darkstorm".
Book: Orcish language (basic knowledge)
James 0/2
Book: Shunian language (basic knowledge)
James: 0/2
Gold ring with ruby (+10% additional fire damage).
22 gold coins and 1819 silver coins (linear)

Tsaralia
Damage: 60 (102)
Armor penetration.
Critical hit chance +25%, probability of successful parry is twice as high, additional attack, does not break.
Blessing: critical hit chance +20%, magic resistance +10.
Flame Rune: +60 units of fire damage, each attack takes +5% of the target's maximum health.

Medium Armor
Damage -25%
Flame Rune: +50% fire resistance.


Antaer

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

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

Art of Death

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

One-handed Weapon

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

Additional Skills

Sailor. The character has increased characteristics (evasion, accuracy, speed, initiative, damage) at sea. Not applicable with heavy armor.

Origin
Assaria. Effects of all characteristics except strength and endurance are 50% higher.

Equipment
Light hammer. Damage: 25 (17)
Belt of the Art of Death follower. +10 to evasion, +10 to accuracy, +5 to movement speed, +10 to magic power, +10 to magic resistance.
Dark red gemstone — ???
7 silver coins (linear)


Sit'Al

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

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

Cold Magic

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

Energy Management

Magic Barrier.Magical energy absorbs incoming damage (passive skill).
Denial.The caster has a chance to ignore incoming damage. 10 turns.
75 | W

Origin
Yan'Shi.
Immunity to cold spells, casting of this type is twice as effective; the cold resistance of all surrounding characters 10 (except for the character themselves and other Yan'Shi) is reduced by 1%*magic power (-65%); Yan'Shi deals damage to all surrounding enemies equal to magic power every turn (65); any melee attack made by the character can apply a freezing effect to the enemy for one turn and in any case will deal +30% cold damage. Immunity to mind-affecting effects. The character does not need air (they cannot drown, die from lack of oxygen, etc.). Incoming fire damage is 50% higher. Free Cold Magic specialization (without free skill).

Equipment
Battle robe. Damage -25%
Ice ring — final damage from cold spells +10%
Magical energy potion (x2), restores magical energy.
Sit'Al's notes
Glaciation. Sit'Al: 1/4
35 silver coins (linear)
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Eyvind

300/300|50/50
Characteristics
Strength — 10
Endurance — 15
Agility — 10
Perception — 25
Speed — 11
Willpower — 11
Wisdom — 9
Parameters
Melee damage modifier 0
Health: 150
Melee accuracy: 29
Ranged accuracy: 75
Melee evasion: 29
Ranged evasion: 75
Evasion (magic): 52
Movement speed: 13
Initiative: 11
Magic power: 32
Magic resistance: 32
Magical energy: 50
Action points: 8
Crit chance: 55% (65%)
Armor penetration 30% (40%)
Skills
Crossbow

1st rank.Allows the use of crossbows. +10% armor penetration.
2nd rank.Chance to deal critical damage (perception) appears (25%). +10% armor penetration
3rd rank.The first shot deals percentage damage based on the enemy's maximum health equal to the perception stat (25%). +10% armor penetration.

Rogue

Assassin. Attacking unsuspecting characters kills them.

Combat Mastery

Toughness. Each unit of endurance provides an additional +10 health
Cunning.+5 AP

Origin
Jorun. The character deals double damage to northern Barbarians, while simultaneously having a double chance to evade their attacks; the character deals +10% damage based on maximum health to dwarf opponents; final cold damage received by the character is reduced by 50%. Free Rogue specialization and two skill points for it. +10 to accuracy and evasion, +10 to magic power and resistance.

Equipment
Quiver of crossbow bolts (x2) (18) (20)
Hunting knife. Damage: 12, allows butchering animals and other creatures on the spot.
Sword. Damage: 25.
Health potion (2). +100 hp
12 silver coins (linear)

Sven's Crossbow
Damage: 80. Crit +10%, armor penetration 10%. Range: 60
Flame Rune: +80 fire damage, each attack removes +5% of the target's maximum health.

Medium Armor
Damage -25%
Magic Rune: magic damage -25%

Sword
Damage: 25
Flame Rune: +12 fire damage.

Crossbow
Damage: 60, range: 60
Flame Rune: +30 fire damage.

Waldemar's Patronage: character's weapons deal additional fire damage (20%), cold and cold magic resistance +50%.


Kenshiro Imai

150/150|100/100
Characteristics
Strength — 15
Endurance — 15
Agility — 21
Perception — 7
Speed — 10
Willpower — 10
Wisdom — 11
Parameters
Melee damage modifier +0.5
Health: 150
Melee accuracy: 52 | 62
Ranged accuracy: 13
Melee evasion: 52 (78) | 93
Ranged evasion: 13 (19) | 34
Evasion (magic): 48 | 63
Movement speed: 12 (18)
Initiative: 10
Magic power: 29
Magic resistance: 19
Magical energy: 100
Action points: 20
Critical damage chance: 18%
Skills
Samurai

1st Rank. Proficiency with one-handed weapons. +10 to accuracy, +10 evasion. Katanas deal 50% more damage. This technique cannot be used with other weapons or a shield.
2nd Rank. Additional attack.
3rd Rank. Additional attack.
4th Rank. Additional attack
Gust of Wind. The character draws the sword from the scabbard faster than the opponent can notice; if successful, this strike cannot be blocked, parried, or counterattacked. The Samurai delivers a super-fast slashing blow to their opponent (500% damage, armor ignore) 10 AP.
Combat Mastery

Cunning. +5 AP
Creation Magic

Mental Shield. Protects the character from any effects on the mind. 10 turns.
50 | 1
Purification. Removes all negative effects from the character, cures diseases.
100 | 1
Origin
Taosia. +10 AP, evasion +50%, movement speed +50%, +1 specialization, magic power +20.

Equipment
Wakizashi. Damage: 20 (30)
Health potion (3), +100 hp.
100 silver (linear)

Shadow Peak
Damage: 30/45 (67)
Weapon additionally deals 100 units of magic damage (armor ignore).
Rune of Indestructibility: weapon is not destroyed.


Laivet

200/200|225/225
Characteristics
Strength — 9
Endurance — 10
Agility — 15
Perception — 23
Speed — 14
Willpower — 7
Wisdom — 12
Parameters
Melee damage modifier -0.1
Health: 100
Melee accuracy: 34 (6%) | 51
Ranged accuracy: 58 (23%) | 87 (52)
Melee evasion: 34
Ranged evasion: 58
Evasion (magic): 46
Movement speed: 19
Initiative: 14
Magic power: 13
Magic resistance: 13 | 63
Magical energy: 125
Action points: 6
Critical damage chance: 23% (33%)
Skills
Combat Mastery

Quick Aim. The character gains the ability to move and shoot in the same turn (for ranged weapons) x2

Ranger

1st Rank.The character gains the ability to quickly gather information about the nearby area
2nd Rank.The character is well-oriented in the forest and knowledgeable about wild animals.
3rd Rank.Bow (free specialization plus first level), wild animals and monsters take double damage.

Bow

1st rank.Allows the use of bows.
2nd rank.A successful shot can paralyze the target (similar to critical damage chance).
3rd rank.Additional attack.
4th rank.A chance to deal critical damage (perception) is acquired
5th rank.Damage to paralyzed enemies is doubled.
6th rank.Additional attack.
Volley.The character fires six arrows at one or more opponents. Each shot of this attack deals 50% less damage, but has the same chance to cause paralysis. 2 AP.

Origin
Melhorians. Four free skill points for ranger/bows, accuracy +50%.

Equipment
Medium armor (-25%)
One-handed sword. Damage 25 (22)
Large hunting knife. Damage 15 (13)
Melhorian bow. Damage: 100, -1 attack, -35 to accuracy, range: 80
Quiver of arrows (x3) = 90
Health potion (3). +100 hp.
Turquoise pendant. Crit chance +10%
100 silver (linear)

Bow
Damage: 30, range: 60
Lightning Rune: +15 electrical damage, chance to paralyze the target

Aquamarine ring
- +100 health units.
- +100 magical energy units.
- +50 magic resistance.
- At the moment when the character's health drops to zero, they fully restore it, as well as magical energy and action points (passive skill). Once per day.
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11 years ago
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Well, I wrote it with that in mind. After all, we usually have about a month between expansions.
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11 years ago
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I'm going to eliminate a resident of Teios. Although, maybe I won't, I'll think about it some more.
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11 years ago
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Usually, our breaks are even longer, Alex. And it's actually okay to have no break. After all, the Necropolis expansion ended quite abruptly, and some people, as far as I could tell, hadn't had enough.
In reply to Siverfale
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11 years ago
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Excellent. I was just planning to play as a player after being a host.

Added 14 minutes later
There are also those who live as they please – they mock commoners in every way, organize orgies, and commit various kinds of vile acts. But of course, no one publicizes this.
I'm creating a wealthy abuser of young commoners.
I created this character for potential experience gain in Actaea. But it can also be adapted for a fantasy setting...
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11 years ago
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Players express their fantasies through the game. That's how some of them become obsessed.
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11 years ago
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Other information that might be useful for writing the lore.

Population
There are many humans in the world; orcs, shun, dwarves, and durnians are in normal numbers; assarrians, ing, and goblins are few; Yan'Shi and redskins are negligible.

Lifespan
Illiniar, Kalevritia, Geirt, Noszenrot, Yorn, Tilians, Dwarves, Orcs ~55-90
Taosia and Melchorians ~90
Goblins ~40
Durnians ~250
Assarrians ~400
Yan'Shi and Teios ∞
Ing and Wastelanders ~50
Shun ~200
Ishanad ~160

Who is considered non-human
Dwarves, orcs, goblins, durnians, assarrians, teios, ing, shun, yan'shi.

Names
Illiniar, Melchorians, Noszenrot, Yan'Shi, Ishanad, Tilians - various fantasy names. The main thing is that they don't sound too real.
Kalevritia - Christian.
Taosia - Japanese.
Geirt - Celtic
Yorn - Scandinavian/fantasy
Shun - Sumerian
Orcs, goblins, elves - everything is as usual with these.
Teios - this is more complicated; something that feels DEMONIC or EVIL.
Ing - simple names made up of three or four letters.

Surnames
Yan'Shi, Teios, Shun - absent.
Geirt - *character's name* son of *father's name*
Orcs, goblins, ing - *character's name* from the clan *clan name*
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11 years ago
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Are there any restrictions regarding skills/factions? I mean, it's clear that Ishanad is Ishanad. But what about the others?

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