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Game Information
The starting location is Veldaran, which is now located near the Dark Lands. Player characters are either prisoners sentenced to death or volunteers wishing to join the Order of the Great Limit.
What is the order?
The Dark Lands are the most nightmarish place to live in all of Ertenia; however, humans, as before, have proven capable of igniting the fire of civilization even in a world of utter darkness. The Order of the Great Limit, or simply "the Limit," as it is commonly called in other parts of Ertenia, was founded for the purpose of studying the Dark Lands and eliminating any factors that threaten the existence of Ertenian civilization.
The successful implementation of the order's ideas became possible only thanks to the professionalism of its members and their exceptional skills and knowledge in a wide variety of fields—this organization is self-sufficient and has a number of outposts for relatively safe access to the outer part of Ertenia for trade and seeking new recruits.
This is currently happening—an agent of the order visits Veldaran to search for recruits; the authorities exchange prisoners for resources, money, or information useful to them.
Spoiler ahead: the players' first goal will be to pass the trials; the second is to safely reach the fortress of the Limit. When (if) this is done, player characters can become full members of the order in one of three corps and choose a class in which they will develop.
Characteristics
Strength
+1% to melee damage
+2% melee critical hit damage
+1 to indomitability (resistance to slow and paralysis effects).
Constitution
+10 health
+1 endurance (check)
+1 resistance to diseases and poisons
Dexterity
+1 accuracy (melee)
+1 evasion (melee)
+1 reflexes (check)
Perception
+1 accuracy (ranged attacks)
+1 evasion (ranged attacks)
+1 same-sight (chance to detect a hidden enemy)
Speed
+0.15 movement speed
+1 initiative
+1 agility (check)
Intelligence
+1 initiative
+1 magic accuracy
+0.5% chance for critical damage.
Will
+1 magic power
+1 magic resistance
+1 to will checks
Wisdom
+3% experience gained.
+0.5% elemental resistance.
+1 resistance to the influence of the Dark Lands.
Charisma
+1% profit from selling items.
+2% income from completing contracts.
Basic Skills
Combat Training

1. +3 health for each unit of constitution.
2. +3 health for each unit of constitution.
3. +4 health for each unit of constitution.
A. The character can use throwing weapons without penalties.
Plate Armor Proficiency

1. The character can use heavy armor.
2. When using heavy armor, final damage to the character is reduced by 12%
3. When using heavy armor, final damage to the character is reduced by 16%
Crossbow Shooting

1. The character is trained to use crossbows.
2. +25% armor penetration.
3. +35% armor penetration.
Bow Shooting

1. The character is trained to use bows.
2. Additional shot.
3. Shooting range is doubled.
Reconnaissance

1. Ability to quickly gather information about the nearby territory.
2. +1 stealth for each unit of dexterity.
3. +2.5 stealth for each unit of dexterity as long as the character does not perform other actions (does not stack with the level 2 reconnaissance bonus).
One-Handed Weapons

1. The character is trained to use one-handed weapons.
2. The character can parry an enemy's melee attack. The check is made before the evasion roll and is based on the character's accuracy.
3. Additional attack, +35% accuracy
A. The character can use a weapon in each hand. Accuracy -20.
Two-Handed Weapons

1. The character is trained to use two-handed weapons.
2. +1 accuracy for each unit of strength.
3. Strength is added to weapon damage.
A. Strength/3 = chance to deal triple damage to the enemy.
Polearms

1. The character is trained to use polearms.
2. Penetration (strength)% of armor and other types of defense.
3. +1 attack range; automatic attack against an enemy attempting to approach the character.
Shield

1. The character is trained to use shields.
2. After reflecting an enemy's melee strike, the character performs a counter-thrust that paralyzes the enemy if successful.
3. Block chance +(dexterity)%
Weapon Mastery

A. +20% critical damage chance for the chosen weapon type; such critical hits can paralyze the enemy, pierce their armor and resistances, or cause bleeding (-5% of current health at the start of the character's turn and every time they miss an attack).
B. +40% melee damage
C. +0.4 to accuracy (melee) and evasion for each unit of constitution.
D. Damage received is 12% lower.
E. +4 health for each unit of strength.
F. Melee only. The character who receives this hit loses 10 accuracy, 10 reaction, or 2 speed until they are healed. Accuracy on hit -15, cooldown: 1.
G. The chosen enemy must attack the character on their next turn, provided it is possible. Cooldown: 2 turns.
H. In a one-on-one fight, the character's accuracy and evasion are doubled.
Firearms

1. The character is trained to use firearms.
Aimed Shot

Bows and crossbows only.
A. Character attacks have a chance to disarm the enemy (25%) or kill them instantly (10%). Does not work against enemies using heavy armor. With more than one shot per turn, the skill's trigger probability decreases.
B. Bow only. The character uses two arrows simultaneously and can choose different targets. Damage from such attacks is 30% lower.
C. Crossbow only. Character shots can paralyze the enemy (% of perception).
D. Perception/4 = deal triple damage to the enemy
Assassin's Craft

1. +1.5 stealth for each unit of dexterity.
2. Stealth attacks always deal critical damage.
3. +2% critical attack damage for each unit of dexterity.
A. Critical attacks ignore enemy armor.
B. Each unit of dexterity increases the evasion parameter by 1.
Leadership

1. Allies' health increases by (charisma/1.6)%.
2. Allies' magic resistance and indomitability increase by (charisma/1.6)%.
3. Melee damage dealt by allies increases by (charisma/1.6)%.
Anti-Magic

1. Magic resistance is twice as high.
2.+0.5% elemental resistance for each unit of wisdom and intelligence.
3. Damage to casters and creatures charged with magical energy increases by % of wisdom*2.
Demon Hunter

1. Will checks are twice as high.
2. Damage to demons and demon worshippers increases by % of wisdom*2 (does not work against Teyosians).
3. Additional attack (two-handed weapons, polearms, one-handed weapons, bows, crossbows).
Fire Mage

A. Fire magic damage +(wisdom)%
B. Burn. Deals (magic power*8) damage to the enemy.
Cost: 2
Range: 10
C. Fire Shield. A character attacking a target in melee receives 100+(magic power*5) damage.
Cost: 1 (until end of combat)
Range: 4
D. Raging Flame. Deals (magic power*14) damage to characters in a 5x5 area.
Cost: 4
Range: 16
Frost Mage

A. Cold resistance (will)% and physical (will/3.5)%.
B. Freeze. Paralyzes a character until they take damage. First attack modifier +(magic power*3)%
Cost: 1
Range: 8
C. Ice Armor. Damage resistance (magic power/2)%.
Cost: 1 (until end of combat)
Range: 4
D. Ice Spear. Deals (magic power*5.5) damage to the enemy. Can pierce up to three enemies if they stand in one row.
Cost: 2
Range: 14
Lightning Mage

A. Immunity to paralysis.
B. Shock. Paralyzes the target for 1-3 turns.
Cost: 1
Range: 14
C. Lightning Strike. Deals (magic power*0.1)-(magic power*40) damage to the enemy.
Cost: 2
Range: 16
D. Magic Weapon (Lightning). The target's weapon deals (magic power*2)% additional electricity damage in melee.
Cost: 1
Range: 4 (until end of combat)
Healer

A. Purify. Removes negative effects from the character.
Cost: 1
Range: 10
B. Healing. Out of combat only. Heals injuries and diseases from a chosen character.
Cost 4.
C. Restoration. Restores (magic power+wisdom)*2 health to the chosen character.
Cost: 1
Range: 10
D. Resurrection. Brings a recently killed character back to life.
Cost: 10
Range: 2
Dark Magic

A. Necromancy. Raises a chosen character from the dead. The undead's characteristics depend on the caster's will (%). Skeleton health is always ten times less than the original.
Cost: 2/day.
Range: 6
B. Subjugation. Forces a chosen character to follow the wizard's orders.
Cost: 1/day.
Range: 6
C. Mind Reading. The caster learns specific information from the head of the chosen character
Cost: 1
Range: 2
D. Cloud of Death. Characters in the spell's area (7x7) die if they fail a will check (+40%).
Cost: 6
Range: 12
Rogue

A. With lockpicks, the character can open locked doors, chests, and other things.
B. Reflexes and agility outside of combat (e.g., for stealthy thefts) are three times higher.
C. In gambling games, the character can reroll their result.
Companion

The player may designate an animal that will accompany its owner on their travels.
Alchemist

The character gains the ability to brew various potions, poisons, etc..
Expert (Artifacts)

After a brief study of non-trivial items, the character can determine their unknown characteristics and properties.
Merchant

1. +2.5% profit from selling items for each unit of charisma.
2. +0.33% discount in shops for each unit of charisma.
3. Chance (charisma) to buy off intelligent enemies and chance (charisma/5) to hire intelligent enemies to work for them (roll is made before the start of combat).
Charisma

At the start of the game, an ally created by the GM as a random traveler joins the character's party.
Chance (% of charisma) to create an additional companion.
Traits
Darnian. -3 health for each unit of constitution. +20% experience gained.
Assarian. +4 health for each unit of constitution, +1% melee damage and +2% melee critical hit damage for each unit of strength, +0.5 accuracy and +1 evasion for each unit of dexterity, +1 magic power and magic resistance for each unit of will. It is impossible to increase the wisdom parameter. -25% experience gained.
Dwarf. +12 health for each unit of constitution. -0.7 evasion for each unit of dexterity.
Orc. +5 health for each unit of constitution and strength. Intelligence, wisdom, and charisma are twice as expensive.
Shunian. The character has a scorpion tail whose attacks deal damage equal to strength multiplied by two (pierce armor and have a static 20% chance for a critical attack). Tail attacks poison the enemy, reducing all their characteristics by 15% at the start of each turn until the end of combat.
Teyosian. Passive submission—a male character must pass a will check; otherwise, he will be forced to submit. Men deal half as much damage to Teyosians and receive twice as much from them.
The character has the ability to fly and receives +10 movement speed and +40% evasion. Immunity to fire element.
Origin
Resident of Ertenia
Villages and towns in Ertenia are generally a pitiful sight these years. Only factions with unique features will be listed below. All other characters should choose this bonus.
+20% starting experience.
Alrion
The success of Navirius and his supporters in the conspiracy against King Elmer marked the beginning of a new era for Alrion. Under the influence of Ophelia—the right hand of the new king and preacher of Gavellus's teachings, the government's policy changed sharply in many directions. The most significant was the revision of the attitude toward towns and villages in Alrion's zone of influence—if previously tribute was forcibly collected from their residents, now work was being done to make these settlements part of the kingdom on equal terms with the residents of the capital. This allowed Navirius and his followers to found a real kingdom rather than an imitation. Following principles of military valor and justice, Alrion had only to develop; however, not everything proved so simple. The change in political course regarding other towns and villages triggered mass discontent among Alrion's wealthy residents, later becoming the catalyst for an influential opposition operating primarily from the shadows. The disappearance of the ex-king, his talents and connections, as well as all the knowledge, information, and experience he gained through his deep involvement in the country's internal affairs led to stagnation of internal development and the decline of Alrion's economy.
But despite all the difficulties and uncertainty hanging over it, Alrion still remains a bastion of civilization in the Erkleit region.
Capital Resident: +30% starting experience for characteristic points.
Servant of Gavellus: leadership bonuses are 0.6 higher, weapon mastery cost is 25% lower.
Enclave
As a result of the Tragedy and the subsequent cataclysms, the Great Nozenroth Empire was plunged into chaos and soon ceased to exist, giving way to numerous fragments of the once great state. To this day, only two have survived on Ertenia's territory, one of which is the Enclave—a self-sufficient dwarf state surrounded by high walls and possessing an impressive underground complex located deep below ground.
Here gathered descendants of many aristocratic families who managed to reach the shelter in those terrible days for Nozenroth, as well as many scientists and lab rats (other humans and non-humans) who are bred like animals over long decades solely to perform experiments on them.
Enclave Resident: the character can use Nozenroth relics and Enclave developments.
Enclave Victim: unique origin bonus. Cannot be better than other origin bonuses, will and wisdom are twice as expensive.
Republic of Elsiel
This part of Nozenroth was fortunate to suffer the least from the consequences of the changes that occurred in Ertenia, which allowed the local administration to maintain order and avoid the split of their province. And although this country tries to follow the traditions of Nozenroth, idealizing Reishal's empire, the hardship of life in current Ertenia brought irreversible changes to Elsiel's society.
Nozenrother: free firearms skill, +1 reload speed. Access to the fencing skill.
Fencing

1. The character is trained to use one-handed bladed weapons, can parry attacks and counterattack if successful. Cannot be used with shields and plate armor.
2. +50% accuracy, +50% evasion in melee.
3. Accuracy and evasion in a one-on-one fight are twice as high.
Taosia
Many countries of Ertenia failed to survive the numerous trials of the era and eventually faded into oblivion. Taosia, however, managed to preserve its statehood and imperial line. For humans, however, it is not much easier—cold, crop failure, wars, and internal strife have haunted the residents of this land for the last half-century.
Taosian: -3 health for each unit of constitution, +0.4 accuracy and evasion for each unit of dexterity and perception. Access to the Ken-ryu skill.
Ken-ryu

1. The character is trained to use one-handed bladed and Taosian weapons. +50% accuracy, +40% evasion.
2. Character attacks cannot be blocked, parried, or counterattacked.
3. Two additional attacks, +20% chance of dealing critical damage.
Onozuka
A small but wealthy country that split from Taosia at the peak of the crisis. A relatively safe region and land unusually fertile for these times allow local residents to lead a very free lifestyle.
Resident of a Prosperous Land: 3 free skills.
Enluan
Enluan did not suffer much from the consequences of the cataclysms, but events on the continent led to economic decline and a severe shortage of resources. About ten years passed before the decision was made to evict most of the population from the island in order to ensure a high standard of living for "more useful" (and wealthy) members of society.
Enluan Resident: The character starts the game with an additional item at the start. Type is determined by the player, and effects and characteristics by the leader.
Tilian Archipelago
The fall of Nozenroth allowed Tilians to overthrow the invaders and resume control over their homeland, but their life did not return to its former course. There was no one left to sink and rob now.
Adventurer: free firearms and one-handed weapon skills (first level). Ability to use a weapon in each hand. Percentage of will = chance to survive a mortal wound (once per day).
Erantan
A city founded by Lugalshan as a place for attaining the ways of Elulu-Suen and attracting new followers, it exists to this day.
Follower of Elulu-Suen's Teachings: Access to the Suen skill.
Suen

1. Experience gained is 33% higher.
2. Damage received by the character cannot exceed a limit of 33% at once.
3. Unique skill.
Sintan
The loss of the Stone of Immortality hit Ludovic Alvarez hard. He was no longer young, and he wanted to live forever. He found no alternative options and soon fell into a deep depression. Many of his subjects, seeing this as a sign of weakness, repeatedly tried to usurp power in the country, but Ludovic was still too strong and influential for them.
One day Faust visited him with joyful news—he claimed he had found a way for Ludovic to attain eternal youth. To carry out Faust's plan, it was necessary to sacrifice his son or daughter, but Ludovic did not care—he agreed and personally dragged Lucrezia Alvarez to the caster, who happened to be in town on business during those days.
When the matter was finished, it turned out that Faust had deceived Ludovic—the mind of the ruler of Sintan had been transferred into his daughter's body, and Faust's mind ended up in Alvarez's body. An enraged "Ludovic" pounced on the scoundrel, intending to gouge out his eyes. "Faust" panicked and used the first spell that came to mind; they both froze as if in a crystal chamber resembling ice and remain in such a state to this day. No one knows what actually happened then, but the most common version says that Lucrezia tried to kill her father, and Faust (whose body turned to ash) tried to save the ruler.
Sintan Resident: final damage received by the character is 35% lower, resistance to diseases and poisons is twice as high.
Order of Sword and Fire
A Kalevrit organization that emerged during the war with Sintan in the form of partisan detachments. Over the years it gained a certain influence and today is the last bastion of the Kalevrit faith.
Paladin: Wisdom is added to will. Character attacks deal additional fire damage (% of will). The cost of Demon Hunter/Anti-Mage/Healer (choice) is twice as low.
Other Origins
Melhoria: +80% accuracy for bow shooting, critical attacks deal 100% more damage (from base value). +4 movement speed and +20 initiative.
Asvaldr: the character can repair equipment and improve it (% of wisdom+intelligence/4).
Dzonhyan: (travelers or merchants): -0.3 health, intelligence and wisdom are added to charisma.
Shuna: evasion (any) is 85% higher.
Darnia: experience gained is 60% more after receiving a class.
Experience Points and Skill Costs
During character generation, 130 characteristic points and 1000 experience points are given. Additional characteristic points can be bought for 15 experience points.
First level skill - 100, second - 175, third - 225. Additional skills (A, B, C, etc.) - 125. Companion - 200. Alchemist - 500. Expert (Artifacts) - 250. Charisma - 350.
The starting location is Veldaran, which is now located near the Dark Lands. Player characters are either prisoners sentenced to death or volunteers wishing to join the Order of the Great Limit.
What is the order?
The Dark Lands are the most nightmarish place to live in all of Ertenia; however, humans, as before, have proven capable of igniting the fire of civilization even in a world of utter darkness. The Order of the Great Limit, or simply "the Limit," as it is commonly called in other parts of Ertenia, was founded for the purpose of studying the Dark Lands and eliminating any factors that threaten the existence of Ertenian civilization.
The successful implementation of the order's ideas became possible only thanks to the professionalism of its members and their exceptional skills and knowledge in a wide variety of fields—this organization is self-sufficient and has a number of outposts for relatively safe access to the outer part of Ertenia for trade and seeking new recruits.
This is currently happening—an agent of the order visits Veldaran to search for recruits; the authorities exchange prisoners for resources, money, or information useful to them.
Spoiler ahead: the players' first goal will be to pass the trials; the second is to safely reach the fortress of the Limit. When (if) this is done, player characters can become full members of the order in one of three corps and choose a class in which they will develop.
Characteristics
Strength
+1% to melee damage
+2% melee critical hit damage
+1 to indomitability (resistance to slow and paralysis effects).
Constitution
+10 health
+1 endurance (check)
+1 resistance to diseases and poisons
Dexterity
+1 accuracy (melee)
+1 evasion (melee)
+1 reflexes (check)
Perception
+1 accuracy (ranged attacks)
+1 evasion (ranged attacks)
+1 same-sight (chance to detect a hidden enemy)
Speed
+0.15 movement speed
+1 initiative
+1 agility (check)
Intelligence
+1 initiative
+1 magic accuracy
+0.5% chance for critical damage.
Will
+1 magic power
+1 magic resistance
+1 to will checks
Wisdom
+3% experience gained.
+0.5% elemental resistance.
+1 resistance to the influence of the Dark Lands.
Charisma
+1% profit from selling items.
+2% income from completing contracts.
Basic Skills
Combat Training
1. +3 health for each unit of constitution.
2. +3 health for each unit of constitution.
3. +4 health for each unit of constitution.
A. The character can use throwing weapons without penalties.
Plate Armor Proficiency
1. The character can use heavy armor.
2. When using heavy armor, final damage to the character is reduced by 12%
3. When using heavy armor, final damage to the character is reduced by 16%
Crossbow Shooting
1. The character is trained to use crossbows.
2. +25% armor penetration.
3. +35% armor penetration.
Bow Shooting
1. The character is trained to use bows.
2. Additional shot.
3. Shooting range is doubled.
Reconnaissance
1. Ability to quickly gather information about the nearby territory.
2. +1 stealth for each unit of dexterity.
3. +2.5 stealth for each unit of dexterity as long as the character does not perform other actions (does not stack with the level 2 reconnaissance bonus).
One-Handed Weapons
1. The character is trained to use one-handed weapons.
2. The character can parry an enemy's melee attack. The check is made before the evasion roll and is based on the character's accuracy.
3. Additional attack, +35% accuracy
A. The character can use a weapon in each hand. Accuracy -20.
Two-Handed Weapons
1. The character is trained to use two-handed weapons.
2. +1 accuracy for each unit of strength.
3. Strength is added to weapon damage.
A. Strength/3 = chance to deal triple damage to the enemy.
Polearms
1. The character is trained to use polearms.
2. Penetration (strength)% of armor and other types of defense.
3. +1 attack range; automatic attack against an enemy attempting to approach the character.
Shield
1. The character is trained to use shields.
2. After reflecting an enemy's melee strike, the character performs a counter-thrust that paralyzes the enemy if successful.
3. Block chance +(dexterity)%
Weapon Mastery
A. +20% critical damage chance for the chosen weapon type; such critical hits can paralyze the enemy, pierce their armor and resistances, or cause bleeding (-5% of current health at the start of the character's turn and every time they miss an attack).
B. +40% melee damage
C. +0.4 to accuracy (melee) and evasion for each unit of constitution.
D. Damage received is 12% lower.
E. +4 health for each unit of strength.
F. Melee only. The character who receives this hit loses 10 accuracy, 10 reaction, or 2 speed until they are healed. Accuracy on hit -15, cooldown: 1.
G. The chosen enemy must attack the character on their next turn, provided it is possible. Cooldown: 2 turns.
H. In a one-on-one fight, the character's accuracy and evasion are doubled.
Firearms
1. The character is trained to use firearms.
Aimed Shot
Bows and crossbows only.
A. Character attacks have a chance to disarm the enemy (25%) or kill them instantly (10%). Does not work against enemies using heavy armor. With more than one shot per turn, the skill's trigger probability decreases.
B. Bow only. The character uses two arrows simultaneously and can choose different targets. Damage from such attacks is 30% lower.
C. Crossbow only. Character shots can paralyze the enemy (% of perception).
D. Perception/4 = deal triple damage to the enemy
Assassin's Craft
1. +1.5 stealth for each unit of dexterity.
2. Stealth attacks always deal critical damage.
3. +2% critical attack damage for each unit of dexterity.
A. Critical attacks ignore enemy armor.
B. Each unit of dexterity increases the evasion parameter by 1.
Leadership
1. Allies' health increases by (charisma/1.6)%.
2. Allies' magic resistance and indomitability increase by (charisma/1.6)%.
3. Melee damage dealt by allies increases by (charisma/1.6)%.
Anti-Magic
1. Magic resistance is twice as high.
2.+0.5% elemental resistance for each unit of wisdom and intelligence.
3. Damage to casters and creatures charged with magical energy increases by % of wisdom*2.
Demon Hunter
1. Will checks are twice as high.
2. Damage to demons and demon worshippers increases by % of wisdom*2 (does not work against Teyosians).
3. Additional attack (two-handed weapons, polearms, one-handed weapons, bows, crossbows).
Fire Mage
A. Fire magic damage +(wisdom)%
B. Burn. Deals (magic power*8) damage to the enemy.
Cost: 2
Range: 10
C. Fire Shield. A character attacking a target in melee receives 100+(magic power*5) damage.
Cost: 1 (until end of combat)
Range: 4
D. Raging Flame. Deals (magic power*14) damage to characters in a 5x5 area.
Cost: 4
Range: 16
Frost Mage
A. Cold resistance (will)% and physical (will/3.5)%.
B. Freeze. Paralyzes a character until they take damage. First attack modifier +(magic power*3)%
Cost: 1
Range: 8
C. Ice Armor. Damage resistance (magic power/2)%.
Cost: 1 (until end of combat)
Range: 4
D. Ice Spear. Deals (magic power*5.5) damage to the enemy. Can pierce up to three enemies if they stand in one row.
Cost: 2
Range: 14
Lightning Mage
A. Immunity to paralysis.
B. Shock. Paralyzes the target for 1-3 turns.
Cost: 1
Range: 14
C. Lightning Strike. Deals (magic power*0.1)-(magic power*40) damage to the enemy.
Cost: 2
Range: 16
D. Magic Weapon (Lightning). The target's weapon deals (magic power*2)% additional electricity damage in melee.
Cost: 1
Range: 4 (until end of combat)
Healer
A. Purify. Removes negative effects from the character.
Cost: 1
Range: 10
B. Healing. Out of combat only. Heals injuries and diseases from a chosen character.
Cost 4.
C. Restoration. Restores (magic power+wisdom)*2 health to the chosen character.
Cost: 1
Range: 10
D. Resurrection. Brings a recently killed character back to life.
Cost: 10
Range: 2
Dark Magic
A. Necromancy. Raises a chosen character from the dead. The undead's characteristics depend on the caster's will (%). Skeleton health is always ten times less than the original.
Cost: 2/day.
Range: 6
B. Subjugation. Forces a chosen character to follow the wizard's orders.
Cost: 1/day.
Range: 6
C. Mind Reading. The caster learns specific information from the head of the chosen character
Cost: 1
Range: 2
D. Cloud of Death. Characters in the spell's area (7x7) die if they fail a will check (+40%).
Cost: 6
Range: 12
Rogue
A. With lockpicks, the character can open locked doors, chests, and other things.
B. Reflexes and agility outside of combat (e.g., for stealthy thefts) are three times higher.
C. In gambling games, the character can reroll their result.
Companion
The player may designate an animal that will accompany its owner on their travels.
Alchemist
The character gains the ability to brew various potions, poisons, etc..
Expert (Artifacts)
After a brief study of non-trivial items, the character can determine their unknown characteristics and properties.
Merchant
1. +2.5% profit from selling items for each unit of charisma.
2. +0.33% discount in shops for each unit of charisma.
3. Chance (charisma) to buy off intelligent enemies and chance (charisma/5) to hire intelligent enemies to work for them (roll is made before the start of combat).
Charisma
At the start of the game, an ally created by the GM as a random traveler joins the character's party.
Chance (% of charisma) to create an additional companion.
Traits
Darnian. -3 health for each unit of constitution. +20% experience gained.
Assarian. +4 health for each unit of constitution, +1% melee damage and +2% melee critical hit damage for each unit of strength, +0.5 accuracy and +1 evasion for each unit of dexterity, +1 magic power and magic resistance for each unit of will. It is impossible to increase the wisdom parameter. -25% experience gained.
Dwarf. +12 health for each unit of constitution. -0.7 evasion for each unit of dexterity.
Orc. +5 health for each unit of constitution and strength. Intelligence, wisdom, and charisma are twice as expensive.
Shunian. The character has a scorpion tail whose attacks deal damage equal to strength multiplied by two (pierce armor and have a static 20% chance for a critical attack). Tail attacks poison the enemy, reducing all their characteristics by 15% at the start of each turn until the end of combat.
Teyosian. Passive submission—a male character must pass a will check; otherwise, he will be forced to submit. Men deal half as much damage to Teyosians and receive twice as much from them.
The character has the ability to fly and receives +10 movement speed and +40% evasion. Immunity to fire element.
Origin
Resident of Ertenia
Villages and towns in Ertenia are generally a pitiful sight these years. Only factions with unique features will be listed below. All other characters should choose this bonus.
+20% starting experience.
Alrion
The success of Navirius and his supporters in the conspiracy against King Elmer marked the beginning of a new era for Alrion. Under the influence of Ophelia—the right hand of the new king and preacher of Gavellus's teachings, the government's policy changed sharply in many directions. The most significant was the revision of the attitude toward towns and villages in Alrion's zone of influence—if previously tribute was forcibly collected from their residents, now work was being done to make these settlements part of the kingdom on equal terms with the residents of the capital. This allowed Navirius and his followers to found a real kingdom rather than an imitation. Following principles of military valor and justice, Alrion had only to develop; however, not everything proved so simple. The change in political course regarding other towns and villages triggered mass discontent among Alrion's wealthy residents, later becoming the catalyst for an influential opposition operating primarily from the shadows. The disappearance of the ex-king, his talents and connections, as well as all the knowledge, information, and experience he gained through his deep involvement in the country's internal affairs led to stagnation of internal development and the decline of Alrion's economy.
But despite all the difficulties and uncertainty hanging over it, Alrion still remains a bastion of civilization in the Erkleit region.
Capital Resident: +30% starting experience for characteristic points.
Servant of Gavellus: leadership bonuses are 0.6 higher, weapon mastery cost is 25% lower.
Enclave
As a result of the Tragedy and the subsequent cataclysms, the Great Nozenroth Empire was plunged into chaos and soon ceased to exist, giving way to numerous fragments of the once great state. To this day, only two have survived on Ertenia's territory, one of which is the Enclave—a self-sufficient dwarf state surrounded by high walls and possessing an impressive underground complex located deep below ground.
Here gathered descendants of many aristocratic families who managed to reach the shelter in those terrible days for Nozenroth, as well as many scientists and lab rats (other humans and non-humans) who are bred like animals over long decades solely to perform experiments on them.
Enclave Resident: the character can use Nozenroth relics and Enclave developments.
Enclave Victim: unique origin bonus. Cannot be better than other origin bonuses, will and wisdom are twice as expensive.
Republic of Elsiel
This part of Nozenroth was fortunate to suffer the least from the consequences of the changes that occurred in Ertenia, which allowed the local administration to maintain order and avoid the split of their province. And although this country tries to follow the traditions of Nozenroth, idealizing Reishal's empire, the hardship of life in current Ertenia brought irreversible changes to Elsiel's society.
Nozenrother: free firearms skill, +1 reload speed. Access to the fencing skill.
Fencing
1. The character is trained to use one-handed bladed weapons, can parry attacks and counterattack if successful. Cannot be used with shields and plate armor.
2. +50% accuracy, +50% evasion in melee.
3. Accuracy and evasion in a one-on-one fight are twice as high.
Taosia
Many countries of Ertenia failed to survive the numerous trials of the era and eventually faded into oblivion. Taosia, however, managed to preserve its statehood and imperial line. For humans, however, it is not much easier—cold, crop failure, wars, and internal strife have haunted the residents of this land for the last half-century.
Taosian: -3 health for each unit of constitution, +0.4 accuracy and evasion for each unit of dexterity and perception. Access to the Ken-ryu skill.
Ken-ryu
1. The character is trained to use one-handed bladed and Taosian weapons. +50% accuracy, +40% evasion.
2. Character attacks cannot be blocked, parried, or counterattacked.
3. Two additional attacks, +20% chance of dealing critical damage.
Onozuka
A small but wealthy country that split from Taosia at the peak of the crisis. A relatively safe region and land unusually fertile for these times allow local residents to lead a very free lifestyle.
Resident of a Prosperous Land: 3 free skills.
Enluan
Enluan did not suffer much from the consequences of the cataclysms, but events on the continent led to economic decline and a severe shortage of resources. About ten years passed before the decision was made to evict most of the population from the island in order to ensure a high standard of living for "more useful" (and wealthy) members of society.
Enluan Resident: The character starts the game with an additional item at the start. Type is determined by the player, and effects and characteristics by the leader.
Tilian Archipelago
The fall of Nozenroth allowed Tilians to overthrow the invaders and resume control over their homeland, but their life did not return to its former course. There was no one left to sink and rob now.
Adventurer: free firearms and one-handed weapon skills (first level). Ability to use a weapon in each hand. Percentage of will = chance to survive a mortal wound (once per day).
Erantan
A city founded by Lugalshan as a place for attaining the ways of Elulu-Suen and attracting new followers, it exists to this day.
Follower of Elulu-Suen's Teachings: Access to the Suen skill.
Suen
1. Experience gained is 33% higher.
2. Damage received by the character cannot exceed a limit of 33% at once.
3. Unique skill.
Sintan
The loss of the Stone of Immortality hit Ludovic Alvarez hard. He was no longer young, and he wanted to live forever. He found no alternative options and soon fell into a deep depression. Many of his subjects, seeing this as a sign of weakness, repeatedly tried to usurp power in the country, but Ludovic was still too strong and influential for them.
One day Faust visited him with joyful news—he claimed he had found a way for Ludovic to attain eternal youth. To carry out Faust's plan, it was necessary to sacrifice his son or daughter, but Ludovic did not care—he agreed and personally dragged Lucrezia Alvarez to the caster, who happened to be in town on business during those days.
When the matter was finished, it turned out that Faust had deceived Ludovic—the mind of the ruler of Sintan had been transferred into his daughter's body, and Faust's mind ended up in Alvarez's body. An enraged "Ludovic" pounced on the scoundrel, intending to gouge out his eyes. "Faust" panicked and used the first spell that came to mind; they both froze as if in a crystal chamber resembling ice and remain in such a state to this day. No one knows what actually happened then, but the most common version says that Lucrezia tried to kill her father, and Faust (whose body turned to ash) tried to save the ruler.
Sintan Resident: final damage received by the character is 35% lower, resistance to diseases and poisons is twice as high.
Order of Sword and Fire
A Kalevrit organization that emerged during the war with Sintan in the form of partisan detachments. Over the years it gained a certain influence and today is the last bastion of the Kalevrit faith.
Paladin: Wisdom is added to will. Character attacks deal additional fire damage (% of will). The cost of Demon Hunter/Anti-Mage/Healer (choice) is twice as low.
Other Origins
Melhoria: +80% accuracy for bow shooting, critical attacks deal 100% more damage (from base value). +4 movement speed and +20 initiative.
Asvaldr: the character can repair equipment and improve it (% of wisdom+intelligence/4).
Dzonhyan: (travelers or merchants): -0.3 health, intelligence and wisdom are added to charisma.
Shuna: evasion (any) is 85% higher.
Darnia: experience gained is 60% more after receiving a class.
Experience Points and Skill Costs
During character generation, 130 characteristic points and 1000 experience points are given. Additional characteristic points can be bought for 15 experience points.
First level skill - 100, second - 175, third - 225. Additional skills (A, B, C, etc.) - 125. Companion - 200. Alchemist - 500. Expert (Artifacts) - 250. Charisma - 350.




