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7 years ago
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I
The main difference between this game and my previous ones is a slower pace and less reliance on team-based content in the gameplay. This means:
1. The storyline will be general, as before, but it primarily relates only to global events. All other player activities will either be individual or team-based if the game allows. Something similar was present in the Reimean Empire (2), but here the focus will be more on personal adventures of the character rather than any specific faction. Whether it turns out interesting or not, I can't know beforehand, but we'll see.
2. The game will take place in "free" mode. I will try to respond every day, but there may be situations when I won't do so for a long period of time, or vice versa – I will stay in the thread and answer throughout the day. I don't know how this will affect the gaming experience, but I hope it won't have a significant negative impact.
Based on these points, I don't see any problem with having another game running simultaneously with this one (dreamer).

II
This game is part of the setting about the Reimean Empire, but due to plot features, past events are not directly related to its start (players' characters do not need to know this information in any form). For this reason, I did not use temporal and intellectual resources to write a chronology. Initially, I didn't want to reveal this fact right from the start, but as I wrote, I came to the conclusion that it was impossible to hide anyway, and there wasn't much point in doing so.
From a mechanical point of view, the game uses a new combat system that has not been tested by time, so feel free to point out possible shortcomings. It is unlikely that it will ever be possible to achieve perfect balance while maintaining variability, but polishing what already exists will never be superfluous.

III
When creating a character, the player has:
1. 30 attribute points. Minimum: 1, maximum: 10; can be increased through origin bonuses (added on top).
2. 1 profession point, required to unlock a profession.
3. Six skill points. 1 SP is required to unlock a combat specialization and increase the level in it, while increasing the level of a profession requires 2 SP.
4. Origin.
5. Basic features of the chosen religion.
6. When playing as a human – 1 perk.
Unused points are lost when creating a character.

IV
Starting conditions
The beginning takes place in the capital city of Silvergard County, one of the provinces of Austria. At the start, the character has 50 silver (500 copper) astras, worn-out equipment, and other items corresponding to his professions, specializations, origin, and religion.
At the start of the game, regardless of the reason, players' characters do not have any property, either inside or outside of Austria.
Starting date: March 1, 327 according to the church calendar.
Additional information
The start will not be earlier than January.
The minimum damage that a character can receive after applying defense is 4 units.
Base block parameter: 5
Unlike previous games, parrying, blocking, and dodging are calculated not separately but summed up.
Base movement speed +1, number of spells -3, all other parameters - 0.
Characters with ranged weapons (bows, crossbows) receive a -10 penalty to accuracy if an enemy stands on the adjacent cell with them.
Reduction of characteristics to zero or below
Strength – irreversible death of the character;
Dexterity – incurable paralysis;
Perception – incurable paralysis;
Intelligence – incurable paralysis;
Willpower – player loses control over the character;
Charisma – player loses control over the character.

V
Map of Silvergard

- The map shows only well-known locations;
- The wilderness of Austria is home to various wild animals and hostile creatures, making it unsafe for travel. Despite this, roads between settlements are patrolled by city guards and are relatively safe.
- Base movement speed on the map: 6 hours/1 cell (increased by using other means of transportation).
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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7 years ago
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Characteristics
Strength
+15 Health
+1 Endurance

Agility
+1 Evasion
+0.5 Movement Speed
+1 Stealth

Perception
+1 Accuracy
+1 Observation
+2% Critical Hit Chance

Intelligence
+1 Creativity
+1 Magic Power
+1 Initiative

Will
+1 Will Checks
+1 Number of Spells

Charisma
+1 Etiquette
+1 Attractiveness
+1 Charm

Perks
Colossus
+60 Health
Iron Will
+4 Endurance
+4 Will Checks
Nimbleness
+4 Evasion
Dexterity
+4 Accuracy
Swiftness
+3 Movement Speed
Insight
+4 Stealth
+4 Observation
Eagle Eye
+18% Critical Hit Chance
Quick-wittedness
+4 Creativity
+4 Initiative
Magic Affinity
+4 Magic Power
Good Breeding
+4 Etiquette
+4 Charm
Beauty
+8 Attractiveness
Concentration
+3 Number of Spells
Conscientiousness
+2 Skill Points
Erudition
Additional Profession
Specialization
Type
Damage
Strength
Defense/Range/Durability
I
II
III
Leithian Sword
1H
30-40
5
1
+5 Accuracy
+15% Critical Hit Chance
Additional Attack
Sabre
1H
15-45
5
1
+5 Accuracy
Additional Attack
Double damage to unarmored enemies
Rapier
1H
20-30
3
1
+3 Accuracy, +3 Evasion
Additional Attack
Additional Attack
Flamberge
1H
20-40
6
1
+10-10 Damage
Paralysis (25%)
Bleeding (50% full damage for three turns, bypassing armor)
Flamberge
2H
55-65
7
1
+15-15 Damage
Paralysis (25%)
Bleeding (50% full damage for three turns, bypassing armor)
Bastard Sword
2H/1H
40-60
6/8
1
+3 Accuracy, +3 Evasion
Double Damage (30%)
Parry melee attacks
Claymore
2H
50-70
7
1
+5 Accuracy
Double Damage (30%)
Paralysis (25%)
Zweihander
2H
60-100
9
1
Double Damage (30%)
Paralysis (25%)
Triple Damage (15%)
Dagger
1H
10-20
3
1
+5 Accuracy
+5 Accuracy
+5 Accuracy
Knife
1H
5-15
1
1
Additional Attack
Additional Attack
Additional Attack
Battle Axe
1H
35
5
1
+5 Accuracy
Reduce speed to 1
Additional Attack
Two-handed Axe
2H
60
7
1
Double Damage (30%)
Reduce speed to 0
+0-3 damage per unit of strength
Tomahawk
1H
25-35
4
1
+3 Accuracy, +3 Evasion
Paralysis (25%)
Throw (-6 Accuracy, quadruple damage)
Berdysh
2H
20-65
6
1
Double Damage (30%)
+5 Evasion
Parry melee attacks
Battle Flail
1H
20-40
5
1
Paralysis (25%)
Paralysis (25%)
+15% Critical Hit Chance
Morgenstern
1H
35-45
5
1
Paralysis (25%)
Ignore 15 armor units
Ignore 15 armor units
Macuahuitl
1H
25-40
5
1
Bleeding
Damage received +10 until end of battle
Enhanced Bleeding
Staff
2H
20-35
4
1
+5 Evasion
+5 Accuracy
+3 Accuracy, +3 Evasion
Spear
1H
25-30
5
2
Ignore 15 armor units
Additional Attack
Parry melee attacks
Pike
2H
35-50
6
3
Ignore 20 armor units
Reduce speed to 1
Double damage to riders and animals
Glaive
2H
35-75
6
2
+5 Accuracy
Triple Damage (15%)
Double damage to riders and animals
Poleaxe
2H
35-75
6
2
+3 Accuracy, +3 Evasion
+3 Accuracy, +3 Evasion
Parry melee attacks
Pilum
1H/R
20-40
5
8
+5 Accuracy
Paralysis (25%)
+15% Critical Hit Chance
Francisca
1H/R
25-50
5
6
Ignore 20 armor units
Double Damage (30%)
Triple Damage (15%)
Bow
2H/R
25
4
14
+10 Damage
+10 Damage
Additional Attack
Leithian Bow
2H/R
30-50
6
16
+15% Critical Hit Chance
Triple Damage (15%)
Reduce speed to 1
Crossbow
2H/R
40
5
14
Ignore 15 armor units
Paralysis (25%)
Ignore 15 armor units
Buckler
1H
-
5
250
+1.5 Block per unit of agility
+1 Accuracy, +3 Block
+1 Accuracy, +3 Block
Kite Shield
1H
-
7
600
+1 Block per unit of agility
+4 Block
+4 Block
Chainmail
-
-
5
20/600
+6 Melee Defense
+6 Melee Defense
+6 Melee Defense
Plate Armor
-
-
6
30/600
Armor wears down twice as slowly
+5 Defense
Removes movement speed penalty
Leather Armor
-
-
4
10/250
+4 Evasion
+5 Defense
+5 Defense
No Armor
-
-
-
0
+4 Evasion
+4 Evasion
+3 Accuracy, +3 Evasion
Profession
Restrictions
I
II
III
Warrior
-
+4 Accuracy, +1 Speed, +5% Crit Chance ()
+4 Evasion, +1 Speed, +5% Crit Chance ()
Maximum weapon damage (BB) increases by 15% for each unit of Strength exceeding the item requirements ()
Knight
-
+75 Health ()
+6 Block ()
+10 Plate Armor Efficiency ()
Duelist
Sabre, rapier, dagger, no shield, no armor.
+5 Accuracy, +5 Evasion ()
+3 Speed, +8 Initiative ()
+50% Accuracy and Evasion in 1v1 battles ()
Marksman
Bow, Leithian bow, crossbow, no plate armor.
+10% Maximum damage for each unit of Perception ()
+6 Accuracy ()
Ability to shoot and move ()
Guard
Berdysh, spear, pike, glaive, poleaxe
+8 Observation, +1 Speed, +5 Initiative ()
Character attacks everyone who appears in their line of attack ()
Character delivers a preemptive strike to anyone attempting to attack their allies ()
Rogue
No shield, no armor
+5 Stealth, +4 Speed ()
Lockpicking skill ()
+4 Dexterity ()
Assassin
-
The first attack on unsuspecting enemies deals ten times damage ()
Accuracy and damage against enemies affected by negative effects are doubled ()
+25% Crit Chance ()
Priest
-
+4 Willpower ()
Access to advanced features of the character's faith ()
Access to expert features of the character's faith ()
Blacksmith
-
Character can craft items from iron and steel
+1 Creativity for each unit of Strength ()
+4 Strength ()
Artisan
-
Character can craft items from wood
+0.5 creativity for each unit of Strength and Perception ()
+1 Strength, +1 Dexterity, +1 Perception, +1 Intelligence ()
Armorer
-
Character can craft armor and shields
+5 creativity ()
+1 Strength, +1 Dexterity, +1 Perception, +1 Intelligence ()
Healer
-
Out of combat, cures characters of poisons and diseases. Success chance depends on the strength of the poison/disease and the healer's creativity
Out of combat, cures characters of negative effects. Success chance depends on the strength of the negative effect and the healer's creativity.
Out of combat, resurrects a character who died from lack of health. Success chance is equal to the inverse percentage value of the character's current health
Apothecary
Basic recipes are available initially
Access to basic recipes
Access to advanced recipes
Access to expert recipes
Poison Master
Basic recipes are available initially
Access to basic recipes
Access to advanced recipes
Access to expert recipes
Arcanist
-
Character can use spell scrolls ().
Character can create spell scrolls.
Character can use forbidden scrolls ().
Hunter
Dagger, battle axe, tomahawk, francisca, spear, pilum, bow, no plate armor, no chainmail, no shield.
+5 Stealth, +5 Observation, +5 Initiative, +4 Speed ()
+8 Accuracy and +8 Evasion against wild animals ()
Double damage against wild animals ()
Leader
-
+0.5 Accuracy and Endurance for allies under the character's command for each unit of Charisma ()
+0.5 Evasion and Willpower checks for allies under the character's command for each unit of Charisma ()
+5 Health for allies under the character's command for each unit of Charisma, +2 Speed for allies ()
Merchant
-
-1% to item cost for each unit of Charisma
-1% to item cost for each unit of Etiquette with "civilized" merchants
-1% to item cost for each unit of Attractiveness with opposite-sex merchants
+5 Etiquette and +5 Charisma when speaking with other merchants
The player creates an additional bodyguard character for their own character; unlike other mercenaries, he works for free but has no equipment of his own.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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7 years ago
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Profession: Blacksmith
Creativity roll required to craft equipment:
Low-quality: 5
Standard: 10
Exceptional: 20
Legendary: 30
Item
Materials
Low-quality
Standard
Exceptional
Legendary
Leitian Sword
Coal (4)
Steel Ingot (3)
Silver Ingot (0.4)
Gemstone (1)
20-30
+2 Charisma
30-40
+3 Charisma
45-55
+4 Charisma
50-60
+5 Accuracy, +5 Evasion
+6 Charisma
Sabre
Coal (2)
Steel Ingot (2)
10-35
15-45
30-60
30-60
Bleeding (125% of damage dealt over two turns)
Rapier
Coal (1)
Steel Ingot (1)
15-20
20-30
30-40
30-40
Two additional attacks
Flamberge (1H)
Coal (3)
Steel Ingot (2)
Ruby (1)
15-30
+2 Will
20-40
+3 Will
40-60
+4 Will
40-60
Paralysis (100%)
+6 Will
Flamberge (2H)
Coal (4)
Steel Ingot (3)
Ruby (1)
40-55
+2 Will
55-65
+3 Will
65-85
+4 Will
65-85
Paralysis (100%)
+6 Will
Bastard Sword
Coal (3)
Steel Ingot (3)
Lunarian Steel (3)
30-45
+100% damage to undead, demons, Ashians and monsters
[/COLOR>
40-60
+100% damage to undead, demons, Ashians and monsters
60-80
+100% damage to undead, demons, Ashians and monsters
80-100
+3 Accuracy, +3 Evasion
+100% damage to undead, demons, Ashians and monsters
Claymore
Coal (3)
Steel Ingot (3)
30-50
50-70
70-90
70-90
+8 Accuracy
Zweihander
Coal (4)
Steel Ingot (4)
40-80
60-100
100-120
150-200
Dagger
Coal (1)
Steel Ingot (1)
5-10
10-20
20-30
30-40
Instant Kill (50%)
Knife
Coal (1)
Steel Ingot (1)
5-10
5-15
5-30
5-75
Battle Axe
Coal (2)
Wood (1)
Iron Ingot (2)
25
35
45
50
Reduces a random enemy stat by 3
Two-handed Axe
Coal (3)
Wood (2)
Iron Ingot (3)
50
60
70
75
Reduces a random enemy stat by 5
Tomahawk
Wood (1)
Iron Ingot (1)
20-30
25-35
35-45
35-45
Paralysis (100%)
Berdysh
Coal (3)
Wood (3)
Iron Ingot (4)
15-50
20-65
40-75
40-75
+8 Evasion
Battle Flail
Coal (1)
Wood (1)
Iron Ingot (1)
15-30
20-40
35-55
35-55
Paralysis (100%)
Morgenstern
Coal (2)
Iron Ingot (2)
25-35
35-45
45-55
45-55
+2 damage for each unit of armor penetration.
Macuahuitl
Obsidian (2)
Wood (2)
15-30
25-40
35-50
35-50
Damage received +30 until end of battle
Glaive
Coal (3)
Steel Ingot (1)
Iron Ingot (2)
Wood (3)
25-65
35-75
45-85
45-85
+8 Accuracy
Pollaxe
Coal (2)
Iron Ingot (2)
Wood (2)
25-65
35-75
45-85
45-85
+8 Evasion
Francisca
Coal (2)
Wood (1)
Iron Ingot (1)
15-35
25-50
35-60
35-60
Instant Kill (50%)
Profession: Artisan
Creativity roll required to craft equipment:
Low-quality: 5
Standard: 10
Exceptional: 20
Legendary: 30
Item
Materials
Low-quality
Standard
Exceptional
Legendary
Staff
Wood (4)
20-35
-3 Accuracy
20-35
25-40
+3 Accuracy
30-45
+7 Accuracy, +7 Evasion
Spear
Wood (2)
Iron Ingot (1)
25-30
-3 Accuracy
25-30
30-35
Ignore 15 armor units
35-40
Ignore 50 armor units
Pike
Wood (5)
Iron Ingot (1)
35-50
-3 Accuracy
35-50
35-50
+3 Accuracy
35-50
Ignore 50 armor units
Pilum
Wood (1)
Iron Ingot (0.3)
20-40
Accuracy -3
20-40
20-40
+15% Critical Hit chance
25-50
+45% Critical Hit chance
Bow
Wood (4)
String (1)
20
25
25
+3 Accuracy
25
Additional attack
Leitian Bow
Ebony Wood (4)
Unicorn Mane String (1)
Pegasus Feathers (4)
30-45
30-50
30-60
+30% Critical Hit chance
30-60
+30% Critical Hit chance
+8 Accuracy
Crossbow
Wood (3)
Iron Ingot (1)
30
40
50
60
Paralysis (100%)
Arrow
Wood (0.2)
Iron Ingot (0.1)
-5 damage
-
+10 damage
+10 damage
Ignore 50 armor units
Bolt
Wood (0.1)
Iron Ingot (0.1)
-5 damage
-
+10 damage
+35 damage
Leitian Arrow
Wood (0.3)
Steel Ingot (0.1)
Pegasus Feathers (0.4)
-
+10 damage
+20 damage
+60 damage
Profession: Armorer
Creativity roll below required: low-quality item
Creativity roll in parentheses: product receives an additional bonus
Item
Materials
Creativity Roll
Low-quality
Standard
Bonus
Leather Armor
Leather (8)
Buckle (16)
Dye (4)
5 (10)
7
10
+5 Defense
Leather Boots
Leather (4)
Dye (2)
Rope (2)
5 (10)
+2 Evasion
+4 Evasion
+2 Speed
Spiked Armor
Leather (8)
Buckle (16)
Dye (4)
Spikes (48)
6 (11)
7
12
+5 Defense
Chainmail
Coal (30)
Iron Ingot (15)
6 (12)
15
20
+12 Melee Defense
Plate Armor
Coal (30)
Steel Ingot (20)
7 (14)
20
30
+15 Defense
Buckler
Coal (3)
Wood (2)
Iron Ingot (3)
5 (11)
-3 Block
-
+3 Block
Heater Shield
Coal (7)
Steel Ingot (7)
6 (12)
-3 Block
-
+3 Block
Profession: Apothecary
Creativity Roll (CR) determines the effectiveness of the recipe
Recipe
Level
Ingredients
Effect
Instant Restoration Potion
Basic
Mountain water (0.5), sonatka (5), gold powder (1), leitian nut (6), orange (1), aveonian mushroom (4).
Restores CR*15 health units.
Regeneration Potion
Basic
Mountain water (0.5), sonatka (5), honey (0.1), leitian nut (5), aveonian mushroom (4), slime (1)
Restores CR*5 health units at the end of each turn for four turns.
Antidote
Basic
Mountain water (0.5), sonatka (4), gold powder (1), underground glowing crystal (4), rubellus (1).
Cleanses the character of poisons. Effectiveness depends on CR and poison strength.
Healing Potion
Basic
Mountain water (0.5), sonatka (5), gold powder (1), underground glowing crystal (2), garlic (5), onion (2), chamomile (5), chicken meat (1).
Cures the character of diseases. Effectiveness depends on CR and disease strength.
Clarity Decoction
Basic
Lemon (3), alcohol (0.5), gold powder (1), aveonian mushroom (5).
Removes negative mental effects from the character.
"Night Cat"
Advanced
Dragon tear (5), snowberry (5), makerat grass (5), underground glowing crystal (2).
+6 Evasion. Duration: CR (turns).
"Blue Butterfly"
Advanced
Sonatka (5), moth pollen (4), blue rose (1), makerat grass (5), underground glowing crystal (2).
+CR/2 to attractiveness and charm for one hour.
"Inquisitive Dragonfly"
Advanced
Sidonia (5), gold powder (1), makerat grass (5), underground glowing crystal (2).
+6 Accuracy. Duration: CR (turns).
"Blade"
Advanced
Makerat grass (3), underground glowing crystal (6).
+CR to creativity for one hour.
"Drowned One"
Advanced
Alcohol (1), gold powder (1), troll fat (2).
+CR*2 to critical hit chance until end of battle.
"Steel"
Expert
Melon extract (5), Mercury (0.1), antidote, flame resin (1)
+CR*2 Defense. Duration: CR.
Freshness Potion
Expert
Mountain water (0.5), underground glowing crystal (2), lemon (0.5), snowberry (4), sonatka (4), milk (0.5), chicken egg (1), gold powder (1).
Increases the number of available spells by 4 until next rest.
Intensity Potion
Expert
Freshness Potion + any basic recipe, flame resin (3), gold powder (1).
+5 Magic Power until end of day.
Profession: Poison Master
Creativity Roll (CR) determines the effectiveness of the recipe
Recipe
Level
Ingredients
Effect
Classic Poison
Basic
Mercury (0.1), melon extract (3), black-striped lizard tail (1), raven eye (1), slime (1).
Removes 1*BK health points per turn until the character is cleansed of its effect. Applied to weapon (lasts up to four hits, stacks).
Weakening Poison
Basic
Purple snake venom (1), black powder (1).
Removes 1 evasion point per turn. BK determines the duration, effect lasts until cleansed (lasts up to four hits, stacks).
Blinding Poison
Basic
Long-tailed scorpion venom (1), black powder (1).
Removes 1 accuracy point per turn. BK determines the duration, effect lasts until cleansed (lasts up to four hits, stacks).
Compliance
Basic
Black powder (1), gold powder (1), mountain water (0.25), melon extract (3), underground glowing crystal (2).
Will checks -(BK). Consumed internally.
Tremor
Basic
Orc blood (0.5), black powder (1).
Critical hits do not work. Duration: BK (lasts up to four hits).
Destroyer
Advanced
Manticore venom (1), troll fat (1), Mercury (0.1), tiger eye (2).
Creativity roll*2 against target's endurance, lethal outcome on success. Consumed internally.
Paralyzing Poison
Advanced
Scarlet spider venom (1), black powder (1).
Paralysis for one turn (BK against endurance). Lasts until the character is cleansed (lasts up to four hits, stacks).
Mage Killer
Advanced
Salt (5), mercury (0.1), gold ingot (0.01), silver ingot (0.01), mountain water (0.25).
Penalty to spell power (BK/2), lasts until the character is cleansed (lasts up to four hits, stacks).
Scourge
Expert
Purple snake venom (0.25), scorpion venom (0.25), manticore venom (0.25), scarlet spider venom (0.25), black powder (4), ebony bark juice (0.5).
-1 to a random stat each turn until the character is cleansed of the poison's effect. Duration: BK (lasts up to four hits, increases duration but not the strength of the effect).
Profession: Arcanist
Intelligence and will are required for those reading the list. Spell power is required for those creating it. To create a scroll, parchment (1) and ink (0.4) are necessary.
Spell
Days
Intelligence
Description
Downpour
3
8
Accuracy for ranged attacks is reduced by the spell power value.
Duration: will check.
Area of effect: entire map.
Healing
5
8
Restores SP*20 health points. Cleanses the character of poisons, diseases, and negative effects. Efficiency depends on SP. Range: 1.
Restoration
6
9
Brings back to life a character who died from lack of health. Success chance is equal to the inverse percentage value of the character's current health. Range: 1.
Magic Flow
2
5
Directs (spell power) magic bursts at a chosen target, dealing (will) magic damage. Range: 12.
Fire Prison
3
6
Deals (spell power)*15 fire damage to the chosen character and paralyzes them for (will check/2) turns. Range: 10.
Enlightenment
30
7
The one who reads the scroll receives +1 to HP.
Creation
10
7
The one who reads the scroll receives +1 to a random stat.
Lightning
1
5
Deals SP*10 damage to the chosen target. Range: will check.
Teleportation
10
7
Returns the character to a specific location in some proximity to their current position (for the starting part of the game, this is the entire territory of Silvergard). Requires additional parchment and ink.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
7 years ago
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Religion
Basic Features
Advanced Features
Expert Features
Ikigaiism
+0.5 to will and endurance checks for each unit of will;
Damage from followers of other religions is reduced by 3% for each unit of will.
The first (per battle) hostile spell targeted at the character or a cell adjacent to them has no effect.

Spell: Resurrection
Brings back to life a character who died from lack of health. The success chance is equal to the inverse percentage value of the character's current health. Additional success chance for the spell: +3% for each unit of the priest's magic power.
Range: 10

Spell: Restoration
Fully restores the selected character's health.
Grants the character additional health.
Effect: +10 to health for each unit of the priest's magic power.
Range: 10

Spell: Hallowed Weapon
The selected weapon deals additional damage until the end of the battle.
Effect: +8% to damage for each unit of the priest's magic power.
Range: 1
The character automatically uses Resurrection and Restoration on themselves if their health drops to 0 or below. Once per battle, provided they have available spells.

Spell: Patronage
The character creates a barrier of pure light that limits external influence. Opponents must pass a will check against the priest's magic power; otherwise, they cannot pass through or attack across it. Allies' actions are not restricted by this.
Area of effect: 7x7 with the priest in the center
Duration: three turns
Cult of Gara
+50% to health
+1 to will checks for each unit of strength
+1 to endurance for each unit of will

Spell: Battle Cry
Increases allies' damage by 10% for each unit of the priest's charm;
Increases allies' will checks by 1 for each unit of the priest's charm.
Area of effect: 9x9
Duration: 2 turns

Spell: Intimidation
Forces opponents to skip a turn if they fail a will check against the priest's charm.
Area of effect: 9x9
Duration: 2 turns

Spell: Vortex
The character attacks each opponent adjacent to them separately as if attacking a single adversary.
Weapon Mastery
+5 to accuracy and evasion for the selected melee weapon.

Martial Mastery
The character can use two weapons simultaneously if the total strength value is equal to or higher than the combined requirements of the weapons.

Command Mastery
Characters under the command of this character receive +7% to maximum health for each unit of their charm.
Cult of Adalard
Applicable only to melee weapons: the character enters a berserker state when entering combat or at the player's request, and leaves it only upon the conclusion of the battle. In this state, the player loses control over their character; instead, the berserker attacks the nearest opponent and receives the following bonuses: immunity to slow, paralysis, and mental effects; conversion of dealt damage into health (does not exceed maximum); +20% to critical damage chance; additional attack.
Frenzy
The character can continue attacking until they miss.
Weapon Mastery
+5 to accuracy and evasion for the selected melee weapon.

Persistence
After receiving a fatal wound, the character can act for one more turn; if they can raise their health above zero during this time using damage conversion, they will continue the battle.
Donar Pantheon
The character can sacrifice one of their limbs or eyes to the ancestors and choose an additional perk. A total of 3 perks can be obtained.
Loss of an eye, arm, or leg reduces the character's attractiveness by 4 and adds the following penalties: leg - speed reduced by half (limit: 3), arm - inability to use it.
Sacrifice
The character can sacrifice the hearts of their enemies to the gods in exchange for +1 to a random attribute (only those defeated personally and only once per day).

Prestige
For each unit of prestige, the character receives +1 to accuracy, +1 to evasion, and +1 to etiquette when communicating with other Donars.
The character receives +1 to prestige for each trophy. A trophy can be the skull of a personally defeated general or ruler (baron and above), exceptional weapon (legendary gives +3), or concubine (characters with attractiveness 11 and above give +2).

Erudition
+1 to will for each skill or profession learned during the game.

Raider
The character can organize a raid on a known settlement or camp. The number of warriors participating in the raid is equal to the character's etiquette. As a rule, warriors are willing to give up the best part of the loot, but they will also crave their own same spoils. Organization and preparation last one month.
Shamanism
The character can choose the blessing of spirits from one of the four elements.
Fire Spirits: character's attacks deal additional fire damage (40%)
Water Spirits: +5 to evasion
Earth Spirits: +75 to health
Wind Spirits: +2 to speed, immunity to slow and paralysis
+0.5 to accuracy and evasion for each unit of will.

Spell: Protection from Evil
The character creates a totem on a cell adjacent to them, which wards off undead, hostile spirits, and other evil creatures. A successful will roll can protect against this effect.
Area of effect: 7x7
Duration: priest's magic power

Spell: Tectonic Shift
The character creates an obstacle on a 1x3 area or destroys one.
Range: 8

Spell: Hive
Directs a swarm of locusts at the selected target
Range: 8
Duration: priest's magic power
Effect: the target skips a turn if they fail a will check; if they pass, their accuracy and evasion are reduced by 6.

Spell: Thunderclap
Deals air damage over a 3x3 area
Range: 8
Damage: magic power*15

Spell: Return to Life
Raises a fallen character and forces them to fight on the priest's side
Range: 8
Duration: caster's magic power

Spell: Touch of the Underworld
Kills the selected character if they fail a will check against the caster's magic power
Range: 1
Ixian Faith
Fire damage is reduced by 75%
+4 to charisma

Charm
Attractiveness roll against a will roll in dialogue; if successful, makes the selected character of the opposite sex fall in love with them.

Flame of Ixia
The character's weapon deals additional fire damage.
Effect: +8% to damage for each unit of magic power.

Brave Heart
Immunity to negative mental effects.
+8 to creativity, +8 to initiative.

Fiery Nature
Fire does not deal damage to the character; instead, it heals them. Immunity to poisons and diseases.

Spell: Inferno
Deals fire damage over a 13x13 area for three turns.
Range: entire map
Preparation time: 3 turns
Damage: magic power*18
Animism
The character can survive one fatal wound.
-
-
Atheist
+1 to all attributes
+1 to attribute limit
-
-
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United Kingdoms
The history of the alliance of the united kingdoms begins with the formation of the United Kingdom of Astria and Leito, when two long-time rivals, facing the threat of invasion from Lunaria, agreed to an indefinite truce and the formation of a military-trade union for protection against an external opponent. Subsequently, other peoples of the south joined them, either by their own will or against it.

Structure
Each member of the alliance possesses full control over its internal affairs but is obliged to respond to the demands of the council of united kingdoms in external matters. The Council consists of representatives from each region (with the exception of the Minnean Islands) and is headed by a High King, who is elected from among the current rulers of the kingdoms. According to the treaty between the kingdoms, the law allows for the election of a person of lower status to this position, but in the history of the alliance, such a thing has not yet happened. Despite the fact that the High King possesses only one vote in the council, a certain number of privileges are in his hands. For example, the discussion of new plans, ideas, and issues at council meetings is possible only after his approval, not to mention that the official meeting itself can take place only with his consent. In addition, the High King is the face of the alliance and represents it in international relations.
Religion
Under pressure from the ikigaiists, all current members of the alliance except for the Minnean Islands and the Donar tribes were forced to renounce their beliefs and convert to ikigaiism.
Astria
The aristocrats of Astria have always placed a person's origin above all else and evaluated them primarily based on which dynasty they belonged to. Talents, achievements, attractiveness — all these remain secondary to this day. Of course, many representatives of the aristocracy follow such beliefs only "in public," while in the circle of trusted persons, they may disregard them. The current king of the country is a good example — women of non-noble blood often found themselves in his bedroom, which in itself should be considered improper behavior for an aristocrat.
Astria is a kingdom with a high level of employment and high taxes. Skills in bargaining and making necessary acquaintances are very useful here.
Capital: Laitria
King: Emufrep "The Amorous"
Age: 44
Reign: 23 years
Origin
+4 to etiquette;
Additional profession;
Trade efficiency is 50% higher.
Leito
"We, people of noble origin, must do everything possible so that those who are not as privileged can live in peace and joy. And if war comes to our land, we must be the first to take up arms!" — Rian Alisheim, previous king of Leito.
Leito society is based on strong traditions, honor, trust, politeness, and certain duties people have toward one another. And although much is not backed by law, all this is perceived as a given, and therefore elements foreign to this culture rarely take root in the territory of this country.
Capital: Alisgard
Queen: Ceres Alisheim
Age: 20
Reign: 6 months
Origin
+2 to charisma, +2 to charm;
Parrying melee attacks when using a Leito sword;
Use of plate armor together with the archer profession.
Menas
Menas is the economic giant of the alliance, responsible for the production of 35% of all goods that enter the internal market of the United Kingdoms. Menas produces everything from nails and grain to weapons, paintings, and jewelry. This became possible thanks to the creation of an effective educational system and the exploitation of the common population. There are many schools in the territory of Menas, the purpose of which is to raise craftsmen of one profession or another who are loyal to the state. Depending on their displayed talents, children are sent to a highly specialized school where they are taught only the knowledge and skills that will be necessary for the profession chosen by their curators. For approximately 5% of the population, such specialization becomes the military craft.
The aristocracy of this country is represented by large merchants and enterprise owners.
Capital: Tirpitz
King: Mtirilop III Weisspeit (High King of the United Kingdoms)
Age: 66
Reign: 29 years
Origin
Cost of learning professions is twice as low;
Ability to unlock an additional level for combat specializations (choice of: +4 to accuracy, +4 to evasion, +10% to crit damage chance, +2 to accuracy and +2 to evasion, paralysis (20%), +10 to damage, double damage (25%), triple damage (10%), ignore 15 defense units).
Liatria
Liatria occupies a small territory in the southeast of the alliance, as well as a large archipelago to its east. This kingdom has always been characterized by mercantilism and a dislike of war: they preferred to negotiate with their opponents and maintain mutually beneficial relations with friends. Despite this, Liatrians always had to maintain a strong fleet to protect their shores and trade routes from attacks by pirates and ships of southern countries. Currently, the ships of Liatria represent 80% of the total number of all alliance ships.
The capital of Liatria, which once transformed from a small port into a huge metropolis, is the largest center of maritime trade in this region and, as a result, represents a place where various cultures and ethnicities intertwine.
Capital: Port Art-Rias
King: Tiil Gambodge
Age: 32
Reign: 6 years
Origin
+3 to speed, +6 to accuracy and +6 to evasion at sea and on coasts;
Additional attack for one-handed weapons;
+1 to strength, +1 to agility, +1 to perception.
Iass
The Kingdom of Iass was founded as a magocracy — a social and state system headed by powerful wizards. Talent for magic determined everything — status, wealth, opportunities, while people who had no abilities for magic remained rightless beings and could rely only on the mercy of their masters. Quite expectedly, life for common people was very hard, but since sorcerers possessed great personal power and had undead, various monsters, elementals, and other magical creatures under their command, a rebellion against them seemed impossible. Nevertheless, they were not destined to rule forever: Iass fell in the war against the United Kingdoms and the inquisitors of Astromeria. Territorial disputes between the victors were resolved as follows: Iass joins the United Kingdoms, but only as a separate state with a vote in the council and is managed under the close supervision of the church. A new royal dynasty was chosen from among common people, and soon the conversion of the population to ikigaiism began. This process passed without any resistance since yesterday's slaves were glad for their liberation and agreed to everything that the liberators demanded of them.
Capital: Kreuz
Queen: Irma Dolent
Age: 18
Reign: 6 years
Origin
+3 to will or +3 to intelligence;
Access to advanced faith features or +1 to the available number of spells for each opponent defeated in battle.
Eilia
The history of this country, its culture, and the features of its social structure are closely linked to the personality of the revolutionary and current king of Eilia — Monard "the Liberator". This man has acquired the image of a physically weak writer but a merciful ruler who strongly dislikes women.
In the past, Eilia was an ordinary kingdom with a privileged class of aristocrats and oppressed commoners. Monard, born into the family of a simple miller, had few prospects in life. He, like many other fellow countrymen, was to inherit his father's craft and work in the interests of Eilia's ruling class. A meeting with a traveler who stayed at their house allowed him to avoid this fate. In exchange for food and a roof over his head, the stranger taught the boy literacy.
Over time, new knowledge allowed young Monard to choose another career path, and a love for reading shaped his personality and attitude toward life. He was prone to dreaminess, idealized people and life, looked optimistically into the future, and worked diligently toward achieving his goals. At 22, the baron of the city in which he lived appointed him as his assistant, and in that same year Monard married. This event became the most important in his life — he had always dreamed of love and a person who would share his life, who would support and motivate him, for whom he would want to dedicate himself entirely. The next three years were blissful; the couple had a son. But then the baron died, and his successor had no need for Monard's services, and that is when everything went downhill.
After losing his profitable job, Monard and his family had to return to a more modest way of life. Soon cracks began to appear in his relationship with his spouse. First — nervousness and neglect, then — scandals and hysterics. All this was unbearable for his fragile soul, but Monard endured everything and tried to earn more, hoping that he would succeed in restoring the family idyll. Unfortunately, this did not happen — coming home from work early once, Monard caught his wife in bed with the city blacksmith and in a rage threw himself at him. The fight ended for Monard with broken ribs and a mass of bruises — he was unable to do anything to the stronger opponent. Lying on the floor and writhing in pain, he received a spit in the face from his wife; "weakling" — she said to him as a parting word before leaving the house and his life forever.
After separating from his wife, Monard lost his last strength, and if not for the responsibility toward his young son, he probably would have committed suicide. This, however, was not the end of his series of sufferings — a few years later, famine struck the country, claiming many lives. Monard's son, to whom he became even more attached after separating from his wife, happened to be among them, even though he gave him most of the available food and kept only what was necessary for himself to continue working. A few days later, Monard tried to drown himself in a river but was saved by local lumberjacks.
In the process of his recovery, Monard became very close with his saviors and found new strength to move forward. He returned to the city and resumed his education, and after a few years managed to become the treasurer for the king himself. What he learned at his new workplace set fire to his veins. As he discovered, several years ago a foreign woman of dazzling beauty appeared in Lockhart — a guest from Lunaria who captured the king's heart. The fool, wishing to win her over, went to any expense and presented her with only the most expensive gifts — jewelry made of the rarest materials, ornaments created by the most talented craftsmen, dresses of overseas fabrics, and much, much more. Naturally, great money was needed for all this, and the kingdom's treasury was not infinite, and that is why the crown had to raise taxes, which led to famine among the common population. Eventually, the foreigner returned to her homeland, and the king was left with nothing. Monard swore to himself that he would either change the country for the better or give his life trying to achieve this.
Using his position, he began preparing a revolution, and in the winter of 285, with the support of commoners oppressed by the state, he carried it out, becoming the new ruler of Eilia. The first thing he did after achieving his goal was to get rid of class inequality and direct all efforts toward improving the economic opportunities of the kingdom's residents. He conducted his further policy based on his belief that the main problems of society arise from ignorance, greed, arrogance, and women.
Monard promoted in every way the necessity of obtaining an education and the idea of male friendship, actively fought corruption, and countered crime by transforming public consciousness, instilling a sense of shame, etc. In the first years of his reign, he built schools where both children and adults could learn literacy, and it was the former aristocrats who possessed this knowledge that worked there as teachers. After several generations, a full education could be obtained in these schools, and most of the population already knew how to read and write. And although the general standard of living and personal freedoms under Monard's leadership grew noticeably, the status of women in Eilia became even lower than before.
Capital: Lockhart
King: Monard "the Liberator"
Age: 88
Reign: 42 years
Origin
+4 to skill points;
The character can teach others what he knows himself (equivalent to 1 SP per month).
Donar Tribes
A long-time neighbor of Menas, Eilia, and Iass, with whom the alliance kingdoms had to conflict for a very long time. The warrior nature of the Donars and the features of their culture did not contribute to establishing trade or even peaceful relations: the Donars regularly plundered the settlements of their neighbors, to which the kingdoms repeatedly had to respond with fruitless war. Such relations brought no benefit to the alliance and only drained resources from its participants. Fortunately, such a situation was resolved in the summer of 306 after Emufrep became the new king of Astria. Under his competent leadership, thoughtful strategies, and charismatic leadership, the alliance forces managed to conquer the tribes. But despite the crushing defeat, the inhabitants of this region managed to preserve autonomy within the alliance and even obtain a vote in the council. This was because representatives of the kingdoms wanted to avoid resistance, sabotage, and guerrilla warfare. Instead of all that, they gained an ally in future wars and a new market for their goods.
Significant cities: Donari (center of trade and politics, where representatives of all settlements gather to solve pressing issues), Ealtal (religious center, place of various festivals, rites, and other events of pagan culture), Zedheim (the largest military city protected by huge walls, which is a rarity for the Donar people).
Origin
+3 to strength;
+1 to defense for each unit of strength;
When crafting weapons, a smith can engrave runes to improve their characteristics (85% chance for one rune, 10% chance for two runes, 5% chance for three runes; each is determined randomly):
Eal: +5 to accuracy;
Vex: +15% to crit chance;
Sol: burn (15 fire damage at the end of the turn for three turns, stacks);
Zo: paralysis (50%);
Ur: ignore 25 defense units;
Rem: +3 to charisma;
Im: add. attack.
Minnean Islands
Islands located to the southwest of Liatria, which have long interested the southern members of the alliance due to the unusual culture and appearance of their inhabitants. The islanders have dark skin, slightly different facial features, paint their bodies with dye, and draw various symbols with them. They have no rulers, only village chiefs and shamans. People live freely, hunting by day and indulging in carnal pleasures by evening.
"You Northerners are strange. I throw a spear once to slay my prey. I do this — and I will be full. In the village, the warmth of a woman and alcohol will await me, and in the morning — another wonderful day. But what you call 'work' is as if I spent all day throwing a spear while standing in one place without any specific goal; and then, returning to the village, I would fall from exhaustion and reluctantly wake up the next morning. If this is what you call 'civilization' — we do not need it". — A Minnean hunter after his journey through the kingdoms.
In 284, during a short war, the Minnean Islands were annexed to the United Kingdoms without a vote in the council.
Origin
+2 to agility, +2 to perception;
When crafting bladed weapons, a smith can use obsidian instead of traditional materials. Such weapons deal more damage but break quickly (+25 to damage, breaks after 10 contacts, twice as fast if the opponent is in plate armor);
A hunter can choose one additional type for their profession (humans, elves, undead, demons, Ashians, monsters).
Shion
A tiny kingdom located to the east of Astria. It has always been characterized by a high standard of living, rich culture, strong traditions, and mutual love and respect between the royal family and its subjects.
In 312, Shion was under threat of invasion by the troops of Emufrep "the Amorous" (contrary to the wishes of the alliance council), but thanks to the intervention of Rian Alisheim, previous king of Leito, this did not happen. Instead, Shion had to join the United Kingdoms as a full member, allow foreigners into its internal market, and officially accept a foreign faith.
Capital: Asagao
Queen: Anniona Lichnis
Age: 34
Reign: 7 years
Origin
Production and training speed are twice as fast.
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Ikigaism
The harmony of man and nature, purity of mind, spirit, and body, order and mutual understanding in society, effective and fair governance – these are the foundations of Ikigaism. Consequently, followers of this religion try to improve themselves and get rid of their own shortcomings, and also strive to ensure that all other people have achieved enlightenment. The goal of the Church of Ikigaism is harmony throughout the world.

Hierarchy
Followers of this religion do not worship gods, but their church has a very strict hierarchy.
Instructress — ruler of Astromeria, head and central figure of the church. She is elected by the Council of Enlightened and retains this title and all associated powers for life from the moment of election. Only women can hold this title.
V
Council of Enlightened — consists of Armery, Amnair, Amphion, the Supreme Inquisitor, and all gurus of the country.
V
Armery/Armeria — chief administrator of Astromeria, deals with laws and finances of the empire, and represents the interests of all Emeians of the country on the Council of Enlightened.
Amnair/Amnaira — Amnair performs the role of commander-in-chief of the armed forces of Astromeria and also maintains order within the country.
Amphion/Amphiona — Amphion monitors the writing, preservation, and dissemination of "authentic" information about the world, and at the same time is responsible for identifying everything that is vicious and dangerous.
Any scientific and technological research in territories under the influence of Ikigaism is closely monitored by Amphion's agents. In addition, Amphion determines the only correct version of world history and actively suppresses attempts to refute it.
Supreme Inquisitor — head of the Inquisition, an organization responsible for destroying heretics recognized as such by Amphion. In some cases, inquisitors reserve the right to brand a person as a heretic. In particular, this applies to sorcerers – those who use magic are usually arrested or, if they resist, executed immediately.
V
Emei — leader of the church in a given settlement and, therefore, its administrator. Third circle Emeis manage villages and small towns, second circle – large cities, and first circle – megacities and entire provinces. Third circle Emeis report to second circle Emeis, and those to first circle. First circle Emeis, in turn, directly subordinate to Armery.
Guru — spiritual masters recognized by the clergy in a certain field, wise men serving as role models.
V
Inquisitor
Yajha — missionaries and leaders of churches outside Astromeria.
V
Serene — commanders of the army of Astromeria and individuals working for the church but without specific powers.

According to custom, all representatives of the clergy of Astromeria, with the exception of the Instructress, dye their hair white. This symbolizes their spiritual purity.
Donar Pantheon
According to what the Donar tribes believe, the world is divided into three parts: Mirai (the realm of humans), Reimgaard (the world of gods), and the Abyss. For the gods, the human world serves as a playground for their divine games and resolution of conflicts, while for humans it appears as a place of trials, whose main task is to determine those worthy of entering Reimgaard. In order to avoid falling into the cold Abyss and prove themselves worthy of living side by side with the gods, Donar warriors choose one or another god as their patron and live according to his example.
Cult of Gar
Gar is one of the two chief gods of the Donar pantheon, sworn enemy of Adalard; patron of just war, strength, and courage.
Cult of Adalard
Adalard is one of the two chief gods of the Donar pantheon, sworn enemy of Gar; patron of bloody war, disobedience, and bloodlust.
Shamanism
Shamanism is the traditional religion of the indigenous tribes of the Minnesian Islands, based on the belief in the animation of all nature and the possibility of communicating with spirits and gods through various rituals (dances, songs, sacrifices, etc.). Beliefs may vary from settlement to settlement and from island to island, so you can find both very peaceful followers of this religion and very bloodthirsty and cruel ones.
Ixian Faith
This religion originated in the homonymous overseas country and gained some popularity due to Liaetria's active trade with the southerners. Many residents of the United Kingdoms, who since childhood have been forced to follow Ikigaism, which is based on prohibitions and self-restraint, are attracted by the freedom-loving and at the same time worthy nature of foreign beliefs. Of course, it is officially not allowed to practice Ixian faith, but there are many who do so secretly.

Features
The main deity is the Ixian emperor, and a marriage concluded between close relatives in the imperial family (especially brother and sister) is considered divine by followers of this faith.

The main virtues of the Ixian faith are conscientiousness, diligence, curiosity, creativity, passion, and courage.

Despite the peculiarities of marriage in the imperial family, Ixian society is based on polyamorous relationships; people are generally open to new things, very extroverted, and rarely sit idle; Ixians are always ready to accept another person's point of view and even a completely alien way of life to them, but despite this, as well as their benevolent attitude towards foreigners and followers of other religions, they always do what their hearts tell them.
Animism
Animism is a collective name for various animistic beliefs that existed and were widely practiced in the territory of the alliance before Astromeria interfered in the affairs of the kingdoms. They vary from region to region and today are little practiced anywhere. The only country where monuments and other symbols of animism have survived is Leito.
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Atheist
This category includes people who do not believe in anything supernatural and who do not follow any religion. Such people are usually treated with disapproval.
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Helmut Dachau

Race: human (eagle eye)
+18% critical hit chance
Origin: Leito
+2 Charisma, +2 Charm;
Parry melee attacks when using a same-Leito sword;
Ability to use plate armor while having the Archer profession.

Beliefs: Shamanism (fire spirits)
Character's attacks deal additional fire damage (40%)

Date: 03.18.327 (+8)

Characteristics
Strength: 8
Agility: 6
Perception: 8
Intelligence: 4
Will: 3
Charisma: 3

Parameters
Health: 120
Endurance: 8
Evasion: 32 (33)
Movement Speed: 5
Stealth: 6
Accuracy: 17
Observation: 8
Critical Hit Chance: 54%
Creativity: 4
Magic Power: 4
Initiative: 4
Will Checks: 3
Spells: 0
Etiquette: 3
Attractiveness: 3
Charm: 5

Specializations
Leito Sword III
+5 Accuracy
+15% critical hit chance
Additional attack
Buckler I
+1.5 block per unit of Agility
Chainmail 0

Professions
Warrior I
+4 Accuracy, +1 Speed, +5% critical hit chance

Equipment
Worn Leito Sword
Damage: 25-35
Strength: 5
Leito Sword (Astria)
30-40
Strength: 6
-4 Accuracy
Travel Clothes
Defense: 2
Tarnished Medallion
Money
46 silver astrs
5 astrs
Worn Boots
+1 Evasion
Helmet
Self-crit -5%
Chainmail (low quality)
Defense: 15
Durability: 600
Buckler
Durability: 250
Bandit Money
3322 bronze coins and 175 silver
Instant Recovery Potion (Mekriy)
Restores 150 Health [4/5]
Regeneration Potion (Mekriy)
Restores 50 Health at the end of each turn for four turns [4/5]
Bow (3)
Damage: 25
Strength: 4
Battle Axe
Damage: 35
Strength: 5
Arrows (46)

Abigail Dissen

Race: human (beauty)
+8 Attractiveness

Origin: Menas
Cost of learning professions is halved;
Ability to unlock an additional level for combat specializations (choice of: +4 Accuracy, +4 Evasion, +10% critical hit chance, +2 Accuracy and +2 Evasion, paralysis (20%), +10 Damage, double damage (25%), triple damage (10%), ignore 15 Defense).

Beliefs: Atheist
+1 to all characteristics
+1 to characteristic limit

Date: 01.07.327 (+10)

Characteristics
Strength: 9
Agility: 6
Perception: 5
Intelligence: 6
Will: 5
Charisma: 5

Parameters
Health: 135
Endurance: 9
Evasion: 13 (14)
Movement Speed: 6
Stealth: 6
Accuracy: 12
Observation: 5
Critical Hit Chance: 20%
Creativity: 6
Magic Power: 6
Initiative: 6
Will Checks: 5
Spells: 2
Etiquette: 5
Attractiveness: 13
Charm: 5

Specializations
Bastard Sword II
+3 Accuracy, +3 Evasion
Double damage (30%)

Professions
Warrior III
+4 Accuracy, +4 Evasion, +2 Speed, +10% critical hit chance
Maximum weapon damage (Melee) increases by 15% for each unit of Strength exceeding the item's requirements

Equipment
Worn Bastard Sword
Damage: 35-55/79/63
Strength: 6/8
Travel Clothes
Defense: 2
Worn Boots
+1 Evasion
Money
28 silver astrs
955 copper astrs
Tribes of Ashia: Who are they?
Bone Serpent Hide
Bone Serpent Fangs (2)
Bone Serpent Knuckles (36)
Provisions
9

Lex

Race: human (erudition)
Additional profession

Origin: Menas
Cost of learning professions is halved;
Ability to unlock an additional level for combat specializations

Beliefs: Ixian Faith
Fire damage reduced by 75%
+4 Charisma
Charm
Attractiveness roll vs Will roll in dialogue; on success, makes the chosen character of the opposite sex fall in love with them.

Flame of Ixia
Character's weapon deals additional fire damage.
Effect: +8% damage per unit of Magic Power.

Brave Heart
Immunity to negative mental effects.

+8 Creativity, +8 Initiative.

Fire Nature
Fire does not deal damage to the character; instead, it heals them. Immunity to poisons and diseases.

Spell: Inferno
Deals fire damage in a 13x13 area for three turns.
Range: entire map
Cast time: 3 turns
Damage: Magic Power * 18

Date: 01.11.327 (+6)

Characteristics
Strength: 6
Agility: 2
Perception: 2
Intelligence: 9
Will: 6
Charisma: 13

Parameters
Health: 90
Endurance: 6
Evasion: 2
Movement Speed: 2
Stealth: 2
Accuracy: 2
Observation: 2
Critical Hit Chance: 4%
Creativity: 18
Magic Power: 9
Initiative: 18
Will Checks: 6
Spells: 3
Etiquette: 13
Attractiveness: 13
Charm: 13

Specializations
Staff 0

Professions
Merchant III
-1% item cost per unit of Charm
-1% item cost per unit of Etiquette with "civilized" merchants
-1% item cost per unit of Attractiveness with merchants of the opposite sex
+5 Etiquette and +5 Charm when speaking with other merchants
Player creates an additional bodyguard character (Mirna)
Priest III
+4 Will
Access to advanced features of the character's faith
Access to expert features of the character's faith

Equipment
"The Boy Who Lived"
Writing Supplies
Books Approved by Amphion (20)
Money
0 silver Astrs
8 Astrs
Provisions
4
Staff
Damage: 20-35
Strength: 4

Mirna

Race: human (beauty)
+8 Attractiveness

Origin: Donar Tribes
+3 Strength;
+1 Defense per unit of Strength;
When crafting weapons, the blacksmith can engrave runes to improve their characteristics

Beliefs:
Berserker attacks the nearest enemy and receives the following bonuses: immunity to slow, paralysis, mental effects; conversion of dealt damage into health (does not exceed maximum); +20% critical hit chance; additional attack;
Character can continue attacking until they miss

Date: 01.08.327 (+6)

Characteristics
Strength: 12
Agility: 6
Perception: 9
Intelligence: 4
Will: 5
Charisma: 1

Parameters
Health: 180
Endurance: 12
Evasion: 12
Movement Speed: 4
Stealth: 6
Accuracy: 15
Observation: 9
Critical Hit Chance: 18%
Creativity: 4
Magic Power: 4
Initiative: 4
Will Checks: 5
Spells: 2
Etiquette: 1
Attractiveness: 9
Charm: 1

Specializations
Poleaxe II
+6 Accuracy, +6 Evasion

Professions
Priest II
+4 Will
Access to advanced features of the character's faith

Equipment
Poleaxe
Damage: 35-75
Strength: 6
Range: 2
Provisions
7
Money
325 silver astrs

Garlius Wailer

Race: human (erudition)
Additional profession

Origin: Menas
Cost of learning professions is halved;
Ability to unlock an additional level for combat specializations

Beliefs: Ixian Faith
Ixian Faith
Fire damage reduced by 75%
+4 Charisma
Charm
Attractiveness roll vs Will roll in dialogue; on success, makes the chosen character of the opposite sex fall in love with them.

Flame of Ixia
Character's weapon deals additional fire damage.
Effect: +8% damage per unit of Magic Power.

Brave Heart
Immunity to negative mental effects.

+8 Creativity, +8 Initiative.

Fire Nature
Fire does not deal damage to the character; instead, it heals them. Immunity to poisons and diseases.

Spell: Inferno
Deals fire damage in a 13x13 area for three turns.
Range: entire map
Cast time: 3 turns
Damage: Magic Power * 18

Date: 01.07.327 (+10)

Characteristics
Strength: 5
Agility: 7
Perception: 9
Intelligence: 3
Will: 7
Charisma: 7

Parameters
Health: 75
Endurance: 5
Evasion: 7 (8)
Movement Speed: 4
Stealth: 7
Accuracy: 9
Observation: 9
Critical Hit Chance: 18%
Creativity: 11
Magic Power: 3
Initiative: 11
Will Checks: 7
Spells: 4
Etiquette: 7
Attractiveness: 7
Charm: 7

Specializations
Bow 0

Professions
Priest
+4 Will
Access to advanced features of the character's faith
Access to expert features of the character's faith

Poison Master
Access to basic recipes
Access to advanced recipes

Equipment
Alchemical Apparatus and Tools
Bow
Damage: 25
Strength: 4
Arrows (28)
Travel Clothes
Defense: 2
Southern Cloak
Worn Boots
+1 Evasion
Money
43 silver astrs
955 copper astrs
Bone Serpent Poison (3)
Provisions
9

Ahelsian

Race: human (magic affinity)
+4 Magic Power

Origin: Eilia
+4 Skill Points;
Character can teach others what they know themselves (equivalent to 1 SP per month).

Beliefs: Ikigaism
+0.5 to Will and Endurance checks per unit of Will;
Damage from followers of other religions reduced by 3% per unit of Will.

The first (per battle) hostile spell targeted at the character or a cell next to them will have no effect.

Spell: Resurrection
Brings back to life a character who died from lack of health. Success chance equals the inverse percentage value of the character's current health. Additional success chance: +3% per unit of the priest's Magic Power.
Range: 10

Spell: Restoration
Fully restores a chosen character's health.
Grants the character additional health.
Effect: +10 Health per unit of the priest's Magic Power.
Range: 10

Spell: Hallowed Weapon
Chosen weapon deals additional damage until the end of combat.
Effect: +8% damage per unit of the priest's Magic Power.
Range: 1

Character automatically uses Resurrection and Restoration on themselves if their health drops to 0 or below. Once per battle, provided they have available spells.

Spell: Patronage
Character creates a barrier of pure light, limiting external influence. Enemies must pass a Will check against the priest's Magic Power; otherwise, they cannot pass through or attack through it. Allies' actions are not restricted.
Area of effect: 7x7 with the priest in the center
Duration: three turns

Date: 01.09.327

Characteristics
Strength: 10
Agility: 4
Perception: 2
Intelligence: 8
Will: 10
Charisma: 5

Parameters
Health: 150
Endurance: 15
Evasion: 15
Movement Speed: 3
Stealth: 4
Accuracy: 5
Observation: 2
Critical Hit Chance: 4%
Creativity: 8
Magic Power: 12
Initiative: 8
Will Checks: 15
Spells: 7
Etiquette: 5
Attractiveness: 5
Charm: 5

Specializations
Unarmored
+4 Evasion
+4 Evasion
+3 Accuracy, +3 Evasion

Professions
Priest III
+4 Will
Access to advanced features of the character's faith
Access to expert features of the character's faith

Equipment
Cleric's Cassock
+1 Will
Tome of Enlightened Commandments
Obtaining (replacing) first level of ikigaism.
Days: 45
Wooden Figurine of the Mentor
Money
50 silver astrs

Ronard Mengsk

Race: human (dexterity)
+4 Accuracy

Origin: Menas
Cost of learning professions is halved;
Ability to unlock an additional level for combat specializations

Beliefs: Atheist
+1 to all characteristics
+1 to characteristic limit

Date: 01.04.327(+7)

Characteristics
Strength: 5
Agility: 14
Perception: 10
Intelligence: 4
Will: 3
Charisma: 4

Parameters
Health: 75
Endurance: 5
Evasion: 14
Movement Speed: 8 (12)
Stealth: 14 (19)
Accuracy: 14
Observation: 10
Critical Hit Chance: 20%
Creativity: 4
Magic Power: 4
Initiative: 4
Will Checks: 3
Spells: 0
Etiquette: 4
Attractiveness: 4
Charm: 4

Specializations
Crossbow II
Ignore 15 Armor
Paralysis (25%)

Professions
Rogue III
+5 Stealth, +4 Speed
Lockpicking skill
+4 Agility

Equipment
Crossbow
Damage: 40
Strength: 5
Dagger
Damage: 10-20
Strength: 3
Clothes with Hidden Pockets
Lockpick (10)
Crossbow Bolt (63)
Documents
Money
7 silver astrs
3 copper astrs
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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7 years ago
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Donar's Pantheon

A character can sacrifice one of their limbs or eyes to their ancestors and choose an additional perk. A total of 3 perks can be obtained.
Donar's Pantheon.
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7 years ago
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And where is Andoria?

Be strong. Believe
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7 years ago
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There is Arandoria.
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7 years ago
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Looks interesting, I'll sign up. What's the point of the game? To travel and kill everyone? If so, I declare Ikigai my enemy.

Be strong. Believe
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7 years ago
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I haven't read the setting, but judging by the collection of religions and the overall wildness, I assume that Ikigai ultimately won, brought everyone back to the Dark Ages, and then a few hundred more years passed before our game began.
Where do we go?
Where do we end up when we save the world?

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