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8 years ago
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Important information!

1. The expedition may be interrupted at any time. Read and write at your own risk.
2. Yes, this is a clone of Revan's last expedition.
3. The expedition is planned to be short. It is preferable to create characters within the next 5 days (until the evening of 24.01.2018) + the days the characters spend in the starting city (5-7 days) before the start of the main quest. 7-14 days are planned for the quest itself. However, it may happen that the expedition stretches over a longer period.
4. Skills may be changed until 24.01.2018 taking into account your wishes and suggestions regarding balance.
5. The amount of content is limited and the little world may seem as empty as I am.

Collapse. This is what historians call the event that occurred more than five hundred years ago on the planet Walla. All that mage-scientists know is that a colossal amount of magical energy was released in the territory of the Eleian Empire. The continent of the eleis (Otta), located in the southeast, was completely destroyed and submerged under water. A large part of the northeastern continent – Virata, also went underwater; the remaining land turned into a wasteland unsuitable for normal life. This event significantly affected the lives of all inhabitants of the planet. Elements, epidemics, famine, and wars crashed down upon them. In addition, it is important to mention the appearance of a colossal number of mutated creatures and mental entities. Some call them ghosts, some demons, but all mage-scientists agree on one thing: most of them are the result of the unfortunate cataclysm. According to the prevailing theory, this event broke the veil between worlds and creatures from all possible worlds flooded the planet. At present, their number has significantly decreased, but they still represent a serious threat. They appear from so-called rift locations existing throughout the planet. Some of these places were managed to be sealed by the power of mages, but most of them remained untouched.

Senea is the northwestern continent, the only place on the planet where civilizations have survived. Small in size relative to Virata and Otta, in its time it took the full force of the disasters that befell Walla. The kingdom of humans - Tsutar, which existed on the continent at the time, lost a large amount of territory as a result of the flood and the onslaught of armies of surviving peoples from other continents. The mountain kingdom of dwarves - Darkeym, perished under a wave of monsters, demons, and mental entities that filled their underground cities. Now ten countries exist in the territory of Senea. Part of the coastal territory in the southeast consists of lands controlled by no one, engulfed in anarchy and chaos. Several large cities exist there, representing unions of criminals, pirates, and outcasts from all corners of the world.


Senean Republic



When the Collapse happened, many influential figures who were dissatisfied with the monarchy took the opportunity to seize power. Among humans, these were mages from the Society; among dwarves - wealthy merchants and artisans; and among elves – renegade generals of the invading army of Lafir, who were supported by a significant part of the army that was tolerant of other peoples. Soon the first meeting of the senate was held, at which the creation of the Senean Republic was proclaimed. The actions of the conspirators led to the king of Tsutar losing power over most of the kingdom's continental territory, the king of dwarves being overthrown and killed, and the advance of Lafir's army deeper into the mainland being stopped. Soon the first legions of the republic were formed, which in eleven years managed to reclaim part of the lands seized by the lafirians and part of the territories still loyal to the king of Tsutar. Over the next few decades, the republic's legions reclaimed extensive territories captured by the jurans during the Collapse and foothill territories captured by the dzuans and dark elves.
The supreme authority in the country is the senate, consisting of thirty senators who represent the regions of the republic. The majority of society consists of workers employed in large production facilities and the mining industry. The middle class is represented by merchants, artisans, mages, and army officers. The highest estate consists of wealthy landowner-industrialists.

Tsutar



The country was founded parallel to the Church of the Apocalypse, which was created by clergy of one of Senea's old religions who fled to the island of Vatir together with the last king of Tsutar. The cataclysm that happened 500 years ago was declared a fulfilled prophecy of the Holy Scripture of that time. People living in the new Tsutar believe this to this day. Some servants of the church dedicate their lives to the exile and destruction of mental entities. But while mentalist mages generally settle for destroying negative entities, the apoptalists, as they call themselves, send all types of entities back to their worlds without mercy or regret.
The head of the country and the church is the so-called Supreme Witness of the Apocalypse. The inhabitants of Tsutar are extremely pious. From birth until death, they are under the influence of the church. Freethinkers and non-believers are generally ignored and not taken seriously even by the church. Such people are considered sick and unfortunate. They are pitied and an attempt is made to set them on the true path. Most of them usually leave the country in search of a secular life outside the new Tsutar.

Lafir



The elven kingdom appeared in the territory of Virata long before the appearance of the first state unions of other peoples. Modest in size but quite strong militarily, economically, and politically, the elven state competed with the Dzuan and Eleian empires for influence in the eastern hemisphere and beyond. Moreover, even the fleet of the Eleian Empire was inferior to Lafir's fleet. At the time of the Collapse, Lafir possessed a large number of coastal colonies around the world. One such colony was an island in the west of Senea. It became the bridgehead for the lafirian army, which invaded territories controlled by Tsutar, subsequently reclaiming all western islands and part of the coastal lands.
Citizens of Lafir are extremely arrogant and haughty, treating other peoples with indifference or contempt. Slavery still exists in the country. Slaves are mostly individuals of other peoples. Pirates from all over the world love and adore the large slave market on one of Lafir's islands, where they sell their goods for good money. Lafirians highly value fine art, music, philosophy, and other high-spiritual entertainments.

Ofaash



A large part of the island and the coastal territories of Lake Shaon, where fairies dwelt, were flooded. The territories that became coastal belonged to Tsutar at that time. And the people who seemed peaceful and kind soon unleashed armies of ents and wild animals upon the kingdom weakened by wars and the Collapse. Fairies plundered human cities and turned them into impassable forests. Fairy forests are dangerous for humans, and the lake waters swarm with monsters, nymphs, and other creatures that are very unfriendly toward strangers who occasionally wander onto the shores of the lake. The fairies themselves mostly live in cities built on the branches of giant trees growing on the island of Ofaash. They have a matriarchal-caste social structure. There are five castes in total: the ruling caste, the mage caste, the warrior caste, the artisan caste, and the worker caste. The ratio of men to women is approximately 1 to 10. Despite this, male fairies are not spared; they are subjected to harsh trials (survival in the wild, duels, hunting dangerous animals, etc.), through which the weakest and most infirm are weeded out, and only the worthy get the opportunity to continue the lineage. Those who refuse to undergo the trials are generally exiled, or they are deprived of the ability to reproduce and assigned to the worker caste.

Juran



Once the jurans possessed extensive territories in the south of Senea, but everything changed when orc armies invaded their lands. The jurans were heavily outnumbered and were forced to retreat further toward the center of the continent, while occupying Tsutar and Serhaim territories that were poorly defended at the time. Subsequently, the jurans managed to reclaim part of their territories and regain access to the eastern sea; however, under the pressure of the Senean Republic's legions, they lost the occupied lands. At present, military actions to return former territories are not being conducted. The newly elected king does not wish to fight for lands that were poorly suited for his people's way of life. In Juran, a juran who has passed all trials under the control of the local priesthood and proven their suitability for the position of monarch becomes king. Animal husbandry is most developed among the jurans. They raise a large number of animals of various species, whose meat they consume as food. The inhabitants of this country are not very friendly to strangers. Meat of sentient beings is consumed rarely and only in extreme cases.

Kharkhir



The early feudal society of orcs faced the consequences of the Collapse during the active development of an agricultural culture, which the orcs borrowed from the dzuans. The king at that time very conveniently finished the construction of a large merchant fleet, which served the greenskins well by transporting most of their people and army to the shores of Senea. Having reclaimed half of the juran lands and part of the territories from the Serhaimians, which were very similar to their homeland, the orcs began to build new cities and clear land for agriculture. Despite the feudal structure, many remnants of the past have been preserved in orc society. The warrior aristocracy constantly competes with one another for influence within the country and recognition by the king, as tribes and clans once did. Small inter-feudal skirmishes involving warriors close to a feudal lord are not uncommon. Such events are generally not condemned by the king; however, drawing regular troops or a large number of warriors into a conflict is punished by the death of the feudal lord who started the conflict.

Etal



During the Collapse, warring clans of dark elves were forced to unite against an incredible number of creatures from other worlds that flooded their dungeons, as well as against the troops of dzuan and hain who claimed the coastal territories of the etals. The dark elves managed to preserve all their surface territories, which cannot be said for the underground cities, most of which remain semi-destroyed dwellings for various monsters to this day. Currently, an active military campaign is underway to clear settlements of undesirable elements. The country is governed by a supreme council of clan heads or clan delegates. Etals are wary of strangers, do not like traveling beyond their own country, and lead a secretive and cautious way of life.

Serhaim



The domestication of griffins, rocs, and wyverns became a turning point in the history of this mountain people. Among the riders were even those who managed to tame dragons. But given their rarity and often sentience, these were more friendly pacts than domestication. Subsequently, their warriors, riding flying animals, step by step conquered all peoples and tribes living on the eastern coast. In its time, their army reclaimed significant territories from Juran and Tsutar. The entire eastern coast belonged to them. The consequences of the Collapse hit the power and ambitions of the kingdom hard. From the north, they were attacked by armies of Dzuan and Hain fleeing the cataclysm. In the south, by armies of orcs and jurans. And a large part of the eastern coast turned into wastelands populated by mental entities, demons, and monsters. After long and grueling wars, Serhaim was weakened and exhausted. However, the same could be said about their opponents. The kingdom managed to preserve a small part of its territory and establish a shaky peace with Dzuan and Hain. In recent years, the armies of serhaimians have managed to clear part of the coastal wastelands. The current young king plans to continue expansion, hoping to return territories that once belonged to his ancestors.
An important part of the serhaimian way of life is discipline and proper behavior. The aristocracy is prescribed a strict moral code: nobility, honesty, loyalty to the monarch and homeland, restraint in emotions, and a moderate lifestyle. The same applies to warriors. Common people are prescribed humility, love for physical labor, and loyalty to the feudal lord and homeland.

Dzuan



Before the cataclysm, Dzuan was a large empire in the territory of Virata, with developed technologies, a progressing economy, and a strong army. But everything changed very quickly when they had to leave their native lands. In alliance with the hainians (their vassals at that time), they managed to reclaim part of the lands from Serhaim. But this is a relatively small piece of land compared to what they lost. Over time, the dzuans accepted that they would not be able to return their once powerful empire. But they do not stand still and continue to develop their society in all directions, whether it be science, art, or military affairs. At present, a large military campaign is planned, aimed at clearing the former port cities of the empire from the consequences of the cataclysm.

Hain



Hain existed under the occupation of Dzuan for a long time. Its army helped the dzuans conquer new lands, and after expansion stopped and peace agreements were signed with Serhaim, the military leaders of hain declared sovereignty. The king of Dzuan at that time did not want to draw a people exhausted by wars and disasters into another campaign and recognized the independence of the former vassal. Hainians remained loyal to their traditions even while under the power of Dzuan. Having gained freedom, they returned to many practices of their ancestors that were forbidden by the own occupation authority. Power in the country belongs to a council of military aristocracy.
Races

Republic Humans: +2 skill points; +1 to skepticism for each unit of will; +5 to mana for each unit of intelligence.
Tsutar Humans: +3 to willpower for each unit of endurance and strength; -1 to skepticism for each unit of will.
Serhaim Humans: damage dealt to non-humans and monsters increased by 1.5 times; +0.2 to endurance for each unit of intelligence and agility.
Dzuan Humans: +5 to mana for each unit of will; +1 skill point.
Hain Humans: +100 to mental resilience; +1 skill point.
Collapse Humans: +30 to attractiveness; +2 skill points | +5-50 to unsightlyness; bonus depending on the type of mutation (can be invented by the player). The universal forces of chaos released during the Collapse affected not only animals but also humans. While other races were not affected—at least such cases are unknown. As a rule, collapse individuals differ in no way from ordinary humans. Most often, a strange skin or hair color is encountered. Horns, scales, or feathers are much rarer phenomena; as a rule, such people end up in the laboratories of the Society of Mages. Sometimes voluntarily, sometimes not.
Eleis: +40 to attractiveness; +4 skill points; 1% chance to kill the first opponent in battle with an attack of any type. Eleis differ from most people in the world primarily by their extraordinary beauty. They have regular, symmetrical facial features, light velvety skin, light hair (blonde, red, light purple, light brown), and colored eyes (green, blue, purple). The southeastern continent where the eleis lived was completely destroyed by the cataclysm. Once their empire stretched from Senea to the shores of Virata. After the cataclysm, practically nothing remained of their people. The few who survived were lonely settlers scattered in all corners of the world. Over time, representatives of this people became so rare that they are currently objects of adoration and hunting. If you are an elei woman – you await, in the best case, marriage to a wealthy and influential person; in the worst – sexual slavery. If you are a man, extraordinary success with women awaits you, and subsequently a knife in the back from envious people. Although sexual slavery cannot be ruled out. Most eleis live in the territory of the Senean Republic. In Starum, the capital of the republic, through the efforts of one of the most influential and wealthy people in the country, an elei by origin, a special district (Elei) was created where exclusively eleis reside. Hoping to revive his people, Narhol Leoder, despite his age, continues to work hard on this task.
Republic Elves: +25 characteristic points.
Lafir Elves: +40 to skepticism and awareness; damage dealt to other peoples increased by 30%.
Dwarves: +15 to endurance; +5 to strength; ability to apply runes and use bonuses of runic weapons.
Fairies: the character is capable of flight, immunity to melee attacks, evasion from ranged attacks increased by 1.5 times; +2 to immunity for each unit of intelligence.
Etals: +40% to agility and perception; +1 to observation for each unit of endurance.
Minotaurs: strength increased by 2 times, endurance by 1.5; ability to attack an opponent with horns (damage = strength) as an additional attack; +10 to unsightlyness.Minotaurs have always lived peacefully in small communities on the plains in the center of the continent. During the Collapse, they actively participated in the war on the side of humans, subsequently receiving tax breaks and other civil rights for this. At present, they live where they did before. They engage in gathering and farming. They rarely travel beyond their territories.
Orcs: +10 to strength, +10 to endurance.
Trolls: strength and endurance increased by 3 times; agility and intelligence decreased by 2 times; + 15 to unsightlyness; in the two-handed weapon skill "Accuracy", strength is replaced by perception; inability to use bows.Trolls make up a small part among orcs and are their relatives. The height of trolls usually reaches three and a half meters. In other respects, they are similar to orcs. Due to poorly developed intelligence, in orc society, trolls mainly perform the role of labor force. The smartest are accepted into the army, as stupider individuals are characterized by non-aggressiveness and compliance.
Goblins: agility increased by 3 times; strength decreased by 2.Like trolls, goblins are relatives of orcs. Their number is approximately half the number of orcs. As a rule, they live in separate districts of the city or separate settlements. They are full members of society.
Jurans - lions, tigers: strength increased by 2 times; ability to attack an opponent with claws (damage = strength); inability to use ranged weapons.
Jurans - leopards, jaguars etc.: agility increased by 2 times, perception by 1.5; ability to attack an opponent with claws (damage = strength); access to the "Assassin" skill.

Player characters begin their journey in the city of Tsondoh Sizeb (marked on the map), located at the foot of the mountains. The city is medium-sized; inhabitants are mainly engaged in crafts, hunting, and livestock breeding. To a lesser extent, farming.
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8 years ago
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Characteristics


140 characteristic points; minimum – 5, maximum – 50

Strength:
+5 to health
+2 to melee damage
+0.2 to speed
+0.2 to immunity

Dexterity:
+1 to melee accuracy
+1 to evasion
+1 to stealth
+0.5 to initiative
+0.2 to speed
+0.2% critical hit chance

Perception:
+1 to ranged accuracy
+1 to observation
+0.2 to evasion
+0.2% critical hit chance

Endurance:
+15 to health
+5 to mana
+1 to immunity
+0.5 to willpower
+0.2 to mental resistance

Intelligence:
+10 to mana
+0.5 to magic power
+0.5 to initiative
+0.2 to mental resistance
+0.2% critical hit chance
+0.2 to cunning
+1 to awareness
+1 to skepticism

Willpower:
+1 to magic power
+1 to willpower
+1 to mental resistance
+1 to mental damage
Additional Characteristics
Charisma:
+1 to attractiveness
+1 to cunning
-0.5% to item cost (no more than 50%)
+0.5% to rewards (no more than 50%)

Ugliness:
-1 to attractiveness
-0.5 to willpower checks against actions aimed at seducing the character
+0.5% to the cost of all items
+0.5% chance that an enemy targeting the character will change their target (no more than 25%)
+1 skill point for every 15 units of Ugliness
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8 years ago
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Skills and Abilities


8 skill points; basic skills and schools of magic cost 1 skill point, special abilities cost 2; skill points can be converted into attribute points, 1 skill point = 5 attribute points

Basic Skills



One-Handed Weapons
Proficiency: +0.5 damage per unit of strength
Additional Attack
Parry (agility vs accuracy)
Counterattack (accuracy vs evasion)
Accuracy: +0.7 to accuracy per unit of agility


Two-Handed Weapons
Proficiency: +2 damage per unit of strength
Accuracy: +0.4 to accuracy per unit of strength
Wide Sweep: deals damage to all enemies standing in front of the character within a distance of 1-2 cells (cooldown: 3 turns)
Additional Attack (x2)
Dismemberment: chance (strength/2; cannot exceed 25%) to sever one of the enemy's body parts (removes the enemy from combat or kills them; cooldown: 4 turns) (x2)


Polearms
Proficiency: +2 damage per unit of strength
Accuracy: +1 to accuracy per unit of agility
Parry (agility vs accuracy)
Long Strike: the character attacks an enemy at a distance of 3 cells
Smiting Strike: double damage; chance (accuracy vs evasion) to hit the enemy in a vulnerable spot and cause bleeding (-25% of maximum health; cooldown: 3 turns)


Shield
Proficiency: agility during blocking is increased 1.5 times (agility vs accuracy)
Fortitude: +5 health per unit of strength
Counterattack after block
Wall: as long as the character does not move, they block all ranged weapon attacks; one ally can take cover behind the character
Shield Bash: deals damage equal to strength*2; chance (strength vs endurance) to paralyze the enemy for 2 turns (cooldown: 4 turns)


Bow
Proficiency: +1 damage per unit of strength
Additional Shot
Experience: +25% damage; +1 to firing range per unit of strength
Quick Hands: 4 shots per turn, -35 to accuracy (cooldown: 4 turns)
Sniper: chance (perception/2; cannot exceed 25%) to kill the enemy (cooldown: 4 turns) (x2)


Crossbow
Proficiency: +1 damage per unit of perception
Additional Shot
Reinforced Bolts: +25% damage
Quick Hands: 2 shots per turn, -15 to accuracy (cooldown: 3 turns)
Sniper: chance (perception/2; cannot exceed 25%) to kill the enemy (cooldown: 4 turns)(x2)

Thief: +5 to agility; the character gains the ability to steal (agility vs alertness).
Lockpicker: +5 to intelligence and agility; the character gains the ability to pick locks (agility + intelligence).
Assassin: attacking an unsuspecting character who failed the check, (agility vs perception and agility) kills them.
Scout: the character gains the ability to quickly gather information about the nearby area.
Armor Proficiency: removes the movement speed penalty when using heavy armor and shields.
Warlock: +15 mana per unit of endurance.

Magic



Air Magic
Shockwave: knocks back all characters within a radius of 5 cells in front of the mage by 20 cells and stuns for 1 turn (25)
Levitation: the mage lifts themselves into the air and becomes invulnerable to melee attacks for 5 turns, while remaining able to move (50)
Haste: initiative*2, speed*2 for 3 turns (50)
Dust: -80% to accuracy of all shooters in a 20x20 area for 3 turns (70)
Lightning: magic power - 666 damage units (200)
Vortex: lifts the enemy into the air; upon falling, they take damage equal to their endurance*6 and are stunned for 1 turn (70)
Hurricane: lifts all characters in a 10x10 area into the air; upon falling, they take damage equal to endurance*3 and are stunned for 1 turn(200)
Air Elemental: fully protects the master from melee attacks and attacks using air magic if located on an adjacent cell (x3)
Health: amount of the caster's mana.
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 100
Initiative: caster's initiative*2
Evasion: 60
Special: immunity to air and water element spells; +50% damage from earth magic
Spells: dust; lightning



Fire Magic
Searing Armor: -10% of maximum health every turn for 5 turns, or until the enemy removes their armor (100)
Shroud of Fire: allies' weapons (requires a weapon skill and two abilities from it) deal additional fire damage equal to their amount of mana for 3 turns (250)
Inner Flame: when attacking the mage, the enemy takes fire damage equal to the caster's magic power for 5 turns (50)
Fireball: the enemy takes damage: magic power*6 (200)
Fire Rain: all characters in a 10x10 area take damage: magic power*2 (200)
Explosive Sphere: the enemy takes damage: magic power*4; all characters within a radius of 5 cells from the target take damage: magic power (200)
Burn: sets the enemy's hands on fire; for 3 turns they cannot use weapons (x2) (70)
Fire Elemental: fully protects the master from magical attacks using fire magic if located on an adjacent cell; every turn deals fire damage to the enemy attacking the master (x3)
Health: amount of the caster's mana
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 50
Evasion: 30
Initiative: caster's initiative
Special: immunity to fire and air element spells; +50% damage from water magic
Spells: fireball; searing armor



Water Magic
Jet: all characters in a 2x2 straight line take damage: magic power*2 (100)
Protective Shroud: until the end of combat, protects an ally from all types of poisoning and bleeding (100)
Healing: the mage restores the target's health using their own mana
Freeze: the mage freezes the enemy for 5 turns or until damage is dealt to them, -5% of maximum health every turn (100)
Ice Spear: magic power*6 (200)
Ice Shards: all characters in a 10x10 area take damage: magic power*2 (200)
Cold Wave: the mage deals damage equal to magic power*2 to all characters in a radius of 5 cells in front of them and has a chance (willpower vs endurance) to freeze enemies for 1 turn (200)
Water Elemental: fully protects the master from magical attacks using water magic if located on an adjacent cell; every turn deals water damage to the enemy attacking the master (x3)
Health: amount of the caster's mana
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 25
Evasion: 30
Initiative: caster's initiative
Special: immunity to water and earth element spells; +50% damage from fire magic
Spells: jet; protective shroud; freeze



Earth Magic
Boulder: magic power*5; chance (magic power vs endurance and strength) to maim the enemy until the end of combat (150)
Stone Hail: all characters in a 10x10 area take damage: magic power*3 (200)
Stone Wall: the mage surrounds themselves or an ally with a stone wall that absorbs any damage for 5 turns; the character behind the Stone Wall is unable to attack the enemy (100)
Stone Skin: +100% to an ally's health until the end of combat (100)
Swamp: in a 10x10 area, the mage creates a surface that reduces the initiative and speed of characters by 2 times; characters who fail the check (strength vs magic power) lose the ability to move for 5 turns (200)
Quicksand: in a 5x5 area, the mage creates a surface that immobilizes the enemy for 4 turns; characters who fail the check (magic power vs willpower and strength) sink in the sand and die (x2) (200)
Earthquake: the mage spends all mana (no less than 50% of maximum) and partially or completely destroys structures of all types in the specified area (x2)
Earth Elemental: fully protects the master from ranged attacks and attacks using earth magic if located on an adjacent cell (x3)
Health: amount of the caster's mana*3
Mana: amount of the caster's mana/2
Damage: magic power of the caster
Speed: 5
Evasion: 6
Initiative: caster's initiative
Special: immunity to earth and fire element spells; +50% damage from air magic
Spells: boulder; stone wall
1 skill point for a spell when taking any school of magic*
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Special Skills


Mage Society
+1 to targeted spell accuracy for each point of intelligence and will
+20 to awareness

Abilities: ✧ Economist ✧ Spell cost is reduced by 30%
✧ Enduring ✧ +20 mana for each point of endurance
✧ Restoration ✧ Chance (will) to fully restore mana at the end of battle
✧ Specialist ✧ Damage of a chosen school of magic is increased by 20%
✧ Elementalist ✧ -25% damage from all elements; school of magic and an elemental spell from it
✧ Fusion ✧ A mage who has perfected the art of creating elementals is capable of becoming half-elemental; the character transforms into an elemental when necessary, gaining some properties of an elemental body and all spells of that school of magic (x6)
✧ Experimenter ✧ The player gains the ability to create a custom spell for their character within the schools of magic (x3)



Mentalism
Brief description The Order of Mentalists appeared decades after the catastrophe, when mages realized that those from other worlds could and should be fought. This struggle continues to this day. And although the number of invaders has decreased tenfold, the members of the order do not sit idle.
+10 to mental resistance for each point of will
+5 to mental damage for each point of will
Character gains the ability to deal mental damage
Character senses the presence of mental entities nearby
Abilities:✧ Negative Mental Entity ✧ Character summons a negative mental entity that fights on their side; the strength and abilities of the entity depend on the amount of mana invested during its creation and the player's requirements
✧ Positive Mental Entity ✧ Character summons a positive mental entity that protects them; the strength and abilities of the entity depend on the amount of mana invested during its creation and the player's requirements
✧ Spirit Fracture ✧ Enemy takes damage equal to their own mental damage * mentalist's will/4 (200)
✧ Subjugation ✧ Mentalist subjects a mental entity to their will (100)
✧ Banishment ✧ Mentalist banishes a mental entity that has possessed a character (will + intelligence vs victim's willpower) (50)
✧ Mental Spear ✧ Mental entity takes 10*willpower units of damage (200)
✧ Stable Mental Entity ✧ Player gains the ability to create a permanent mental entity (x2)



Alchemy
Character gains the ability to craft preparations that restore health and mana both in and out of combat
The higher the intelligence, the lower the chance of failure when crafting a preparation; base failure chance is 80%, each point of intelligence reduces the failure chance by 2%
Character is able to determine the effects of unknown preparations
Starting set of 15 potions
Abilities: ✧ Poison Expert ✧ Character gains the ability to craft poisons and antidotes, identify poisons used to poison allies; +20 to immunity
✧ Ailment Expert ✧ Character gains the ability to craft preparations that cure physical diseases and mental disorders; +30 to immunity
✧ Explosives Expert ✧ Character gains the ability to create explosive devices; bombs dealing physical, magical, or mental damage; +30 to ranged accuracy when using bombs (x2)
✧ Sling ✧ +20 to accuracy; bombs fly 3 times further
✧ Doping Expert ✧ Character gains the ability to craft preparations that temporarily increase characteristics
The amount of increase depends on the alchemist's intelligence:
50: +15 units
45: +12 units
40: +10 units
35: +7 units
30: +5 units
25: +3 units
20: +1 unit
If desired, potion potency can be adjusted downwards
Chance (intelligence/5) that the crafted potion permanently increases a characteristic (x2)



Necromancy
-50% damage from undead
+15 to awareness
Abilities:✧ Subjugation ✧ Necromancer subjects undead, including sentient ones, to their will; in combat, subjugation lasts for 3 turns (50)
✧ Frailty ✧ All enemy characteristics (except health and mana) are reduced by 50% for 5 turns (100)
✧ Poison Cloud ✧ All enemies in a 10x10 area lose 15% of maximum health over 3 turns (100)
✧ Skeleton ✧ Necromancer raises the skeleton of a killed enemy; the amount of mana spent depends on original life/2
✧ Zombie ✧ Necromancer raises a killed enemy from the dead; the amount of mana spent depends on original life
✧ Lich ✧ Necromancer raises a killed mage from the dead, who is capable of using their spells by spending the master's mana; the amount of mana spent depends on original life
✧ Restoration ✧ Necromancer restores health to their minions using their own mana
✧ Dead Friend ✧ Player gains the ability to create an undead companion (90 characteristic points, min – 5, max – 50, no intelligence or will; 5 ability points, basic skills only) (x2)



Nature Magic
Ability to restore mana using plants; the amount of restored mana depends on the caster's willpower and the plant's size

Abilities: ✧ Poison Ivy ✧ A poisonous plant entwines the enemy, paralyzing them for 3 turns and poisoning them for 5 (-10% of maximum health every turn) (150) (x2)
✧ Herbs of Life ✧ Fairy uses magic and herbs to restore health to themselves or an ally; health is restored by the amount of mana invested
✧ Earth Power ✧ An ally whose health drops below zero on a cell adjacent to the fairy does not die, but loses consciousness until the end of the battle, remaining with 1 health
✧ Flowers of Death ✧ Fairy uses magical powder from poisonous flowers to poison an enemy; -50% characteristics for 3 turns; an enemy who fails the check (immunity vs magic power) dies (200) (x3)
✧ Subjugation ✧ Fairy subjects a wild animal or ent to their will (50)
✧ Ent ✧ Fairy animates a tree or another plant using magic, which fights on the fairy's side until the end of the battle (200)
✧ Wooden Friend ✧ Player gains the ability to create a companion in the form of an anthropomorphic tree (parameters negotiated with GM) (x3)



Monstrology
Damage dealt to wild animals and monsters is increased 2-fold[/COLOR]
Abilities: ✧ Experience ✧ Character is able to recognize tracks of an animal or monster and prevent an attack, or track the beast
✧ Whip ✧ Character stuns a wild animal or monster for 3 turns
✧ Subjugation ✧ Character subjects an animal or monster to their will; in combat, subjugation lasts for 3 turns (x2)
✧ Shapeshifter ✧ Character is able to transform into an animal initially chosen by the player; transformation costs 25% of maximum mana (x2)
✧ Shapeshifter II ✧ Character is able to transform into a monster initially devised by the player; transformation costs all available mana (no less than 50% of maximum) (x3)
✧ Animal Trainer ✧ Player gains the ability to create an animal pet (x2)
✧ Monster Trainer ✧ Player gains the ability to create a monster pet (x3)
✧ Veterinarian ✧ Character spends their mana to restore the health of their ward
✧ Essence ✧ Character transforms an enemy or ally into an animal (for a period of time) corresponding to their essence



Demonology
Free necromancy skill and two ability points for it
Demons ignore the caster if they do not attack them
Damage dealt to demons is increased 1.5-fold
+1 to magic power for each point of intelligence
Brief descriptionThese casters have an extremely bad reputation among orcs and Jurans. This is due not so much to their active use of necromancy, as to the fact that they have learned to summon and control demons. After all the horrors that orcs and Jurans had to endure, even a useful and controllable demon evokes exclusively negative emotions. Among other peoples, they are treated more tolerantly (with the exception of apocalyptics), since these casters rarely cause trouble, preferring to study demons, the worlds they inhabit, methods of summoning and control.
Abilities: ✧ Summoning ✧ Caster summons a demon to their aid, which fights on their side until the end of the battle (demon strength depends on the amount of magical energy invested by the caster into the spell and the player's wishes)
✧ Subjugation ✧ Caster subjects a demon to their will; in combat, subjugation lasts for 3 turns (50)
✧ Burn ✧ Caster deals damage to a demon equal to magic power*10 (200)
✧ Hellish Scream ✧ Caster stuns an enemy for 3 turns with a scream of a demon from another world (magic power vs willpower) (50)
✧ Controlled Demon ✧ Player gains the ability to create a demon as a companion (parameters negotiated with GM) (x3)
✧ Sentient Demon ✧ Player gains the ability to create a sentient demon as a companion (parameters negotiated with GM)(x3)



Runes
Brief description:Since ancient times, dwarves have used rune magic to strengthen not only their weapons, but also their bodies. Over centuries of practice, this mastery has become a powerful tool in the hands of those who wish to become stronger themselves or make their warriors stronger. Rune priests hone this skill for decades, as clumsy application can lead to unpleasant consequences for the dwarf's body or their weapon
Types of runes:
Body Runes
Health Rune: +100-500 health units
Mana Rune: +200-600 mana units
Magic Power Rune: +20-50 magic power units
Willpower Rune: +20-50 willpower units
Initiative Rune: +10-40 initiative units
Speed Rune: +5-20 speed units
Accuracy Rune: +20-50 accuracy units
Evasion Rune: +20-50 evasion units
Immunity Rune: +20-50 immunity units
Mental Resistance Rune: +100-300 mental resistance units
no more than 2 runes*

Weapon Runes
Fire Rune: fire damage equal to character's will*3
Water Rune: water damage equal to character's will*3
Air Rune: air damage equal to character's will*3
Earth Rune: earth damage equal to character's will*3
Mental Rune: character's weapon deals mental damage equal to will*5
Speed Rune: two additional attacks (x3)
Blood Rune: damage dealt to the enemy is converted into health every 4th hit (x3)
no more than 2 runes*

Armor/Shield Runes
Fire Protection Rune: -50% damage from fire magic
Water Protection Rune: -50% damage from water magic
Air Protection Rune: -50% damage from air magic
Earth Protection Rune: -50% damage from earth magic
Reflection Rune: chance (will/3) to reflect an enemy's spell back at them (x3)
no more than 1 rune*


Apocalyptic ▼
Character gains the ability to deal damage to mental entities
Character senses the presence of mental entities and demons nearby [/COLOR]


Wandering Monk
+1000 to mental resistance
Abilities: ✧ Exorcism ✧ Banishes a mental entity that has possessed a human (will + intelligence vs victim's willpower) (150)
✧ Prayer for Health ✧ Monk restores health to an ally using their own mental resistance
✧ Prayer for Repose ✧ Character's dead allies will not be turned into undead and are not subject to possession by mental entities (100)
✧ Prayer of Strength ✧ Monk enables an ally to deal mental damage*2 (150)
✧ Prayer to the Prophet ✧ Restores mental resistance reserve for self or ally after the first battle per game day
✧ Prayer to the Almighty ✧ Monk spends all their mental resistance to resurrect an ally (no less than 50% of maximum)



Holy Warrior
Mental damage and mental resistance are increased 7-fold
+0.5 to willpower for each point of strength[/COLOR]
Abilities: ✧ Fortitude ✧ Damage dealt by negative mental entities and demons is reduced 2-fold.
✧ Demon Hunter ✧ Damage dealt to demons is increased 2-fold.
✧ Prayer to Guardian Angel ✧ Character restores their own health using mental resistance.
✧ Mental Spear ✧ Negative mental entity takes 20*willpower units of damage; positive mental entity takes 1*willpower units of damage (x3)



Laphir Archer
Bow proficiency skill
Perception is increased 1.5-fold[/COLOR]
Abilities:✧ Hand Shot ✧ Character shoots the opponent's leading hand and deprives them of the ability to attack for 3 turns (cooldown: 4 turns)(x2)
✧ Leg Shot ✧ Character shoots the opponent's leg and deprives them of the ability to move for 3 turns (cooldown: 4 turns)(x2)
✧ Neck Shot ✧ Character shoots the opponent's neck and causes bleeding (-15% of maximum health over 3 turns); chance (perception/6 vs endurance) to kill the opponent (cooldown: 8 turns)(x3)
✧ Mental Arrow ✧ Archer deals damage to a mental entity equal to their own mental damage*5
✧ Elven Arrows ✧ Damage is increased 1.5-fold (x2)
✧ Armor-Piercing Tips ✧ Character's arrows pierce armor (x2)
✧ Fast Feet ✧ Character is able to move and shoot simultaneously (x2)
✧ Rain of Arrows ✧ Character fires 5 arrows in one turn (cooldown: 8 turns) (x3)



Ho Qiang
Brief description Not least thanks to this invention, the Jzuans managed to reclaim quite a large territory from the Serhaimites. The so-called "fire spear" is built on the principle of concentrating a person's magical energy using a special mechanism. Such a weapon is not cheap and requires special training to use. Not everyone is capable of mastering firing from it.
Pierces enemy armor
+20 to perception when using a fire spear
Spear damage = magic power *1.5; each shot consumes mana equal to the damage
Abilities: ✧ Shrapnel ✧ Every enemy in a 3x3 line takes damage equal to the character's magic power (x2)
✧ Sight ✧ +50 to ranged accuracy (x2)
✧ Fast Reload ✧ Additional shot (x2)
✧ Concentrated Shot ✧ Shooter uses all their magical energy, dealing damage to the target equal to current mana (x2)
✧ Accumulator ✧ +500 to mana (x3)



Giriza
Membership in Giriza

Brief descriptionThe little that the inhabitants of Senei have, the lords of this organization are always ready to seize. As with many underground structures, entry here is possible only by invitation of a member of Giriza. They do not like refusals, and he who refuses usually soon finds himself in a ditch, with a slit throat or a dagger in the eye. However, besides monthly fees, membership in this organization has its advantages.
Abilities: ✧ Thief ✧ +10 to agility; character gains the ability to steal (agility vs observation)
✧ Lockpicker ✧ +10 to intelligence and agility; character gains the ability to pick locks (agility + intelligence)
✧ Contact ✧ Character knows a scout from Giriza who can suggest profitable targets for robbery (or set them up)
✧ Influential Friends ✧ Upon capture, the character gets the opportunity to avoid punishment for a committed crime
✧ Hideout ✧ Character gains access to a place where they can hide from pursuit, sell stolen goods, buy stolen goods cheaply (or not), treat wounds and diseases (x2)
✧ Partner ✧ Player gains the ability to create a partner - a member of Giriza according to the same rules as the main character; all races except Eleys are available (x3)



Adventurer
+3 to all characteristics
+1 to cunning for each point of intelligence
+1 to awareness for each point of intelligence[/COLOR]
Abilities: ✧ Membership in Giriza ✧
✧ Traveler ✧ +0.5 to speed for each point of agility
✧ Trader ✧ -0.5% to item cost for each point of intelligence (no more than 50%)
✧ Silver Tongue ✧ Character is able to force a merchant to drop 50% of the item cost (cunning vs awareness)
✧ Wandering Merchant ✧ Valuable items and increased capital at the start of the game (x2)
✧ Insight ✧ Character is able to determine target characteristics (perception + awareness vs stealth)
✧ Deception ✧ Character is able to pretend to be dead
✧ Premonition ✧ Character feels potentially lethal danger, an ambush, a potentially dangerous character, the need for more characters to participate in a quest, etc.(x2)
✧ Pirate ✧ Valuable items and jewelry at the start of the game (x2)
✧ Hideout ✧ Character gains access to a place where they can hide from pursuit, sell stolen goods, buy stolen goods cheaply (or not), treat wounds and diseases (x2)
✧ Lucky One ✧ Nullifies the effect of a lethal attack and gives the character a chance to flee the battlefield (once per game day) (x2)
✧ Companion ✧ Player gains the ability to create a partner with the Adventurer skill according to the same rules as the main character; all races except Eleys are available (x3)



Assassin
+100% to agility (or racial agility bonus)
+1 to stealth for each point of perception
+1 to awareness for each point of perception
+0.5 to observation for each point of intelligence
Assassination: attacking an unsuspecting character who fails the check (agility vs perception and agility) kills them [/COLOR]
Abilities: ✧ Membership in Giriza ✧
✧ Information Gathering ✧ Character is able to determine target characteristics (perception + awareness vs stealth)
✧ Throwing Weapons ✧ Assassin gains the ability to use throwing weapons; crit chance is increased 2-fold; kill chance – perception/2 (no more than 25%)
✧ Poison Expert ✧ Assassin gains the ability to craft poisons and antidotes, identify poisons used to poison allies; coat their weapon in poison; +10 to immunity
✧ Mental Strike ✧ Assassin deals damage to a mental entity equal to their own mental damage*5
✧ Stealth ✧ Assassin gains the ability to vanish from sight during battle; upon a successful attack (agility vs perception), the enemy takes 5-fold damage (cooldown: 4 turns) (x2)
✧ Retreat ✧ Assassin leaves the battlefield and hides from pursuit (x2)



Gladiator
+60% to health, willpower, initiative, and accuracy in one-on-one combat
+10 to attractiveness
+10% to rewards[/COLOR]
Abilities: ✧ Expert ✧ Access to combat skills of all peoples (Steel Claws, Dance of Death, Berserker, Troll Combat Technique, Warrior of Hain), if intelligence is above 20; 4 ability points for them(x2)
✧ Jack of All Trades ✧ Free skill and one ability of all basic combat skills (x3)
✧ Weakness Knower ✧ Damage dealt to three chosen races is increased 1.5-fold
✧ Bestiary ✧ Damage dealt to wild animals and monsters is increased 1.5-fold
✧ Otherworldly Slayer ✧ Character gains the ability to deal mental damage; damage dealt to demons and mental entities is increased 1.5-fold



Legionnaire
+40% to health, willpower, initiative, and accuracy if at least one ally participates in the battle

Abilities: ✧ Private ✧ Free skill and three abilities of One-Handed Weapon and Shield (x2)
✧ Specialist ✧ Fully leveled combat skill
✧ Brother for Brother ✧ Legionnaire saves an ally standing within a radius of 2 cells from a lethal blow
✧ First Aid ✧ Legionnaire provides first aid to a mortally wounded (killed) ally, saving their life and removing them from combat (x2)
✧ Tactical Retreat ✧ Legionnaire and their allies leave the battlefield and avoid pursuit
✧ Learning from Mistakes ✧ Analyzing mistakes after battle, the legionnaire has a chance (endurance/5) to increase a desired characteristic by 3 units (only if intelligence is above 10)



Steel Claws
Character gains the ability to use gloves with metal claws in combat; this weapon cannot be destroyed
+1 to damage for each point of strength
Brief description: For centuries, Jurans have honed the art of combat using special gloves worn on the paws. During this time, they developed a unique style that other peoples of the continent are unable to replicate. Their smiths have learned to forge true masterpieces, not inferior in quality to the products of dwarves and elves.
Abilities: ✧ Parrying ✧ (agility vs accuracy)
✧ Counterattack ✧ (accuracy vs evasion)
✧ Whirlwind ✧ Character attacks all enemies located in adjacent cells (cooldown: 4 turns)
✧ Leap ✧ Character leaps a distance equal to speed/2, deals damage to the enemy equal to strength + number of cells crossed*20 and stuns them for 2 turns (cooldown: 4 turns)
✧ Precision Strike ✧ Character delivers a strike causing bleeding; -10% of maximum health over 2 turns (cooldown: 4 turns)
✧ Disarming ✧ Character has a chance (strength vs strength) to knock the weapon out of the enemy's hands (cooldown: 3 turns)
✧ Armor Strip ✧ Character has a chance (strength vs agility) to strip armor from the enemy (cooldown: 4 turns)



Dance of Death
One-handed weapon proficiency skill
Character gains the ability to use a weapon in each hand
Additional attack
+0.5% to crit for each point of will [/COLOR]
Abilities: ✧ Honed Reflexes ✧ Character evades the first attack in battle with 100% probability
✧ Rapid Rotation ✧ Character gains the ability to deflect enemy arrows and bolts with blades for 3 turns
✧ Deadly Dance ✧ All enemies within a radius of 1 cell from the character take damage (cooldown: 4 turns)
✧ Death Rush ✧ Character vanishes into shadow, appears on the cell before the enemy and attacks them with a chance (will) to kill (cooldown: 6 turns)(x2)
✧ Shadow Jump ✧ Character vanishes into shadow, appears on the cell before the enemy and attacks them 5 times; +30% to crit chance (cooldown: 8 turns) (x2)
✧ Elusive Shadow ✧ Character vanishes into shadow and attacks all enemies standing on the battlefield, dealing critical damage; then returns to the original position (cooldown: 10 turns) (x2)



Berserker
Immunity to stealth attacks during battle
+0.5 to accuracy for each point of strength
[/COLOR]
Abilities: ✧ Endurance ✧ Amount of health is increased 1.5-fold if no armor is used
✧ Hardening ✧ In battle, bleeding and poisoning do not affect the character
✧ Frenzy ✧ Until the end of the battle, each attack by the character deals 2 times more damage; character takes 1.5 times more damage from physical attacks (x2)
✧ Rage ✧ Each attack by the character deals critical damage for 5 turns (cooldown: 7 turns) (x2)
✧ Battle Euphoria ✧ Each killed enemy increases the character's initiative and speed by 5 (x2)



Troll Combat Technique
+0.2 to accuracy for each point of strength
Abilities: ✧ Wall ✧ Troll takes all attacks for 3 turns
✧ Kick ✧ Troll knocks the enemy back 20 cells, deals damage equal to strength and stuns for 1 turn (cooldown: 2 turns)
✧ Flesh Eater ✧ Troll eats a killed enemy, restoring health by the amount of the enemy's life
✧ Headlong ✧ Troll runs in a straight line and deals damage equal to strength to all enemies within a radius of 2 cells (cooldown: 2 turns)
✧ Roar ✧ Troll lets out a piercing roar; enemies who fail the check (willpower vs skepticism) flee in terror or surrender (cooldown: 3 turns) (x2)
✧ Deadly Embrace ✧ Troll grabs an enemy within a radius of 2 cells and strangles them, removing them from combat; an enemy who fails the check (strength + endurance vs strength) dies (cooldown: 4 turns) (x2)



Warrior of Hain
Character is able to deal damage to mental entities
Mental resistance is increased 2-fold
Abilities:✧ Ronin ✧ Free skill and three abilities of Two-Handed Weapon; +50% to accuracy; +5 to health for each point of will; +1 to willpower for each point of endurance (x2)
✧ Yumi ✧ Free skill and three abilities of Bow; +2 to health for each point of will; +1 to ranged accuracy for each point of will; +1 to willpower for each point of endurance (x2)
✧ Yamabushi ✧ Free skill and three abilities of Polearm; +50% to accuracy; +5 to willpower for each point of endurance; +2 to health for each point of will (x2)
✧ Clear Mind ✧ In battle, the character cannot be frightened, stunned, or subjugated (x2)
✧ Healing Meditation ✧ Character restores their health using mana or mental resistance (2 health units per 1 mana/resistance) (x2)
✧ Proximity of Death ✧ +30% to initiative if character's health is below 50% of maximum; +50% to initiative, +30% to speed if character's health is below 15% of maximum, additional attack(x3)
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Undead ▼
Brief DescriptionNecromancers, who for centuries attempted to create sentient undead, never succeeded. However, the Collapse caused the emergence of sentient dead. Despite this, no breakthrough in the field of necromancy occurred. Five hundred years later, dark wizards have still failed to determine exactly how some lucky individuals survive their own death—why the mind continues to function despite the absence of a soul. Currently, the most popular theory is that of Ashal, a Necromancer and senator of the Seney Republic. According to his assumptions and experiments, personalities that survived their death are filled with the mental energy of otherworldly entities. How this energy enters their body remains a mystery. It is assumed that this happens when living for a long time near rift sites. Unfortunately, this information is poorly supported by facts.
Racial bonus is nullified; bonuses affecting characteristics remain
Mental Fortitude replaces the character's health
Mental Fortitude restores based on will*4 per game day



Zombie
Brief DescriptionOver time, the same happens to sentient undead as it does to ordinary dead. The process is not pleasant, especially for those around them. However, there is little pleasure for the zombie itself either, as it is still capable of feeling pain.
Inability to use magic
Physical damage reduced by half
Stealth attacks do not kill the character
Immunity to diseases, poisons, bleeding
Psychological disorder
+40 to unsightly
+35 to mental fortitude for each unit of endurance
+25 to mental fortitude for each unit of strength

✧ Restoration ✧ At the end of battle (in case of victory), the zombie restores mental fortitude by the amount of damage dealt during battle/5
✧ Disease ✧ The character's weapon is contagious and infects the opponent with an ailment upon contact; an opponent who fails the check (will vs immunity) loses 5% of maximum health each turn until cured or dead (x3)


Skeleton
Brief DescriptionThe final stage, which few reach. To end their suffering, most turn to mentalists. But some continue their existence, finding tasks to occupy themselves with while passing sleepless nights.
Inability to use magic
Damage from all elements reduced by half
Immunity to diseases, poisons, bleeding, stunning, stealth attacks
Immunity to negative effects affecting the mind
Muteness
Psychological disorder
+20 to unsightly
+25 to mental fortitude for each unit of endurance
+15 to mental fortitude for each unit of agility

✧ Restoration ✧ At the end of battle (in case of victory), the skeleton restores mental fortitude by the amount of damage dealt during battle/5
✧ Steel Bones ✧ +500 to mental fortitude (x2)


Lich
Brief DescriptionIt is believed that Necromancers who were lucky enough to become undead lost only part of their soul and are therefore capable of accumulating magical energy to cast spells. They have also learned to restore mental fortitude and maintain the state of their body in an acceptable form.
Immunity to diseases and poisons
Free necromancy skill, "Debility", "Skeleton", "Restoration" spells
+20 to mental fortitude for each unit of will
+10 to mental fortitude for each unit of intelligence
✧ Meditation ✧ The Lich restores mental fortitude using mana


Cult of Jolai
+30 to charisma
+20% to endurance
Immunity to diseases
The character feels almost no pain
Brief DescriptionThis cult appeared during the turbulent and difficult times of decline, when many influential people lost their former greatness. They were extremely dissatisfied with the general decay, epidemics, wars, and other vicissitudes of the world. They spent their already too short lives dealing with the consequences of the cataclysm on their lands. Accustomed to living in luxury, former aristocrats united around a figure named Jolai. No one knows who he is or where he came from. Some written sources claim he was the sole surviving member of the imperial family of Eleia; others, that he was the court mage of the last monarch of the Kingdom of Tsutar; thirds, that he was a demonic entity arrived from another world. Either way, those who passionately desired to get as much pleasure out of life as possible while prolonging it joined him. Only a few skilled mages could significantly extend their lives. Jolai, however, created a technique by which his followers prolonged their own lives at the expense of other people's lives. Even in those times, little was known about the cult. It existed secretly, and it was impossible to join simply so. As a rule, the cultists themselves chose those who were worthy of learning their skills and knowing all the joys of flesh and consciousness. Subsequently, the methods of bringing pleasure became more sophisticated. But the adepts did not stop there. Increasingly, they resorted to torturing any creatures that came their way. Over time, entire villages and cities fell victim to the chaos and discord brought by the sorcerers, adding to the already hard, bleak, and danger-filled lives of ordinary people. However, such exuberant activity did not go unnoticed. The new republican government formed special detachments of mages and warriors to destroy the cultists. Soon they had to lay low. Currently, their numbers have significantly decreased and they do not pose as much danger as they once did.
Skills: ✧ Hunger ✧ The victim loses control over themselves and begins to eat all the food they can find; a character who fails the check (endurance vs magic power/2) dies of overeating (out of combat) (200)
✧ Despair ✧ The victim loses 30% of characteristics; a character who fails the check (willpower vs magic power/2) commits suicide (200)
✧ Dreams ✧ The victim falls asleep and enters a dream world where all their wildest desires come true; a character who fails the check (skepticism vs magic power/2) remains in a state of sleep until complete exhaustion (out of combat) (200)
✧ Attraction ✧ The victim loses control over themselves and begins to seek individuals of the preferred gender in hopes of satisfying animal instincts; a character who fails the check (endurance vs magic power/2) dies of a heart attack (out of combat) (200)
✧ Rage ✧ The victim loses control over themselves and attacks the nearest character (in combat lasts for 3 turns) (x2) (50)
✧ Chosen One ✧ The victim loses the ability to harm the caster in any way for 5 turns (x3) (200)
✧ Seduction ✧ A cult follower uses a special magic technique to seduce the target (of any gender); a character who fails the check (willpower vs attractiveness*1.5) yields to temptation and falls under the influence of the cultist; sexual contact with the victim kills them and permanently increases the caster's endurance by 1; increases health by will*0.5% of the victim's life (x3) (250)
✧ Jolai's Blessing ✧ The character comes back to life at the end of battle with 50% health (x3)



Cult of Silence
+4 skill points
Amount of mental fortitude increased by 50 times
Amount of mental damage increased by 5 times
Immunity to negative effects affecting the mind
Racial bonus is nullified
Brief Description During the turmoil, the peoples of Walla saved themselves as best they could. Some fled to distant islands, some hid high in the mountains, some deep underground. But some decided that one could hide within oneself and in each other. Followers of the Cult of Silence build buildings that the uninformed call temples. They build them exclusively to listen to the silence there. In these temples, nothing is ever spoken. And even if they try, they cannot do so. It is impossible to create any sound there. The most brilliant mages of the republic are still struggling with the mystery of how the order members achieve such an effect. The dwellings of the silent continue to loom in deep silence over major cities across the continent. Order members usually live in peaceful communities at the "temple". Occasionally they can be met far from civilization. Those silent ones who chose the path of solitude enjoy special respect among their brethren.
Skills: ✧ Barrier ✧ The silent one creates a barrier around themselves, protecting them from any external influence until it is completely destroyed (mental fortitude)
✧ Gift ✧ The silent one creates a barrier around an ally, protecting them from any external influence until it is completely destroyed (ally's mental fortitude*5) (300)
✧ Healing ✧ The silent one restores an ally's health at the expense of their own mental fortitude
✧ Cleansing ✧ The silent one removes all mind-affecting curses from an ally and expels any inhabiting mental entities (300)
✧ Meditation ✧ The silent one restores mental fortitude using mana (x2)
✧ Wave ✧ All opponents within a radius of 20 cells receive mental damage (mental damage*2, divided among all opponents); the amount of mental damage is reset to zero (x2)
✧ Pacification ✧ The silent one forces an opponent to stop fighting and retreat (willpower vs willpower) (x2) (400)
✧ Return ✧ The silent one resurrects a character, spending 50% of maximum mental fortitude to do so (x3)
✧ Seal of Silence ✧ The silent one places a seal of silence on a mage, depriving them of the ability to cast spells for 5 turns (mental damage vs mental fortitude and willpower) (x3) (400)



Structuralism
+5 to magic power for each unit of intelligence
+20 to mental fortitude for each unit of intelligence
+50 to mana for each unit of will
+5 skill points
Mental entities, demons, and monsters, when attacking the character in melee combat, receive damage equal to the caster's will every turn
Absence of aging
Psychological disorder
Racial bonus is nullified
Inability to use spells from other schools of magic
No more than 1 player
Brief Description What does the Mages' Society know about the magic of structuralism? Perhaps only that they know nothing. Where wizards capable of affecting the very structure of reality come from is unknown. It is known only that there are very few of them and they are encountered extremely rarely. And even if you meet one, it's not certain you will remember the event. Rumors circulate among the Society's professors that Structuralists know the most about the Collapse—its causes, consequences, and everything associated with it. But for some unknown reason, they do not wish to share this knowledge. Nor do they wish to share anything at all. The goals they pursue are unknown. For obvious reasons, determining whether a Structuralist's influence took place is practically impossible. There is an opinion that they are the ones responsible for the Collapse. There is an opinion that they have access to the power structures of the entire world and secretly control it. There is an opinion that only female individuals can be Structuralists. There is an opinion that Structuralists do not actually exist, and all stories and testimonies of meeting them are tales of windbags and delusions of madmen. Either way, one cannot speak of that which does not exist.
Skills: ✧ Copy ✧ The caster creates a copy of themselves or another character, spending mana equal to the original's life units; the copy behaves like the original and exists for some time
✧ Sleep ✧ The caster forces the target into a deep sleep (50)
✧ Nightmare ✧ The caster plunges the target into a sleep in which they fight their own fears; a target who fails the check (skepticism vs will) remains in the world of nightmares until complete exhaustion (250)
✧ Subjugation ✧ The caster subjugates a chosen character to their will; in combat, subjugation lasts for 3 turns (100)
✧ Oblivion ✧ The caster forces the target to forget the last few hours of their life or changes their memories (150)
✧ Metamorphosis ✧ The caster is able to turn into an object of their own size, twice as small, or twice as large (150)
✧ Doppelganger ✧ The caster is able to turn into a character they have seen with their own eyes (150)
✧ Incorporeality ✧ The caster is able to pass through obstacles; in combat, receives immunity to all types of damage for 3 turns (250)
✧ Soul Imprint ✧ The caster learns the target's characteristics and skills (100)
✧ Cleansing ✧ The caster removes all negative effects from themselves (250)
✧ Vampirism ✧ The caster restores their own health at the expense of an opponent's or ally's health; the amount of restored health depends on the amount of mana spent
✧ Teleportation ✧ The caster is able to move a distance equal to their willpower, spending willpower*2 units of mana
✧ Energy Spear ✧ Mental entities, demons, and monsters receive damage equal to the amount of invested mana (x2)
✧ Fortitude ✧ The caster's willpower is increased by 3 times (x2)
✧ Resurrection ✧ The caster resurrects an ally with 10% of maximum health (x2) (500)
✧ Omniscience ✧ The caster is visited by visions of potentially possible outcomes, images of the near future, past, and present (x3)
✧ Mirror ✧ The caster has a chance (will vs accuracy) to reflect a directed spell back at the opponent (x3)
✧ Rollback ✧ The caster spends all mana (no less than 50% of maximum) and turns time backward within their area of effect (x3)
✧ Transfer ✧ Upon death in or out of combat, the caster's soul moves into the nearest sentient being, preserving all skills and parameters of will and intelligence (x3)

Hidden Skills
Hidden Information
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Skills Sheet

Additional information.

1. There is no limit to additional characteristics, and they are not required to be upgraded.
2. Skepticism is necessary when checking against certain skills; a character with high skepticism will doubt the words of an NPC if they are knowingly false; awareness is necessary when checking against certain skills; a character with high awareness can determine the properties of various items.
3. Skills from basic combat abilities can be chosen in any order, as well as skills from other categories.
4. Names: Dzuan and Hain are Chinese and Japanese respectively; the rest of the countries are fantasy-based.
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Tiolas[/COLOR]


Origin:
Fairies: character is capable of flight, immunity to melee attacks, evasion from ranged attacks increased by 1.5 times; +2 to immunity for each point of intellect

Characteristics:
Strength - 5
Agility - 15
Perception - 20
Endurance - 20
Intellect - 40
Will - 35
Charisma - 5

Parameters:Health - 325
Mana - 500 (600)
Magic Power - 55
Willpower - 45
Initiative - 27
Speed - 4
Melee Accuracy - 19
Ranged Accuracy - 20
Immunity - 151
Crit - 15%
Mental Fortitude - 47
Mental Damage - 35 (175)
Skepticism - 40
Awareness - 20
Observation - 20
Stealth - 15 (25)
Cunning - 13
Evasion - 19
Attractiveness - 25
- To item cost - 2%
+ To rewards - 2%

Skills:
Alchemy
The character gains the ability to craft preparations that restore health and mana both in and out of combat
Failure chance during crafting - 0%
The character is able to determine the effects of unknown preparations
Starting set of 15 potions
Abilities:
✧ Poison Expert ✧ The character gains the ability to craft poisons and antidotes, and identify poisons used to poison allies; +20 to immunity
✧ Ailment Expert ✧ The character gains the ability to craft preparations that cure physical diseases and mental disorders; +30 to immunity

Nature Magic
Ability to restore mana using plants; the amount of restored mana depends on the caster's willpower and the size of the plant

Abilities:
✧ Herbs of Life ✧ The fairy uses magic and herbs to restore health to themselves or an ally; health is restored by the amount of mana invested
✧ Subjugation ✧ The fairy subjugates a wild animal or an ent to their will (50)

Weapon Stats:
Knife: damage - 15 (5+10)
Staff: damage - 20 (10+10); the character gains the ability to deal mental damage*5
Healer's Mantle: -10% physical damage; healing spells restore 2 units of health per 1 mana

Inventory:
13 577 sen
Long staff decorated with feathers and pebbles: +100 to mana
Clothing
Cloak: +10 to stealth
Field medical kit: restores 50 units of health; stops bleeding
Corn: restores 10 units of health (out of combat); -5% air magic damage in the next battle
Apple: restores 10 units of health (out of combat); -5% damage from mental entities in the next battle
Rusks: restore 10 units of health
Medium health potion: restores 300 units of health (out of combat) (x5)
Large health powder: restores 500 units of health (x8)
Large mana powder: restores 600 units of mana (x9)
Universal healing potion: cures the character of diseases (x5)
Universal antidote: cures the character of poisons (x5)
Supply of ingredients for potions and brewing tools
Book (x2)
Map
Boiled dwarf head: apparently, the head is not very edible, at least for ordinary creatures, but someone would surely like it (x15)
Tsenira[/COLOR] [/B]


Origin:
Republic Elves: +25 characteristic points

Characteristics:
Strength - 5
Agility - 5
Perception - 25
Endurance - 30
Intellect - 50
Will - 50
Unseemliness - 0 (5)

Parameters:Mental Fortitude - 1566
Mana - 1250 (2000)
Magic Power - 75 (80)
Willpower - 65
Initiative - 27
Speed - 2
Melee Accuracy - 10
Ranged Accuracy - 125
Crit - 16%
Mental Damage - 50 (250)
Skepticism - 50
Awareness - 85
Observation - 25
Stealth - 5
Cunning - 10
Evasion - 10
Target Change Chance - 2%
Attractiveness - (-5)
+ To item cost - 2%
- To willpower checks - 2


Skills:
Undead
Racial bonus is nullified, bonuses affecting characteristics remain
Mental fortitude replaces the character's health
Mental fortitude is restored by 200 units per game day


Lich
Immunity to diseases and poisons
Free Necromancer skill, "Frailty", "Skeleton", "Restoration" spells
+20 to mental fortitude for each point of will
+10 to mental fortitude for each point of intellect
✧ Meditation ✧ Lich restores mental fortitude using mana

Necromancer
-50% damage from undead
+15 to awareness

✧ Frailty ✧ All enemy characteristics (except health and mana) are reduced by 50% for 5 turns (100)
✧ Skeleton ✧ The Necromancer raises the skeleton of a killed enemy; the amount of mana spent depends on original life/2
✧ Restoration ✧ The Necromancer restores health to their minions using their own mana

Mage Guild
+1 to targeted spell accuracy for each point of intellect and will
+20 to awareness

✧ Enduring ✧ +20 to mana for each point of endurance
✧ Restoration ✧ Chance (50%) to fully restore mana at the end of battle
✧ Elementalist ✧ -25% damage from all elements; school of magic and elemental spell of the day

Water Magic
Ice Spear: 720 damage units (200)
Freeze: mage freezes the enemy for 5 turns or until they take damage, -5% of maximum health every turn (100)
Water Elemental: completely protects the master from magical attacks using water magic if located on an adjacent cell; deals water damage every turn to enemies attacking the master
Life: 1250
Mana: 625
Damage: 75 (80)
Speed: 25
Evasion: 30
Initiative: 27
Features: immunity to water and earth element spells; +50% fire magic damage
Spells: jet; protective veil; freeze

Weapon Stats:
Necromancer's Dagger: damage - 15 (5+10); the character gains the ability to deal mental damage*5

Lightning: 96 - 799 damage units (200)
Fireball: enemy takes damage: 576 (200)
Boulder: 480 damage units; chance (magic power vs endurance and strength) to maim the enemy until the end of battle (150)

Inventory:
5 550 sen
Necromancer clothing: +5 to unseemliness
Necromancer book on necromancy: +5 to magic power
Ring with a roaring dragon: +20% damage from targeted spells
Elemental Strike: +750 to mana; spells: "Lightning", "Fireball", "Ice Spear", "Boulder"
Tome of Water Magic: +30% water magic damage; spell costing no more than 1 skill point
Earth Mage Staff: +40 to targeted spell accuracy; "Stone Skin" spell
Earth Mage Belt: +15% damage from targeted earth magic spells
Research notes
Large mana powder: restores 600 units of mana (x4)
Small mana potion: restores 200 units of mana (out of combat) (x1)
Large health powder: restores 500 units of health (x2)
Scroll: Levitation (x2)
Scroll: Healing (x2)
Scroll: Clear Mind (immunity to mind-affecting spells until the end of battle) (x3)
Do Ri'Chard[/COLOR]


Origin:
Jurans, lions: strength increased by 2 times; ability to attack enemies with claws (damage = strength); unable to use ranged weapons

Characteristics:
Strength - 110
Agility - 20
Perception - 5
Endurance - 40
Intellect - 20
Will - 5

Parameters:Health - 1150 (1760)
Mana - 400
Magic Power - 15
Willpower - 25 (40)
Initiative - 20 (32)
Speed - 26 (24)
Melee Accuracy - 71 (114)
Ranged Accuracy - 5
Immunity - 62
Crit - 9%
Mental Fortitude - 17
Mental Damage - 5 (25)
Skepticism - 20
Awareness - 20
Observation - 5
Stealth - 20
Cunning - 4
Evasion - 21
Attractiveness - 10
+ To rewards - 10

Skills:
Gladiator
+60% to health, willpower, initiative and accuracy in one-on-one combat
+10 to attractiveness
+10% to rewards[/COLOR]
Abilities:
✧ Expert ✧ Access to combat skills of all peoples (Steel Claws, Dance of Death, Berserker, Troll Combat Technique, Warrior of Hain), if intellect is above 20; 4 skill points for them

Steel Claws
The character gains the ability to use gloves with metal claws in combat; this weapon cannot be destroyed
+1 to damage for each point of strength
✧ Whirlwind ✧ The character attacks all enemies located on adjacent cells (cooldown: 4 turns)
✧ Disarm ✧ The character has a chance (strength vs strength) to knock the weapon out of the enemy's hands (cooldown: 3 turns)
✧ Jump ✧ The character jumps a distance equal to speed/2, deals damage to the enemy equal to strength + number of cells crossed*20 and stuns them for 2 turns (cooldown: 4 turns)

Berserker
Immunity to stealth attacks during combat
+0.5 to accuracy for each point of strength
Fury ✧ Every attack the character deals critical damage for 5 turns (cooldown: 7 turns)


Weapon Stats:
Officer's Claws: damage - 450 (120+220+110); indestructible; the character gains the ability to deal mental damage*5
Medium Armor: -25% physical damage; -2 to speed

Inventory:
8 795 sen
Orc girl's handkerchief: +10% damage to orcs, trolls and goblins
Ring of Character: -25% from all types of damage
Medium health powder: restores 300 units of health
Large health powder: restores 500 units of health (x3)
Small health potion: restores 100 units of health (out of combat) (x2)
Goldleaf nectar collected by virgin fairies on the island of Ofaash: resurrects a killed ally after battle with 10% health

Origin:
Elei: +40 to attractiveness; +4 skill points; 1% chance to kill the first enemy in battle with an attack of any type.

Characteristics:
Strength - 5
Agility - 5
Perception - 10
Endurance - 30
Intellect - 50
Will - 40

Parameters:Health - 475
Mana - 1250 (2750)
Magic Power - 115 (120)
Willpower - 60 (65)
Initiative - 27
Speed - 2 (4)
Melee Accuracy - 7
Ranged Accuracy - 100
Immunity - 31
Crit - 13%
Mental Fortitude - 56
Mental Damage - 40
Skepticism - 50
Awareness - 85
Observation - 10
Stealth - 5
Cunning - 10
Evasion - 7
Attractiveness - 40 (55)

Skills:
Mage Guild
+1 to targeted spell accuracy for each point of intellect and will
+20 to awareness

Abilities:
✧ Economist ✧ Spell cost reduced by 30%
✧ Enduring ✧ +20 to mana for each point of endurance
✧ Elementalist ✧ -25% damage from all elements; school of magic and elemental spell of the day

Necromancer
-50% damage from undead
+15 to awareness
Abilities:
✧ Frailty ✧ All enemy characteristics (except health and mana) are reduced by 50% for 5 turns (70)
✧ Poison Cloud ✧ All enemies in a 10x10 area lose 15% of maximum health over 3 turns (70)

Demonology
Free Necromancer skill and two skill points for it
Demons ignore the caster if they do not attack them
Damage dealt to demons increased by 1.5 times
+1 to magic power for each point of intellect

Abilities:
✧ Summoning ✧ The caster summons a demon to help, who fights on their side until the end of the battle (demon strength depends on the amount of magical energy invested by the caster into the spell and player preferences)
✧ Sentient Demon ✧ The player gains the ability to create a sentient demon as a companion (parameters are negotiated with the GM)

Fire Magic
Veil of Fire: allies' weapons (requires weapon skill and two abilities from it) deal additional fire damage equal to their mana for 3 turns (175)
Fire Rain: all characters in a 10x10 area take damage: 312 (140)
Fireball: enemy takes damage: 1296 (140)
Fire Elemental: completely protects the master from magical attacks using fire magic if located on an adjacent cell; deals fire damage every turn to enemies attacking the master
Life: 1250
Mana: 625
Damage: 115
Speed: 50
Evasion: 30
Initiative: 27
Features: immunity to fire and air element spells; +50% water magic damage
Spells: fireball; glowing armor

Inventory:
10 000 sen
Demonic earrings: +5 to willpower
Sorcerer's robe: +5 to magic power
Staff of the Fire Lord: targeted fire magic spells deal 10% more damage
Runic magic staff: large mana rune (+1000 to mana); large elemental damage rune (+50% damage from targeted spells); mental rune (deals 200 mental damage), cooldown: 3 turns
Traveling high-heeled boots: +5 to attractiveness; +2 to speed
Dwarf mage helmet: +500 to mana
Stockings: +10 to attractiveness
Book "Pleasure in Pain": +5 to willpower
Tome of Fire Magic: +30% fire magic damage; spell costing no more than 1 skill point
Scroll: Freeze
Scroll: Stone Wall
Large health powder: restores 500 units of health (x2)
Large mana powder: restores 600 units of mana (x3)
Etal


Origin:
Demon

Characteristics:
Strength - 45
Agility - 40
Perception - 10
Endurance - 59
Intellect - 5
Will - 25

Parameters:Health - 1110
Mana - 345
Magic Power - 27
Willpower - 54
Initiative - 22
Speed - 17
Melee Accuracy - 60
Ranged Accuracy - 10
Immunity - 68
Crit - 11%
Mental Fortitude - 38
Mental Damage - 25 (125)
Skepticism - 5
Awareness - 5
Observation - 10
Stealth - 40
Cunning - 1
Evasion - 42

Skills:
Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Wide Strike: deals damage to all enemies standing in front of the character within 1-2 cells (cooldown: 3 turns)
Additional Attack

Demonic Abilities:
✧ Camouflage ✧ Allows the demon to create an illusion of human appearance; characters with high will (40 and above) see the demon's true form
✧ Love Bond ✧ + 9 to endurance; +5 to will; + 5 to strength; the demon takes all damage received by its master; to maintain the love bond, the demonologist must enter physical contact with the demon once per game day and satisfy its needs, otherwise the bond will weaken and stop working (-25% of maximum health every game day; when health drops to 75% of maximum, the demon attempts to satisfy its needs through the nearest female persons)

Weapon Stats:
Sun Hammer: damage - 417 (200+90+90+37); deals fire damage to the enemy equal to character's will*1.5, *3 at night and in dark rooms; every eighth hit applies burning to the enemy,
-5% of maximum health over 2 turns
Blooddrinker: damage - 280 (100+90+90); every 4th hit restores health by 10% of damage dealt; the character gains the ability to deal mental damage*5
Armor of Darkness: -45% physical damage
Mind Prison: immunity to stun; immunity to mind-affecting spells;
unable to use mind-affecting spells

Inventory:
Cucumber: restores 10 units of health (out of combat); -5% water magic damage in the next battle
Potato: restores 10 units of health (out of combat); -5% fire magic damage in the next battle
Rusks: restore 10 units of health (x10)
Wine: +5 to speed, -10 to skepticism, -10 to will checks in the next battle
Large health powder: restores 500 units of health (x4)
Medium health powder: restores 300 units of health (x1)
Willpower potion: +30 to willpower until the end of battle
Ring of Guardianship: resurrects the player at the end of battle with 10% of maximum health if their allies won, then breaks

Origin:
Trolls: strength and endurance increased by 3 times; agility and intellect decreased by 2 times; + 15 to unseemliness; in the Two-handed Weapon "Accuracy" ability, strength is replaced by perception; unable to use bows

Characteristics:
Strength - 144
Agility - 20
Perception - 5
Endurance - 102
Intellect - 4
Will - 5
Unseemliness - 15

Parameters:Health - 2250 (3150)
Mana - 550
Magic Power - 7
Willpower - 56 (78)
Initiative - 12 (17)
Speed - 33
Melee Accuracy - 52 (73)
Ranged Accuracy - 5
Immunity - 131
Crit - 6%
Mental Fortitude - 26
Mental Damage - 5 (25)
Skepticism - 4
Awareness - 4
Observation - 5
Stealth - 20
Cunning - 1
Evasion - 21
Target Change Chance - 7%
Attractiveness - (-15)
+ To item cost - 7%
- To willpower checks - 7

Skills:
Legionnaire
+40% to health, willpower, initiative and accuracy if at least one ally participates in battle

✧ Specialist ✧ Fully leveled combat skill

Troll Combat Technique
+0.2 to accuracy for each point of strength

✧ Wall ✧ Troll takes all attacks for 3 turns
✧ Deadly Embrace ✧ Troll grabs their opponent within a radius of 2 cells and strangles them, removing them from combat; an opponent who fails the check (strength + endurance vs strength) dies (cooldown: 4 turns)

Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Wide Strike: deals damage to all enemies standing in front of the character within 1-2 cells (cooldown: 3 turns)
Additional Attack
Severing: chance (25%) to sever one of the opponent's body parts (removes opponent from combat or kills; cooldown: 4 turns)

Weapon Stats:
Two-handed Club: damage - 716 (140+288+288); the character gains the ability to deal mental damage*5
Light Armor: -10% physical damage

Inventory:
7 000 sen
Large health powder: restores 500 units of health (x3)
Liroi[/COLOR]


Origin:
Tsutar: +3 to willpower for each point of endurance and strength; -1 to skepticism for each point of will

Characteristics:
Strength - 50
Agility - 30
Perception - 5
Endurance - 20
Intellect - 5
Will - 25
Unseemliness - 45

Parameters:Mental Fortitude - 2160/2160
Mana - 0
Willpower - 270
Initiative - 17
Speed - 16 (11)
Melee Accuracy - 51
Ranged Accuracy - 5
Crit - 8%
Mental Fortitude - 210
Mental Damage - 175
Skepticism - (-20)
Awareness - 5
Observation - 5
Stealth - 30
Cunning - 1
Evasion - 31
Attractiveness - 10

Skills:
Apocalyptic
Character gains the ability to deal damage to mental entities
Character senses the presence of mental entities and demons nearby


Holy Warrior
Mental damage and mental fortitude increased by 7 times
+0.5 to willpower for each point of strength

✧ Resilience ✧ Damage dealt by negative mental entities and demons is reduced by 2 times

Undead
Racial bonus is nullified, bonuses affecting characteristics remain
Mental fortitude replaces the character's health
Mental fortitude is restored by 100 units per game day


Zombie
Unable to use magic
Physical damage halved
Stealth attacks do not kill the character
Immunity to diseases, poisons, bleeding
Psychological Disorder: upon death of an ally, the character falls into a rage and attacks all enemies in turn until they die, or the character himself dies; unable to flee the battlefield while in a state of rage; -20 to accuracy and evasion while in a state of rage
+40 to unseemliness
+35 to mental fortitude for each point of endurance
+25 to mental fortitude for each point of strength
✧ Restoration ✧ At the end of battle (in case of victory), the zombie restores mental fortitude by the amount of damage dealt during battle/5


Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Additional Attack

Armor Wearing: removes movement speed penalty when using heavy armor and shields

✧ Regeneration ✧ Undead fully restores mental fortitude reserve at the end of battle in case of victory
✧ Mistress' Seal ✧ Undead fully obeys the will of their mistress, maintaining a clear mind and understanding that they have become a puppet in others' hands; undead hears the call of the mistress wherever they may be

Weapon Stats:
Magalos: damage - 420 (220+100+100); pierces armor
Two-handed Axe: damage - 330 (130+100+100); -10% enemy armor
Sturdy Fighter's Armor: -50% physical damage; immunity to critical hits in melee; -5 to speed
Ajaber's Fury: immunity to stun; "Fury" ability: every attack the character deals critical damage for 5 turns (cooldown: 10 turns)
Helmet: immunity to stun

Inventory:
12 050 sen
Accuracy potion: +30 to accuracy until the end of battle
Sayuri[/COLOR]


Origin:
People of Hain: +100 to mental fortitude; +1 skill point

Characteristics:
Strength - 25
Agility - 50
Perception - 10
Endurance - 25
Intellect - 20
Will - 10

Parameters:Health - 550 (880)
Mana - 325
Magic Power - 20
Willpower - 47 (75)
Initiative - 35 (56)
Speed - 15
Melee Accuracy - 93 (149)
Ranged Accuracy - 10
Immunity - 30
Crit - 16%
Mental Fortitude - 238
Mental Damage - 10 (60)
Skepticism - 20
Awareness - 20
Observation - 10
Stealth - 50 (60)
Cunning - 4
Evasion - 52
Attractiveness - 10

Skills:
Gladiator
+60% to health, willpower, initiative and accuracy in one-on-one combat
+10 to attractiveness
+10% to rewards

✧ Expert ✧
Access to combat skills of all peoples (Warrior of Hain), if intellect is above 20; 4 skill points for them

Warrior of Hain
Character is capable of dealing damage to mental entities
Mental fortitude increased by 2 times

✧ Ronin ✧
Free skill and three Two-handed Weapon abilities; +50% to accuracy; +5 to health for each point of will; +1 to willpower for each point of endurance
✧ Clear Mind ✧
In battle, the character cannot be frightened, stunned or subjugated

Two-handed Weapon
Skilled Wielding: +2 to damage for each point of strength.
Accuracy: +0.4 to accuracy for each point of strength
Wide Strike: deals damage to all enemies standing in front of the character within 1-2 cells (cooldown: 3 turns)
Additional Attack

Assassin: attacking an unsuspecting character who failed the check, (agility vs perception and agility) kills them.

Weapon Stats:
Katana: damage - 220 (120+50+50); +50 to mental damage

Inventory:
5 380 sen
Kasa: +10 to stealth
Universal healing potion: cures the character of diseases
Universal antidote: cures the character of poisons
Willpower potion: +30 to willpower until the end of battle
Large health powder: restores 500 units of health (x2)
Medium health powder: restores 300 units of health (x1)
Suspicious doll
Krailos[/COLOR]


Origin:
Republic People: +2 skill points; +1 to skepticism for each point of will; +5 to mana for each point of intellect

Characteristics:
Strength - 33
Agility - 30
Perception - 10
Endurance - 30
Intellect - 20
Will - 28
Unseemliness - 15

Parameters:Health - 780 (1842)
Mana - 450
Magic Power - 38
Willpower - 43 (60)
Initiative - 25 (35)
Speed - 13
Melee Accuracy - 53 (74)
Ranged Accuracy - 10
Immunity - 37
Crit - 12%
Mental Fortitude - 38
Mental Damage - 28 (140)
Skepticism - 43
Awareness - 40
Observation - 10
Stealth - 30
Cunning - 24
Evasion - 32
Target Change Chance - 7%
Attractiveness - (-15)
+ To item cost - 7%
- To willpower checks - 7

Skills:
Legionnaire
+40% to health, willpower, initiative and accuracy if at least one ally participates in battle

Abilities:
✧ Private ✧ Free skill and three One-handed Weapon and Shield abilities

Adventurer
+3 to all characteristics
+1 to cunning for each point of intellect
+1 to awareness for each point of intellect[/COLOR]
Abilities:
✧ Premonition ✧ The character senses potentially deadly danger, an ambush, a potentially dangerous character, the need for more characters to participate in a quest, etc.
✧ Lucky ✧ Nullifies the effect of a lethal attack and gives the character a chance to flee the battlefield (once per game day)

One-handed Weapon
Additional Attack
Parrying (agility vs accuracy)
Accuracy: +0.7 to accuracy for each point of agility

Shield
Skilled Wielding: agility during block increased by 1.5 times (agility vs accuracy)
Resilience: +5 health for each point of strength
Counterattack after block

Armor Wearing: removes movement speed penalty when using heavy armor and shields

Weapon Stats:
Dwarf warrior axe: damage - 154 (88+66); mental rune; speed rune
Sword: damage - 116 (50+66); the character gains the ability to deal mental damage*5
Heavy Armor: -45% physical damage
Mountain Veil: -55% damage from all sources; +250 to health
Shield
Dwarf warrior shield: protection rune against all elements: -50% damage from all elements
Great Defender: +500 to health; "Wall" ability; "Power Dome" ability - for 3 turns all characters within a radius of 5 cells from the owner take no damage from physical and magical attacks, this ability consumes all mana, cooldown: 7 turns

Inventory:
5 000 sen
Medium health powder: restores 300 units of health
Large health powder: restores 500 units of health (x3)
Small health potion: restores 100 units of health (out of combat)
Medium health potion: restores 300 units of health (out of combat)
Goldleaf nectar collected by virgin fairies on the island of Ofaash: resurrects a killed ally after battle with 10% health
User Avatar
8 years ago
Auto-translated
Funel


Origin:
Etal: +40% to agility and perception; +1 to alertness for each unit of endurance

Characteristics:
Strength - 10
Agility - 21
Perception - 35
Endurance - 25
Intelligence - 50
Will - 50
Charisma - 20 (25)

Parameters:Health - 425 (925)
Mana - 1125
Magic Power - 75
Willpower - 62
Initiative - 35
Speed - 6 (9)
Melee Accuracy - 28
Ranged Accuracy - 135
Immunity - 27
Crit - 21%
Mental Resistance - 565
Mental Damage - 300
Skepticism - 50
Knowledge - 70 (100)
Alertness - 50
Stealth - 24
Cunning - 50
Evasion - 28
Attractiveness - 20 (25)
- To item cost - 20%
+ To rewards - 20%

Skills:
Mages' Guild
+1 to targeted spell accuracy for each unit of intelligence and will
+20 to knowledge

Abilities:
✧ Hardy ✧ +20 to mana for each unit of endurance
✧ Restoration ✧ Chance (50) to fully restore mana at the end of battle

Mentalism
+10 to mental resistance for each unit of will
+5 to mental damage for each unit of will
Character gains the ability to deal mental damage
Character senses the presence of mental entities nearby

✧ Banishment ✧ Mentalist banishes a mental entity that has possessed a character (will + intelligence vs victim's willpower) (50)
✧ Mental Spear ✧ Mental entity takes 10*willpower units of damage (200)

Air Magic>
Lightning: 75 - 666 units of damage (200)
Levitation: mage lifts themselves into the air and becomes immune to melee attacks for 5 turns, while remaining able to move (50)

Monsterology
Damage dealt to wild animals and monsters is increased by 2 times[/COLOR]
Abilities:
✧ Animal Trainer ✧ Player gains the ability to create an animal pet:
Meve
raven

Characteristics:
Strength - 2
Agility - 200
Perception - 200
Endurance - 2
Intelligence - 5
Will - 1
Charisma – 5

Parameters:Health - 40
Willpower - 2
Initiative - 102
Speed - 40
Melee Accuracy - 240
Immunity - 2
Crit - 81%
Mental Resistance - 2
Mental Damage - 1
Skepticism - 5
Knowledge - 5
Alertness - 200
Cunning - 6
Evasion - 240
Attractiveness - 5
+ To rewards - 5%

Abilities:
Thief: +5 to agility; character gains the ability to steal (agility vs alertness)
Premonition: character senses potentially lethal danger, an ambush, a potentially dangerous character, etc.
Scout: character gains the ability to quickly gather information about the surrounding area

Eye-peck: damage - 10; chance (5%) to peck out one of the opponent's eyes and reduce their perception by 2 times (cooldown: 4 turns)

Inventory:
2 000 sen
Funel's Dress: +15 to charisma
Dwarf Mage' same Mantle: +500 to health; -15% physical damage; -25% elemental damage; reflection rune
Funel's Boots: +3 to speed; +5 to charisma
Ring of Guardianship: resurrects the character at the end of battle if their allies win, then breaks
Funel's Wand: deals mental damage equal to the mage's mental damage (cooldown: 2 turns)
Medium Health Powder: restores 300 units of health (x5)
Large Health Powder: restores 500 units of health
Large Mana Potion: restores 600 units of mana (out of combat) (x4)
Large Mana Powder: restores 600 units of mana (x8)
Goldleaf Nectar, collected by virgin fairies on the island of Ofaash: brings a slain ally back to life
Funel's Notebook: +30 to knowledge
Key to the archives
Mole Sausage: +500 units of health in the next battle (x1)

Naadash


Origin:
Goblins: agility increased by 3 times; strength decreased by 2

Characteristics:
Strength - 8
Agility - 33
Perception - 53
Endurance - 23
Intelligence - 18
Will - 18
Unattractiveness - 15

Parameters:Health - 385
Mana - 292
Magic Power - 27
Willpower - 29
Initiative - 25
Speed - 8 (18)
Melee Accuracy - 43
Ranged Accuracy - 53 (63)
Immunity - 25
Crit - 21%
Mental Resistance - 26
Mental Damage - 18
Skepticism - 18
Knowledge - 36
Alertness - 53
Stealth - 23 (63)
Cunning - 22
Evasion - 44
Target change chance - 7%
Attractiveness - (-15)
+ To item cost - 7%
- To willpower checks - 7

Skills:
Monsterology
Damage dealt to wild animals and monsters is increased by 2 times[/COLOR]
Abilities:
✧ Experience ✧ Character is able to recognize animal or monster tracks and prevent an attack, or track the beast

Adventurer
+3 to all characteristics
+1 to cunning for each unit of intelligence
+1 to knowledge for each unit of intelligence[/COLOR]
Abilities:
✧ Lucky ✧ Nullifies the effect of a lethal attack and gives the character a chance to flee the battlefield (once per game day)

Bow
Additional shot
Quick hands: 4 shots per turn, -35 to accuracy (cooldown: 4 turns)

Scout: character gains the ability to quickly gather information about the surrounding area

Weapon Characteristics:
Naadash's Bow: damage - 75 (75); range - 50; +10 to accuracy; character gains the ability to deal mental damage*10

Inventory:
3 500 sen
Naadash's Cloak: +30 to stealth
Naadash's Boots: +10 to speed
Frog Ring: character is able to jump a distance equal to speed*3 without spending a turn on this action (cooldown: 4 turns)
Medium Health Powder: restores 300 units of health (x5)
Large Health Powder: restores 500 units of health
Maniel


Origin:
Laphir Elves: +40 to skepticism and knowledge; damage dealt to other races increased by 30%.

Characteristics:
Strength - 10
Agility - 10
Perception - 75
Endurance - 30
Intelligence - 10
Will - 10
Charisma - 20

Parameters:Health - 500
Mana - 250
Magic Power - 15
Willpower - 25
Initiative - 10 (25)
Speed - 4 (14)
Melee Accuracy - 25
Ranged Accuracy - 75 (105)
Immunity - 32
Crit - 19%
Mental Resistance - 18
Mental Damage - 10 (50)
Skepticism - 50
Knowledge - 50
Alertness - 75
Stealth - 10
Cunning - 22
Evasion - 25
Attractiveness - 20
- To item cost - 10%
+ To rewards - 10%

Skills:
Laphir Archer
Bow proficiency skill
Perception increased by 1.5 times[/COLOR]
Abilities:
✧ Elven Arrows ✧
Damage increased by 1.5 times
✧ Armor-piercing Tips ✧ Character's arrows pierce armor

Bow
Additional shot
Quick hands: 4 shots per turn, -35 to accuracy (cooldown: 4 turns)

Weapon Characteristics:
Maniel's Bow: damage - 135 (175) (90*1.5+30%); range - 100; +30 to accuracy; character gains the ability to deal mental damage*5
Maniel's Jacket: -15% physical damage; -20% damage from targeted spells
Shield

Inventory:
5 000 sen
Maniel's Bracers: +15 to initiative
Maniel's Boots: +10 to speed
Maniel's Ring: resurrects the character at the end of battle with 10% of maximum health (once per game day)
Medium Health Powder: restores 300 units of health (x6)
Large Health Powder: restores 500 units of health
User Avatar
8 years ago
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Haven't read it, but I approve.
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8 years ago
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1. The expedition may be interrupted at any time. Reading and writing are at your own risk.
3. The expedition is planned to be short. It is desirable to create characters in the next 3 days (before the evening of January 22, 2018).
5. The amount of content is limited, and the worlds may seem as empty as I am.
These are somewhat demotivating notes, don't you think? At least from a marketing perspective, in terms of attracting players.

Regarding the time to create characters, 3 days is too short, in my opinion. It would be better to extend the deadline and reduce the amount of time spent in the "store" if the overall deadline is so strict.
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8 years ago
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Don't you think these are a bit demotivating? At least from a marketing perspective, when it comes to attracting players.
Just as it is. I think I had to warn you. I'm not selling smartphones, after all. It's a good thing I don't work in sales, and never will.
Regarding the time to create characters, 3 days is too little, in my opinion. It would be better to adjust it and reduce the time spent in the shop, if the overall deadlines are so strict.
How about 5 days?
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8 years ago
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5 is better.
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8 years ago
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Okay, it will be 5 days.
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8 years ago
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Draw a map for Revant next time.
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8 years ago
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3. The expedition is planned to be short.
Finally! After many years, they realized that a modular system is better than forcing players to grind until they break. I'll see what class I'll choose. I haven't read the set yet. It would be funny to be a minotaur-lich, but I can't guarantee anything.

Added 1 minute ago
+1 skill point for every 15 units of Unattractiveness.
Sublimation?

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