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9 years ago
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And God created the giants and gave them power over the seas and the land, over the depths of the earth and the celestial lights.
And the giants ruled the land; the land was obedient to their hands and their tools.
But their ears were deaf to the words of God; they did not hear His voice.
And their eyes were blind to His light; their hearts were closed to His love.
And God said: behold, I created this people, but they have no love for Me, and they do not pray to Me, and they do not love their neighbors.
They betray their brothers to death as stone crushes stone, without regret.
Dead is this people, and by death shall they perish.

And God said: let us create man in Our image and after Our likeness…


From the Scriptures of the Elteikhs.

Well, someday the eight days of creation according to the faith of the Elteikhs will successfully be transformed into an eight-day calendar week. But not now. The peoples living on Nero at this time are not very inclined to exchange their knowledge and beliefs: they are more of those who prefer to exchange axe blows with one another. If everyone in the immediate vicinity managed to survive, it only means that it is time to slaughter your own tribesmen – in the name of glory, natural selection, women, men (if you are a woman), or simply because that scoundrel dared to offer a sacrifice to your god, even though he is yours.

The world of Nero is diverse and very vast. It is not limited to a single continent, which will later be called Salinkari. But those born here will most likely go nowhere else in the coming hundreds of years, and for them, this place will simply be "the land." And since, if you walk across the land, sooner or later you will encounter water anyway, it is quite obvious that water is more important; the land floats on its surface and the whole world is essentially infinite water and separate pieces of dry land. Of course, if you look up, there is a lot of air, but what is air? Is it not emptiness with condensations that we call wind? And in any case, the sky is blue, obviously because there is also water up there.

Emperor Fa Bei Dong thought much about the hostility of men, about water, and about land, and about air… He often conversed with philosophers and wrote down his thoughts. Because he knew that it was by his words that his children and the children of his servants, and the children of their children, would later think, of course. For in whose other power can the voicing of truth be, if not in the power of an erufu emperor? And such a conversation was happening right now. The old emperor was passionately proving his point of view to the court philosopher and he was doing it well; the philosopher was constantly forced to retreat and admit he was wrong. The previous philosopher had learned too well from experience the strength of the emperor's arguments, and the new one tried to take this into account in his judgments.

Soon an erufu entered the hall and immediately performed a deep bow at the waist to the emperor. This was the crown prince – the only erufu in the empire who was allowed not to perform prostrations before the ruler.
– Father, I have come to tell you that Walsh has important news for you.
– Tell me.
– She insists on an audience.
Fa Bei Dong scanned the hall. Nearby were stone statues of dragons. One might think the statues were for beauty, but each differed greatly from the other, and torches burned beside them.
– The foreigner knows that this place is sacred. Your ancestors and mine protect it from the evil a stranger may bring. They will not allow her to enter, as happened once before.
– You know that Walsh has already helped us very much in the past. Perhaps you will receive her in the courtyard, father?
The emperor pondered. He had not left the palace for a long time, as he believed that here his ancestors helped him, and thanks to them any decision of his became correct. The dragon statues, in whose form they were depicted, now remained silent, as always, but Fa Bei Dong, staring long into the fire, decided that they were releasing him. But precautions had to be taken: he trusted neither Walsh nor his son. A light wave of the hand – and guards poured out of the doors.
– Go, tell Walsh that I will speak with her.

Peoples

Erufu


A long-eared people of the southeast, less than a century ago the erufu were scattered tribes of elves who were simply very lucky with a warm and humid climate, as well as terrain relatively safe from beasts and monsters. The erufu could not only survive but also develop their culture, construction, metalworking, magic… Unfortunately, in this world, if you are lucky, then you are unlucky – the northern tribes long ago began to raid the rich lands of the erufu and became a real scourge for them. Fortunately, an individual named Fa Bei Dong managed to unite the scattered lands of the erufu (of course, by purely armed methods) and establish a defense against external invaders. Now the lands of the erufu are perhaps the most peaceful and prosperous place on all of Nero, where people from completely different nations and tribes would not mind living if they were lucky enough to reach this area. However, many indeed do arrive – and in a way become a new problem that the emperor must solve.
The Wall in the North is a structure intended to close gaps in local ancient buildings. It is unknown what purpose the latter served, but now the erufu want to use them to completely wall themselves off from the northern tribes and make new raids, which still occur, impossible.

Initiate's Weapon [f m]

Education [choice]
4 HP
3 HP
Choose two combat styles (unlocking corresponding weapons):
Jian -- "walking sword". Cannot use blocks, ignores enemy weapon blocks. -50% damage, -50% AP per attack. Each attack increases the attacker's health.
Jian -- "soft sword". Block, parry, counterattack in case of parry and dodge, +100 to dodge.
Jian -- "powerful sword". Block. +100 to accuracy. Determination -- once every four turns, 0 AP: will bonus +100 for 1 turn.
Liu Xing Chui (choice equals two other styles). Attack five cells in front of self, stun. Star: attack that disarms.
Ji -- "spear of thousands". +1 attack range. Block. Ally support: if range is sufficient, attacks the enemy being attacked by allies. Spearman can give part of their health to an ally for 1 turn (25%, 2 AP, stacks).
Ji -- "spear of one warrior". +1 attack range. Block. Preemptive attack. Sun Rays: attacks all enemies around self.
+3 spells
+50% spell effect strength
In the absence of another worldview, "philosopher" and "teacher" skills

Mountain Magi



Far to the West live the magi – people with "monkey" ears, capable of commanding the elements. All magi are deeply despised for their ability by numerous tribes of "ordinary" people, but in essence, the magi could not care less about their opinion. Despite the name, not all magi are that good at spells, but they still consider their skill very important, if not in life, then certainly as a sign of their uniqueness compared to other people. Mountain magi live in small but quite civilized city-polises, usually located on peaks or near volcanoes. Fast winds and hot earth became part of them and contributed to the development of air and fire magic. Furthermore, the magi achieved perfection in bronze working, creating high-quality plates. And in some authoritarian polises, masters work with iron, anticipating how black metal will bring much wealth and slaves into their hands.
Some lower polises are famous for their democracy, so decisions to start a bloody war with neighbors are made collectively.

Hoplite [m f]

Education [choice]
4 HP
3 HP
Removes AP penalty when wearing heavy armor (MP penalty remains).
Free: long shaft
Preemptive attack -- attacks the enemy once per turn before their attack on the character
Guardian -- attacks the enemy once per turn if they enter the attack zone (removes preemptive attack)
Pushes the enemy back 1 cell when preemptive attack/guardian triggers.
+3 spells
+50% spell effect strength
In the absence of another worldview, free "philosopher" and "teacher" skills

Wood Elves



Tribes of wood elves can be found in many places on the continent and on islands; some even live near the polises of the magi. Elves are very dangerous and bloodthirsty, and they owe much of their nature to cults. It is hard to find a creature more fanatical than an elf on Nero: they sacrifice both strangers and, in some cases, their own firstborns, and do not highly respect a sacrifice if no sentient being dies in it. They are hunters and do not greatly respect plant-based food, often practice cannibalism, and their beliefs usually explicitly or implicitly encourage such things.

Hunter [m f]

Bully [f m]
3 HP
2 HP
Climbing: climbs a chosen obstacle / descends from it. Can climb trees.
Loop: places a trap on the ground that deprives the enemy of MP and AP.
+stealth
Removes penalty when using a bow.
-1 AP per bow shot.
-50% AP for weapon swap
Off the shoulder: first attack after weapon swap deals 2.5 times more damage.
Effects of once-equipped weapons are strengthened and preserved for the entire battle.
Northern Tribes


Groups of humans and dwarves who have neighbored for centuries – and for just as long have been continuously warring with each other, as well as with external neighbors. It was never easy to simply live in their mountains, so it is normal for them to descend by sea or rivers and engage in looting. And then return, leave most of the battle axes at home – and sail back there again, but this time to trade the looted goods.
Dwarves, unlike their human neighbors, are capable of mastering magic, are shorter and possess a sturdier build. Despite their low level of civilization, they build stone buildings well and even know how to work iron, a skill which legend says was given to them by one of their gods, Smed. Perhaps these factors helped them recently occupy a more dominant position in the region and gradually absorb human tribes. Furthermore, fame of their chief, named Khrevn, has begun to spread far beyond the North. It is said that he wields weapons of the ancients, while others say that he himself is equal to gods in strength.

Iron Man [m f]
4 HP
Resistance to negative effects is twice as high
+medium armor is 2 times more effective
+1 MP in cold climate
+2 HP for blacksmith/shields/Smed's skills

Elteikhs



Wandering magi of the deserts, the Elteikhs believe in a single God and Creator and deny other gods. They travel in search of the promised land, an image of a lost paradise on earth that will be given only to a chosen people. And the wandering magi believe that for survival in the desert, the Creator separated them from many other surrounding peoples and gave them water magic, so they would never perish from thirst, regardless of where they were.
To enter the promised land, the Elteikhs fight many tribes, mainly desert nomads encountered along the way. The magi bypass some, but in most conflicts victory is on their side, so they slowly but surely advance toward their goal.

Wonderworker [m]

Zealot [f]
4 HP
4 HP
+2 spells
+healing (water magic spell, acts on characters with significantly negative health)
+chance not to spend AP when casting a spell
Damage against representatives of other worldviews is doubled (tripled if the opponent has the corresponding skill and is not a philosopher).

Desert Tribes



A rare animal can boast the ability to survive in the sands and among parched stones, which is why the deserts of Nero became a refuge for very special, although not very numerous, creatures. And then came humans… Who decided that green forests did not suit them (perhaps due to an excess of elves?), but this sunny spot was just right. And although the vegetation of the deserts has been greatly depleted by large herds of domestic livestock, predators found new life and began to become a truly big problem.
For some desert dwellers, this became a signal that it was time to move closer to the sea, settle the coast and islands to the south, but others settled in. And although the desert remains a difficult place for survival and dangerous, people make their lives easier by taming and using various animals, from camels to huge sand monsters.

Rider [f m]
4 HP
Style
Allows using a mount and fighting on it
Use of mount's MP
Removes penalty when using one-handed sabers
Raid: avoids backstab during retreat
30% chance for enemy to attack the mount instead of the rider
Slasher
Grinding

Orcs



Orcs can be found everywhere on Nero, but one need not. They lead a completely wild way of life, surpassing even the elves in this. At the same time, there is a very strong gender division. Orc women spend their whole lives in a group with the young, protecting orc children even at the cost of their own lives. They are quite kind to offspring and do not divide children into their own and others', although they possess practically near-zero learnability due to a panic (and perhaps not unfounded) fear of everything new.
Orc men, upon reaching a certain age, leave the group of women and young and set out on free wandering. And although twice as many orc boys are usually born as girls, such love for solo adventures on Nero ends badly for most of them. Statistically, four out of five orcs fail to leave offspring, dying from beasts, monsters, and various hostile tribes (many of whom prefer to preemptively kill a rather aggressive orc simply out of self-preservation, while some elves might consider orc meat a delicacy). Those who survive become true killing machines and are usually capable of handling any dangers – or making it so that the danger itself does not want to mess with an orc more than once.

Brute [m] (men only, bonus)

Clan Matriarch [f] (women only)
4 HP
4 HP
Removes accuracy penalty for two-handed weapons
Two-handed weapon skills are half as expensive
Style:
Bvargh! Can use a two-handed weapon in each hand. -Blocks and parries, dodge = 0.
Attacks on allies in adjacent cells are redirected to the matriarch
All damage received by the matriarch, except exsanguination, is delayed for 1 turn
+health

Goblins



Goblins usually prefer mountainous or desert terrains in the southern latitudes of the continent. Sad as it is, perhaps the main purpose of goblins is to serve as food for other troglodytes – orcs and giants. Like all troglodytes, goblin skin is covered with scales, poor in glands; their teeth are designed for meat-eating and are all canines or incisors, and their ears are elongated. Goblins are one of the most volatile peoples on Nero and can become unrecognizable after a few generations.
Goblins are unsurpassed survivors; they heal their wounds quickly and make every effort to ensure such wounds are not inflicted upon them. They are cowards and not very smart, but perhaps all these qualities serve that same goal…

Invulnerable [m]
4 HP
+stealth
+50% dodge
+health regeneration during battle
+avoids the first lethal attack in battle

Trolls
(Bonus people)

Northern creatures with yellowish-red or marbled skin, trolls are not at all like even the troglodytes of Nero. They are short, not very strong, but very hard. Contrary to general belief, trolls do not look like boulders. Yes, they are usually rounded. And yes, moss grows on them. And yes, in the mountains, trolls constantly disguise themselves as boulders. But they do not look like boulders! And if you want to argue, take a stone trip from a spiteful and principled boulder.
Trolls think not quite like most inhabitants of Nero. They love jokes – and for them, no joke is too cruel. In essence, others' failures are their specialty, and it fully corresponds to their faith in Latteren – the deified northern stone river, which every year abruptly and unpredictably changes its course, often taking with it several lives unprepared for such a turn.
Older trolls are relatively rare, but they are larger and stronger than the young. Generally speaking, trolls grow all their lives, gradually losing mobility but gaining other qualities (such as trolls are called "seasoned"). If a troll is lucky enough to live to deep old age, he will most likely be a hulk who cannot move from his spot.

Rock [-]
0 HP
Character possesses "innate" armor to absorb x damage.
Character has 100 stealth points by default.
Penalty -25% to speed in warm climate.


Seasoned [m]
4 HP
+50% will, +100% health, -50% speed
Damage absorption of stone skin is twice as high

Werebeasts
(Bonus people)

Tall, sharp-eared and most importantly, very strong in their human form – it is said a werebeast can overpower an orc. But they are most dangerous when turning into beast form – then they become as malicious and strong as some of the giants. Although the body of a transformed werebeast always has some animal prototype, in essence, they always make something much more frightening out of this image.
In the blood of a werebeast there is always boiling hatred for the entire surrounding world, which is very difficult to suppress even toward other werebeasts – not to mention other peoples, who are perceived exclusively as prey or enemy.

Beast [-] (mandatory skill)
5 HP
Transformation into a chosen living creature (and back).
Effect duration: maximum 6 rounds. Once per day, 0 AP, fully heals bypassing exsanguination and removes all effects.
Claws: in elf form, fist damage x4.
Can use only werebeast skills.


Animal Rage [m f]

Pack Leader [m f]
5 HP
5 HP
Time spent in animal shell: up to 12 rounds.
Once per battle.
At night during a full moon +100% will, +100% health
On other nights +50% will, +50% health
(both bonuses for all shells)
Another werebeast joins (basic skill only)
Werebeast's roar: deprives all enemies of part of their MP.
The werebeast and its allies receive MP for every successful trigger against each enemy.
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9 years ago
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Characteristics:


Will -- earth magic efficiency, number of AP, strength (increases weapon damage depending on its type), strength=will
AP amount = 10 + 10* (will-50)%
Bow: strength requirement 25, +0.5% damage per unit of strength above 0
One-handed weapons, polearms, slings: strength requirement 50, +1% damage per unit of strength above 50
Two-handed weapons: strength requirement 100, +2% damage per unit of strength above 100

Life -- fire magic efficiency, initiative (turn order, =life), resistance to any damage according to the formula
damage = 2^(-life/150)

Speed -- air magic efficiency, number of MP (movement points per turn), evasion from attacks (increases the variance of enemy attack damage, chance for a full dodge when there is a large difference between evasion and accuracy)
MP amount = 2 + 2*(speed-50) %
minimum damage = minimum damage - (maximum-minimum damage)*(speed-accuracy)%
full dodge chance: damage = <0 from the formula above becomes 0

Concentration -- water magic efficiency, resistance to negative effects (except damage), detection of hidden enemies, accuracy (reduces the variance of own attack damage, chance for a successful hit)
strength of negative effects = 1 - 2^(-(concentration-50)/100)
detection = concentration
minimum damage = minimum damage + (maximum-minimum damage)*(accuracy-speed)%
critical damage chance: in the formula above, minimum damage becomes maximum if (accuracy-speed)>100

Health -- increase in maximum health points

Stealth -- a rare characteristic obtained by leveling up certain skills (for example, in the "assassin" specialization)


Characteristics can be obtained from skills, as well as in exchange for SP. Obtained characteristics are written in square brackets; for the four main characteristics, I limited it to letters (w l s c).
Examples:
[w s]= 10 will + 10 speed per unit of SP cost of the skill
[w]=25 will per unit of SP cost of the skill

1 free unit of SP = +40 to the chosen characteristic
Reverse: for 60 characteristic points, you can get +1 SP, but only once.

Weapons

Armor

Starting stats of various peoples:
PeopleHealthWillLifeSpeedConcentration
Erufu15050100100100
Mountain Mages1005015015050
Wood Elves10010050150100
Dwarves2001001005050
Humans1501505050100
Elteikhi1001505050150
Orcs150200505050
Goblins100100100100100
Trolls100500150150
Werewolves (elven form)20015015015050


Game Mechanics Information

A total of 10 SP is given for all skills. The remainder (if any) can be put into stats.

Whenever possible, I will try to check the success of your actions based on your stats. For example, looting depends on detection (the higher it is, the greater the chance to successfully pick pockets or find something hidden). Strength is needed for power actions and as a criterion for whether you can carry a particular weapon, etc.

Battles take place turn-by-turn on an isometric grid. Each turn, your AP (action points) and MP (movement points) are restored to maximum and can be spent on various actions: walking, attacking, etc.

Damage (not from effects) has a bleeding parameter: 10% of lost health cannot be healed during battle.
If damage is partially absorbed by armor or completely blocked, this damage is transferred accordingly to the armor/weapon, reducing their durability points. The attacker's weapon also takes damage.
The effectiveness of armor and weapons is proportional to the percentage of their durability.
Main Skills
3 SP

Blades [s c]
1 SP
Removes accuracy penalty from blades
Block


One-Handed Blades [w s c]

Two-Handed Blades [w c]
3 SP
3 SP
Style:
Parry (when blocking with one-handed blades, accuracy is used instead of evasion)+Counterstrike (guaranteed upon successful parry)
Lunge: piercing damage
Feint: weakened version of a lunge, disrupts a block/parry point
Mincing: every second strike costs 3 AP
Execution
Unstoppable: x2 resistance to negative effects, x2 damage to shields and weapons
Sweep: a normal attack with two-handed blades deals damage to three cells in front
Onslaught: closes the distance to the opponent in a straight line until MP runs out, and deals +10% damage for each cell traversed, once every 2 turns


Daggers [s c]
Allows using daggers in the off-hand with other one-handed weapons

Short Polearm [w l]
1 SP
Removes accuracy penalty from short polearms
Backhand: attacks both the target cell and the one to its right


Short Polearm One-Handed [l c]

Short Polearm Two-Handed [w c]
3 SP
4 SP
Block
Gutting: bleeding, additional gradual blood loss
Threat: the selected opponent will attack the character on the next turn, if possible
Trip: reduces opponent's MP
Block
Slasher: increased damage from slashing attacks
Destroyer: increased damage to obstacles with striking attacks
Off with Their Head: attack with a huge bonus to slashing damage from a short polearm, significantly decreasing depending on the quality of armor and opponent's resistance
Piercer: partial ignore of opponent's armor during a striking attack with a short polearm x2
4 SP

Long Polearm [w c]
1 SP
Removes accuracy penalty from long polearms
+1 to attack range


Long Polearm+ [c]
Block
Preemptive Attack: once per turn, attacks the opponent before they attack the character
Guardian: once per turn, attacks the opponent if they enter the attack zone (removes preemptive attack)
Against the Charge (spears): damage bonus for each cell the opponent moved before their attack with spear abilities
Slasher (halberds): increased damage of slashing attacks
3 SP

Unarmed Combat [s c]
Style
+100 to evasion.
Fist: 4-8 striking damage, 4 AP
With this skill, fist damage is x2
Stun
-5 AP
5 AP
Demobilizes for 2 turns when opponent's AP = 0
1 SP
3 SP

Shield [w s]
Style: shield block (evasion)


Shield+ [l s]
+50% to evasion for block
Defensive Stance: 4 AP, additional +50% evasion for block, -50% damage from shielder's attacks.
Shield Bash:
counterattack with shield in case of a successful block
-2 AP

Use of bucklers with two-handed weapons
Use of round shields with one-handed polearms
1 SP
3 SP

Bow [c]
Removes accuracy penalty when using
+ to range


Bow+ [s c]
Removes accuracy penalty when firing unusual projectiles
Lob Shot: attack ignoring obstacles, minus 50% accuracy
Ranging: each subsequent (normal, bow) attack on a selected target has a 30% accuracy bonus (up to 3 times)
Crippling: a normal bow attack against an opponent removes 1 MP
3 SP

Weapon Mastery [?]
Choice of a narrow weapon class (including those not listed in skills)
Learning a unique style for it, determined by the player, or improving the default style.
2 SP

Combat Training [health]
Increase of all non-magical characteristics (derived from will, life, speed, and concentration) by +20
3 SP

Assassin [l c]
+100 stealth
x2.5 damage when attacking directly from behind (three cells behind the opponent)
x2 stealth damage
x2 damage if the assassin performs the first attack in battle
2 SP

Scout [s c]
+1 detection per unit of concentration
+2 MP
Land orientation, knowledge of any terrain (average), exhaustive knowledge of a chosen terrain
4 SP

Antiquarian [w l]
Ability to use ancient artifacts at a higher level than a "digging stick".
However, it's unlikely that full potential is unlocked.
4 SP

Herbalist [l c]
Ability to brew various potions:
healing, parameter-boosting, poisons, etc., as chosen
Each area has a fixed number of ingredients collected within a limited time
+50% efficiency when applying potions to oneself
3 SP

Blacksmith [w c]
Creation and repair of weapons, armor, and other metal items
3 SP

Leader [s l]
+ 25 to will, life, speed, and concentration of allies
5 SP

Earth Magic [w]
Choose four spells.
Mud Ball
5-15
-40 evasion (does not stack)
Range: 1-7
3 AP
Stone Spike
30-40
Range: 1-5
6 AP
Fortification
Caster's MP = 0
+70% will
6 AP
3 turns
Create Obstacle
Creates a 1x1 stone
300 health
50 resistance
Range: 1-3
4 AP
Destruction
10-15
AoE: 3 cells from mage
Ignores 10 units of armor (+will%)
Range: 1-3
4 AP
Obstacle damage x10
Sinkhole
20-60
Ignores 20 units of armor (+will%)
-2 AP to target
-2 MP to target
Range: 2-2
10 AP
Echidna
50-70
AoE: all cells around mage
15 AP
5 SP

Fire Magic [l]
Choose four spells
Rusting
-50 durability points of target's weapon and armor
Range: 1-7
3 AP
Ignite
sets on fire: 5-15 damage, 4 turns
Range: 1-3
2 AP
Last Effort
2-10 damage/AP
Range: 1-4
Caster's AP => 0
Inner Flame
+50 health (current and maximum)
Duration: 3 turns
8 AP
Explosion
32-52
AoE: 3x3 square
Range: 1-3
10 AP
Firestorm
fire gradually spreads in all directions from the selected point,
dealing damage and applying ignite
7 AP
Fire Shield
42-92 damage
When caster is attacked
9 AP/turn
5 SP

Air Magic [s]
Choose four spells
Kinetics
10-15
pushes away from target by 1 cell
Range: 1
3 AP
Air Strike
20-30
pushes target by 1 cell
Range: 2-5
4 AP
Storm
5-30
-2 MP
AoE: 5x5
-200 opponents' stealth
Range: 5-6
10 AP
Jump
instantly moves to the selected cell
Range: 1-5
5 AP 1 MP
Once per turn
Flow
characters within a radius of 2 are pushed away from the center of this area
by 2 cells
Range: 4-7
5 AP
Pressure
30-60 bleeding damage
Range: 3-5
10 AP
Wings of Wind
character hovers above ground this turn.
They can climb over obstacles, attacks on the character have range -1
(meaning in some cases they will be impossible)
+2 MP
(1500/speed) AP/turn (enhanced by education)
5 SP

Water Magic [c]
Choose four spells
Water Whip
20-45
Range: 1-3
5 AP 1 MP
Soft Step
+60 to caster's stealth (does not stack)
3 AP
2 turns
Purification
removes all effects from character
Range: 0-2
7 AP
Cold Touch
10-30
Freeze: -4 AP for 4 turns
Range: 1
7 AP
Ice Dagger
creates a weapon providing a stealth bonus
Ice Dagger: 5-12 (+concentration effect), 4 AP, ignores parry, stealth x2
8 AP
Healing
restores 20-30 health to target
Range: 0-3
7 AP
Medusa
Creates a water medusa at the selected point, obeying the caster's orders.
The medusa can move short distances,
attack opponents, and poison them.
While the medusa is "alive", the caster's max AP is reduced by the spell cost.
Health: 200 (+concentration effect)
AP: 10 (+concentration effect)
MP: 3
Attack: 20-45 (+concentration effect), range=1, 5 AP, poisoning=-10 health per turn, 5 turns
Spell cost: 10 AP/turn

Magic is available not to all peoples: elves, erufu, mages, elteikhi, dwarves.
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9 years ago
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Worldviews

 
Monotheism

The faith of the Elteikhs and their hope to approach a land similar to a once-lost paradise. This religion strictly divides the world into black and white, and rarely tolerates compromise. The Elteikhs also believe that no matter how many difficulties, evils, and dangers surround them, God will help them overcome these and reach their goal if they do not betray Him.

Monotheism [-]
0 HP
+50% concentration
Skills are 25% cheaper (rounded down)
Immunity to hypnosis etc.
Philosopher

Those who do not see serving the gods as their goal become philosophers. They try to spend their time and strength understanding the structure of this world, questions about human nature, higher powers, and magic. Philosophers are often misunderstood by those around them, but with sufficient persistence, they achieve fame and even organize a small circle of followers around themselves.

Philosopher [-]
0 HP
+ to selected characteristic


Teacher [-]
2 HP
A follower controlled by the GM joins the philosopher in his travels.
Generated according to the same principle as regular characters
Theraphon


A deity who, according to the faith of mountain mages, appeared in ancient times when there were no humans or even titans on Nero. According to various versions, Theraphon sired the ancients or was their brother; in any case, he helped create numerous artifacts of this long-gone civilization. The tools of the ancients are beyond the understanding of an ordinary person, and if not for Theraphon's help, it is unlikely anyone on Nero could realize the power of these items.
Theraphon knows the secrets of the primordial element, which beliefs say manifests as lightning, and is the hero of many myths.

Theraphon [-]
0 HP
"Antiquarian" for free
Character can give orders to ancient mechanisms
(within the limits of their program)


Power of the Ancients [-]
2 HP
Primordial Element: deals massive damage (200-400) to the target, ignoring obstacles, armor, health, and any defensive abilities (once per day)
Gloom


Patron of those hiding in darkness and the one who makes the nights darker. Gloom is a dragon-deity with a powerful will, and faith in him should not be perceived as a manifestation of weakness. Followers of Gloom strike from the shadows not because they fear retribution, but because they are sure: after a strike from the right place with a steady hand, there will be no one left to carry out retribution.
Gloom loves blind obedience to his will more than other deities, for only through total control can an ideal new order be achieved on Nero. Sylvan elves are more inclined toward faith in Gloom than others.

Gloom [-]
0 HP
+ to stealth


Servant [v s]

Dark Magic [v s]
2 HP
4 HP
The character fully obeys Gloom. His pupils become black, he begins to receive orders from Gloom and has no ability to disobey them. In return, the character receives bonuses of +50% speed, +50% will, as well as immunity to mind control and fearChoose three spells
Shock
-2 AP
-50 will (does not stack)
Range: 1-3
Effectiveness x2 while invisible
7 AP
Fade into Shadow
teleports to a selected cell
+60 to stealth (does not stack)
Range: 1-8
6 AP
Hypnosis
forces target to follow caster's orders (will vs will)
Range: 1
10 AP
Once every 2 turns
Mind Reading
reads character's thoughts (will vs will)
Successful use of mind reading increases probability of hypnosis success
(will for hypnosis +50%)
Range: 1
5 AP
Nightmare
psychic damage to target,
ignoring evasion and defense mechanisms (but not health)
30 damage
Range: 3
4 AP
Dance of Death
AoE psychic damage 5x5
30 damage
Range: 0-1
8 AP
Many-Faced One


One who today is not who he was yesterday, and in the morning his image does not correspond to what was visible at sunset.
The Many-Faced One is a riddle symbolizing the variability of the world, cycles of nature, and human mood. No matter how quickly and imperceptibly these changes occur to the human eye, the Many-Faced One will help choose the right mask for them...
This deity is most popular among the erufu.

Many-Faced One [-]
0 HP
+50% speed, can wear masks of the Many-Faced One and starts with one


Face Carpenter [-]
4 HP
Can create masks (and has all from start):
Actor Mask — pretending to be a chosen humanoid character. Full imitation of appearance, mannerisms, and character.
Dragon Mask — imitation of any monster. Chance to frighten opponents, forcing them to flee the battlefield. Psychic damage.
Ghost Mask — ability to pass through small obstacles, 50% chance to ignore damage in combat. Vulnerability to light.
Madman Mask — wearer becomes an aggressive lunatic, attempting to attack everyone around. +100% melee damage
Ore


Ore instills in her followers a very special love for the animal kingdom, teaches that all living organisms are interconnected, and reveals such connections that people often suspect nothing of.
Sylvan elf druids worshipping Ore choose an animal companion at a certain age—incredibly obedient thanks to this deity—bond with it spiritually, and at one fine moment undergo a ritual, essentially becoming one flesh.

Ore [-]
0 HP
+health
tames a forest animal


One Blood [-]
2 HP
Ritual blood exchange with a tamed animal.
As long as the animal is not dead, the character receives its strengths and abilities.
The character can give mental orders to the animal and receive a full picture from its sensory organs
Bato


Ancestor worship is quite common among the erufu. They believe that final death is impossible and all those who stand behind you, who sired you, continue to help you during your life and give you strength. Among other revered ancestors, Bato stands out particularly—a brilliant commander of the past, from whom the emperor himself descended. Fa Bei Dong claims that Bato invariably guided his hand during the conquest of lands, and any warrior joining the ranks of the four-armed general's followers can verify these words personally.

Bato [-]
0 HP
Free leader skill


Ancestor Warrior [zh k]
3 HP
+1 AP to all allies and the character
Two additional styles in "weapon of the initiate"
Spirit Help: active action. A chosen weapon in the character's inventory comes to life and helps in battle (can be used several times on different weapons)
Ferlit


When a caterpillar turns into a beautiful butterfly or a flower blooms from an unremarkable bud, elves say that Ferlit touched them. A deity of nature, forests, and plants, she helps her followers enjoy life, surround themselves with beauty, and become beautiful themselves. Transformation plays a significant role in this faith—the opportunity for chosen followers of Ferlit to change their own nature as a result of a special ritual, becoming a dryad or an ent.
Dryads and ents often live together and represent considerable danger to any travelers passing through the forest. Especially the former, because unlike forest monsters, dryads not only kill but also use their charm abilities.

Ferlit [-]
0 HP
Allows controlling plants
(directing and accelerating growth, plants can be used as ropes, for creating shelters, etc.)


Plant Magic [v k]

Dryad [v s] (bonus)

Ent [-] (bonus)
2 HP
4 HP
4 HP
Character has a supply of serpent rose seeds and has spells acting on this plant:
Sprout
Health: 50 (+ will effect)
AP: 8 (+ speed effect)
OP: 0
Attack: 10-25 (+ will effect), -1 OP (+ will effect), -1 AP (+ concentration effect), range=1, 4 AP
Spell cost: 8 AP one-time
Thorns
long-range sprout attack
10-36 (will)
Poison: -10 health per turn, 5 turns
Range: 1-7
4 AP
Wither
kills sprout, restores own health points by the sprout's health
7 AP
Nature's Revenge
kills sprout, deals damage to all in cells adjacent to the sprout
60-100 (will)
12 AP
After transformation, women's bodies become softer and more attractive, wings resembling dragonfly or other insect wings grow, enabling flight (a-la levitation).
Dryad Flight
character hovers above ground this turn.
They can climb over obstacles, attacks against the character have range -1
(meaning in some cases they will be impossible)
+2 OP
free / turn
Dryad Song
all enemies on field may lose part of AP,
skip a turn or even come under dryad's control
(independently for each)
50%: -1 AP (+ will effect, + speed effect)
30%: skip turn (speed vs resistance to neg. effects)
20%: hypnosis (speed vs resistance to neg. effects)
After transformation, men become huge tree-like creatures, receiving +200% health, +100% will, +100% life, +50% vulnerability to burning damage.
Ents cannot use skills except Ferlit skills.
Aleadra


The desert was never a pleasant place. So hundreds of years ago, the desert dwellers living here were amazed when all the water bodies and wells of their land, which fed their livestock, dried up and did not provide even a drop of moisture. One wealthy nomad, fearing that the Great Desert would kill his entire kin, all his wives, children, and servants, decided to leave them in a temporary shelter under the cover of rocks that once held water, and went straight into the heart of the desert, hoping to find water. Much time passed, the nomad exhausted the water he had, killed his camel and drank water from its hump, but even this could not last long. And then he saw a mirage: a green oasis and a girl dancing on the water. Exhausted, realizing that this was all fake and the desert was simply playing with him, he still shouted to the girl to bring him water... And the girl answered him.
Since then, Aleadra helps nomads in all their searches. If something is lost, or you have no hope of finding it—it is enough to pray to her and the sought item will immediately appear. The price is low—half of the wealth collected during life must be bequeathed to Aleadra, so that all of it is taken to her altar after your death and does not go to your heirs.

Aleadra [-]
0 HP
Character search checks — 100% successful regardless of detection (additional loot)
+100% detection
Barter and trade are twice as profitable
Fartlos and Fidi



Good and evil, life and death, void and creation—mountain mages are sure that all these are inseparable from each other. The world tries to maintain a certain balance in every aspect.
Similarly, two deities, Fartlos and Fidi, being opposites and enemies, eventually found something in common and fell in love with each other. They are so inseparable that they have no individual priests, and by worshipping one, you worship the other.
That which was created will be destroyed, and then the eternal cycle will repeat. And if you believe in Fartlos and Fidi, you yourself will embody this cycle and help the world achieve balance.

Fartlos and Fidi [zh s]
4 HP
Character has a balance of good and evil, violation of which results in bonuses and penalties:
+ 15 bonus to life for each point of "good" HP over "evil"
- growing chance +5% to fail any action for each point of "good" HP over "evil", starting from 6
+ 15 bonus to speed for each point of "evil" HP over "good"
- deals 10 damage to self for each point of "evil" HP over "good", starting from 6

Choose four spells

Spells of Good.
Blinding Light
healing (10-25), -3 AP
AoE: 5x5
Range: 0
6 AP
Life Currents
deals damage to target (10-20)
gives regeneration effect (20 health per turn, 5 turns)
Range: 1-4
4 AP
Sacrifice
deals damage to allied target (30)
heals self (30)
Range: 1-3
8 AP
Spells of Evil.
Void Seed
deals damage ignoring armor and shields (25-45)
gives +3 OP
Range: 2-5
7 AP
Petrification
target loses next turn (speed vs resistance to neg. effects)
and receives large health bonus (+150)
Range: 1
9 AP
Flash Speed
teleports, then deals damage around self (9-35)
Range: 1-3
3 AP
Blod


Goddess of battles and blood, rage and ecstasy, Blod enjoys enormous popularity among the Karls and is also well known to Northern humans. Blod's philosophy is simple: hit first, think later. If you were hit—wonderful, feel how this blow ignited the blood in your veins and hit back twice as hard.
Followers of Blod love weapons that cause lots of splashes—curved swords and axes, hatchets, all of this contributes to the accumulation of their rage.

Blod [-]
0 HP
+50% health


Berserker [zh k]
4 HP
+50% health
Character damage increases as health decreases (from x1 to x5)
During combat, character must attack every turn if possible
Devouring a human heart restores health (10 AP, fully restored)
Hero

There have always been, and likely always will be, people on Nero who disagree with how this world is structured. Some would say they look for trouble on purpose, that they have no sense of self-preservation... But none of that is so important as long as you have a sense of justice.
He who has truly succeeded on the path toward improvement may receive a surprise from the sky—a falling star. This small, brightly glowing ball seems to do nothing at first glance and just flies nearby, but as soon as its owner gets into trouble, a hero appears out of nowhere—a brave warrior or a woman in clothing that simply cannot exist, a sorceress or a sharp shooter. Without saying a word, without asking questions, they take their place in the battle line.
Anyone to whom such a ball ever flew dreams of only one thing—that in the future, someone will need them and they will come to the rescue.

Hero [-]
3 HP
Once per day can summon a random ally hero from another time to help in battle
Smed


Smed is known as the one who granted the karls the ability to work with iron, a skill often lacking even in more developed peoples (such as the erufu). Armed with iron, the karls became the main force of the North and a huge threat to the south, and faith in Smed became more widespread than ever before.
This deity requires firmness and diligence from his followers, a strong body capable not only of swinging axes but also making them. Faith in Smed is also beginning to spread among northern humans.

Smed [-]
0 HP
Free blacksmith skill


Master of Black Gold [v]
3 HP
Ability to work with iron
Iron ingots from start
Character's shields, weapons, and armor are indestructible
+100 Strength
Latteren
(bonus)


Latteren and his followers are usually interested in only one thing: fun. Moreover, it is understood quite specifically. To understand this, imagine that some elf slipped on a banana and fell from a tree. Well, for followers of Latteren, that's not very funny. It can be better. For example, if the tree falls right after.
Trolls mock humans and each other not because they are malicious. Not because they can profit from it. Just, well, why not? It'll be great, hahah! They say it's all because trolls feel almost no pain, so they don't particularly empathize with those who do. And we're not just talking about physical pain.

Latteren [-]
0 HP
Minimum damage to character is always zero regardless of their evasion and opponent's accuracy
If a zero is rolled, the opponent attacks themselves (50% damage)


Joker [s]
3 HP
If a zero is rolled, the opponent attacks themselves for 100% damage
Character attacks have a 60% bleeding parameter
+50% to stealth
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9 years ago
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Maps.
Revan: trap, troll, Reaper, chimera (from Nebo, given to Sesam?), effect, troll (from Sesam, given to Sesam?)
Plesen: trap, dragonfly, snake, acorn (from Sesam)
Alex: Reaper, Reaper, troll
Kosha: hermit, Bullfinch, moonlight
Nebo: turtle, tick (turtle -> dragonfly, from Fragment)
Arandor: raven, snake, ancient one
Heroist: Chimera (effect), turtle, dragonfly
Sesam: acorn (given to Kosha?)
Fragment: dragonfly, raven, encounter (dragonfly -> turtle, from Nebo)


Yanlin (author: Nebo)
Krayos (author: Heroist)
Fa Zheng (author: Revan)
Enia (author: Drakkoshka)
Hen Wen (author: Plesen)
Skrum (author: Fragment)
Dij(i)nping(y)lak (author: Sesam)
Krostrvykh (Revan's apprentice)
Xiuilan (Pleseni's apprentice)
Dareaios (author: Arandor)

Exemplary table from Sesam
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9 years ago
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Is this a sequel or a reboot?
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9 years ago
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Erufu
Coincidence? I don't think so!

Am I correct in understanding that:
Erufu - Chinese names
Highlanders - Greek names
Elves - Elven names
Northerners - Scandinavian and Dwarven
Elteihis - Jewish names
Hermits - Arabic names
Orcs - Orcish names
Goblins - Goblin names
Trolls - bonus names
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9 years ago
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Erufu - Chinese names
+
Well, in reality, they have a somewhat more diverse cultural composition, so other Asian names might also work. Or something similar to Chinese/Korean, etc.
Highlanders - Greek names
Yes.
Elves - Elven names
I don't quite understand how "elven names" are created... I think it would be better to use some Celtic names, but in general, anything will do.
Northerners - Scandinavian and Dwarvish
Uh-huh.
Eltehi - Jewish names
Desert Nomads - Arabic names
Orcs - Orcish names
Goblins - Goblin names
Yes.)
Trolls - bonus names
No.) We'll handle trolls as a bonus; we'll come up with the names ourselves. We need something with an awkward pronunciation for a humanoid language, like "Rrrtgonagg" or "Krommsland." Basically, lots of consonants.
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9 years ago
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I don't quite understand how "elven names" are created... I suppose it's better to use some Celtic names, but in general, anything will do.
It's roughly the same as with angelic names, i.e., you add "-el" or "-il" to a random set of letters.
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9 years ago
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Would Rschomclourshzugprmel or Yloumifyrzhshil be suitable?
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9 years ago
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Something like angelic names, i.e., you add -el or -il to a random set of letters.
In that case, I don't think it's appropriate, but it depends on the situation. If it corresponds to something Celtic/Old Germanic, then it's fine. In general, the rule is that names don't have to be exactly the same as real ones.
Would Rshomtslourshzugprmel or Yloumifyrzhshshil work?
Yes, but better without the "-el" :D
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9 years ago
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like "Rrtgonagg" or "Krommsland." Lots of consonants, basically.
May Vesnot help you.
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9 years ago
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Bow + [with skill]
3 Attack
+ to chance of blocking with shield
Shield Bash: counterattacks with shield upon successful block, reduces Action Points
Using bucklers with two-handed weapons
Using round shields with one-handed haft
Is this a placeholder, or did you accidentally copy something else?
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9 years ago
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Brrr, I fixed it, thanks.
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9 years ago
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That was the case for the entire archer skill tree. The basic skill also needs to be adjusted.

Added 1 hour 56 minutes ago
More precise numbers instead of "+accuracy" and various damage formulas for spells will be added later, right?

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