Skip to content

Posts from 🎀 Wisteria 🎀

No ratings yet — be the first to rate!
User Avatar
Auto-translated
The History of Visteria
Arteria
The history of Visteria begins in a period known as the "age of gods" and the "era of chaos," which lasted for the longest stretch of time in the written history of humanity. In those times, most of Visteria's lands were represented by independent city-states, each having a patron in the form of one deity or another. At the core of the city-state protectors' essence were certain attributes with which their followers associated their patron — natural phenomena, emotions, character traits, crafts, and much else. Consequently, this was a key element in shaping the cultures of the peoples inhabiting Visteria at that time: for example, the inhabitants of the land of the goddess of fertility prioritized agriculture and preferred peaceful existence, while the followers of the god of war most revered the martial craft and lived by conquest. Despite the existence of a great multitude of vastly different languages, representatives of various cultures treated the patrons of foreign city-states with respect and sometimes fear, but because conflict and discord were typical attributes of many deities, this did not help them achieve mutual understanding. Nor did it help that human greed and lust for glory knew no bounds. As a result of this world order, wars, famine, and other misfortunes were commonplace for the people of that time.

One such deity was Arteria — the goddess of the sea painted in the color of the sun. This name was given to her because of the serene beauty of the island on which she arose. Her main attribute is love, which was expressed in the fact that the goddess led her followers with a just but gentle hand and was known for her kindness and care. Life on the island of Arteria was blissful — people under her patronage knew no hardship and were protected from external threats, but the goddess herself never ceased to grieve for Visteria and all its inhabitants, forced to be pawns in a divine confrontation. This prompted Arteria to renounce her peaceful world and take up the path of war, which forever changed the history of Visteria — the "era of chaos" came to an end precisely as a result of the conquests she and her faithful followers carried out. The lands of Visteria were united under the patronage of the goddess of love and have since known no wars, famine, or any other misfortunes. This, however, did not come without a sacrifice on the part of the goddess — in order to control such vast territories, Arteria had to renounce her physical body and merge with the nature of the continent she ruled. She controlled the weather and other natural phenomena across the entire continent, which allowed her to endow Visteria with ideal conditions for the flourishing of civilization, and together with a just society and a culture filled with love, this continent became a place of blissful existence for every person.
The Dark Ages
About three thousand years ago, the goddess's influence waned — historians do not know why to this day, but it is reliably known that dark times followed for its inhabitants — colossal natural disasters, epidemics, crop failures, and other destructive natural phenomena went hand in hand with tragedies and catastrophes wrought by human hands. During this time period, the collapse of the then-existing civilization occurs; magical sciences fill the vacuum created by the disappearance of the gods; the first non-humans and monsters appear.

Order on the continent began to be restored through the efforts of the followers of the then-forgotten goddess, who would later create the Church of Arteria, the day of whose founding would serve as the starting date of the modern calendar. The three key directions of the followers of this religion became science, medicine, and culture. All of this was necessary for the restoration of civilization and the enlightenment of the people: in the era of dark times, they built the first schools and hospitals. In addition, the followers of Arteria also highly revered the martial craft and magic, with the help of which they protected people and overthrew tyrants.
The Invasion of the Northerners
In the year 505 from the founding of the Church of Arteria, during a period when the consequences of the dark ages were finally coming to an end, a large army from a previously unknown land landed on the territory of the northernmost country of the western part of the continent — Nortia. The warriors, who called themselves Selvari, were significantly stronger than humans and other peoples inhabiting Visteria; they were distinguished not only by physical strength but also by lightning speed, an incomparable aptitude for magic, and a lifespan many times exceeding that of humans. They refused to enter into dialogue, and Nortia fell in just a few weeks after their unexpected appearance, followed by other countries to its south. The new rulers of the north were not bloodthirsty or pointlessly cruel, but they demanded absolute obedience from their subjects, including participation in future military campaigns.
By the year 557, the Selvari controlled 2/3 of the territories of western Visteria, but despite the success of their military campaign, their plans to conquer the entire continent were not destined to come true. The reason was quite simple: they were too few to control such vast territories and simultaneously continue the war, but pride and a lack of flexibility in thinking did not allow them to go on the defensive. When the people saw this, widespread rebellions began in the occupied territories, the participants of which joined forces with the armies of free countries to achieve one goal: the complete destruction of the hated northerners. The last stronghold of the invaders, Nortia, fell in the year 572, and with that, this era came to an end, forever changing the fate of the peoples of Visteria. The main changes following the events of this century were the weakening of the influence of the Church of Arteria and the formation of feudalism.
Starting Conditions
1. When creating a character, you must choose an origin, a conviction, as well as a year and month of birth. Fate cards are temporarily unavailable.
2. At the start of the game, 36 attribute points are available with an upper limit of 10. The minimum is 1 for strength, endurance, dexterity, perception, speed, and intelligence. The final values of these attributes must not be lower than one.
3. Attributes gained through origin, conviction, and skills increase/decrease the attribute limits.
4. At the start, 2 specialization points and 5 skill points are available.
5. Skills and convictions tied to cultures can only be taken by characters of the corresponding origin.
6. Characters with snow-white hair receive +1 SP and +5 HP.
7. Start date: spring 729, year of the hare.

Terms
1. Effectiveness: increases the final values of any actions (rolls, damage, etc.) and also reduces resistance to the corresponding damage type by a percentage equal to the effectiveness (static values).
2. Resistance: reduces incoming damage and also provides a chance to protect against negative effects from actions with the corresponding damage type.

Attributes
Strength
+5 to might, +5 to endurance, +1% to resistance (physical).[/FONT]
Endurance
+50 to health.[/FONT]
Dexterity
+5 to dodge, +5 to stealth, +3% to resistance (air).[/FONT]
Perception
+5 to accuracy, +5 to observation, +3% to resistance (nature).[/FONT]
Speed
+1 to movement speed, +5 to initiative, +3% to resistance (fire).[/FONT]
Intellect
+3% to experience gained, +5 to magic power, +5 to creation.[/FONT]
Spirit
+5 to willpower, +50 to magical energy, +3% to resistance (water).[/FONT]
Faith
+1 to piety, +3% to resistance (light).[/FONT]
Charisma
+5 to leadership, +5 to etiquette, +3% to resistance (darkness).[/FONT]
Beauty
+5 to attractiveness, +3% to resistance (neutral).[/FONT]

Damage Types
1. Physical
2. Elemental
- Fire
- Water (cold)
- Air (lightning)
3. Higher
- Light
- Darkness
4. Neutral (time)
5. Natural (poison)
6. Pure (divine)

Constellations
Ancient philosophers of Telos who studied the influence of celestial bodies on human life used to believe that their position on the celestial sphere at the time of an individual's birth determined their character, temperament, and future fate. Centuries later, this science was brought to Shengkai thanks to the efforts of its enterprising merchants, and later spread throughout all of Visteria.
Constellation of the Artisan
+50% to experience gained, +35% to creation, +1 SS and +2 SP for peaceful skills.

<-- 600, 612, 624, 636, 648, 660, 672, 684, 696, 708, 720 -->
[/FONT]
Constellation of the Cup
Once per day, the character is able to restore their health, magical energy, and other resources, as well as remove negative effects from themselves at any time without spending a turn. 20% chance to activate an additional turn after completing the previous one, but no more than once per phase.

<-- 601, 613, 625, 637, 649, 661, 673, 685, 697, 709, 721 -->
[/FONT]
Constellation of the Sorcerer
+100% to magical energy, +1 SS and +2 SP for magical skills, the character can read 1 more book.

<-- 602, 614, 626, 638, 650, 662, 674, 686, 698, 710, 722 -->
[/FONT]
Constellation of the Trireme
Once per battle, nullifies the first negative effect or attack applied to the character. +15% to resistance (elemental, higher, natural).

<-- 603, 615, 627, 639, 651, 663, 675, 687, 699, 711, 723 -->
[/FONT]
Constellation of the Serpent
The character can use stealth without having the corresponding skill; +35% to stealth; +35% to accuracy.

<-- 604, 616, 628, 640, 652, 664, 676, 688, 700, 712, 724 -->
[/FONT]
Constellation of the Centaur
The character can shoot and/or cast spells and move simultaneously; +3 to movement speed; +35% to dodge.

<-- 605, 617, 629, 641, 653, 665, 677, 689, 701, 713, 725 -->
[/FONT]
Constellation of the Warrior
+30% to health, +30% to endurance, +30% to might, +1 SS and +2 SP for martial skills.

<-- 606, 618, 630, 642, 654, 666, 678, 690, 702, 714, 726 -->
[/FONT]
Constellation of the Hero
+10 to attribute points, attribute limits increased by 3, +1 SS, +2 SP.

<-- 607, 619, 631, 643, 655, 667, 679, 691, 703, 715, 727 -->
[/FONT]
Constellation of the Lyre
+50% to experience gained, +35% to magic power, +35% to etiquette.

<-- 608, 620, 632, 644, 656, 668, 680, 692, 704, 716, 728 -->
[/FONT]
Constellation of the Hare
Once per day, the character is able to flee from battle at any time, without spending a turn and even if they cannot move for any reason; +3 to speed.

<-- 609, 621, 633, 645, 657, 669, 681, 693, 705, 717, 729 -->
[/FONT]
Constellation of the Crown
The character gains immunity to slowing, immobilizing, and paralyzing effects; +35% to willpower; +35% to magic power, +35% to observation.

<-- 610, 622, 634, 646, 658, 670, 682, 694, 706, 718, 730 -->
[/FONT]
Constellation of the Dragon
+30% to fire resistance, +30% to physical damage resistance, +30% to health, +30% to fire effectiveness, 20% chance to not take damage.

<-- 611, 623, 635, 647, 659, 671, 683, 695, 707, 719, 731 -->
[/FONT]
Constellation of the Altar
+2 to faith, +1 to spirit, +30% to willpower, regeneration of 10% health per turn (only in battle, once per phase).

(January)
[/FONT]
Constellation of the Thinker
-1 to strength, -1 to dexterity, -1 to endurance, -1 to perception, -1 to speed, +1 to intellect, +1 to spirit, +1 to faith, +1 to charisma, +1 to beauty, +25% to experience gained, +10% to magic power, +30% to willpower, +20% to creation, +20% to etiquette, +20% to leadership.

(February)
[/FONT]
Constellation of the Lovers
+2 to beauty, +1 to faith, the character's other half gains immunity to mind-affecting effects or protection from one fatal wound if immunity is already present, +15% to darkness resistance, +30% to light effectiveness.

(March)
[/FONT]
Constellation of the Eagle
+2 to speed, +1 to perception, +30% to observation, +20% to accuracy, +20% to dodge, +15% to air resistance, +30% to air effectiveness.

(April)
[/FONT]
Constellation of the Shepherd
+2 to perception, +1 to endurance, +50% to observation, +15% to nature resistance, +30% to nature effectiveness, +20% to health.

(May)
[/FONT]
Constellation of Narcissus
+1 to all attributes, +15% to light resistance, +30% to darkness effectiveness.

(June)
[/FONT]
Constellation of the Hydra
+1 to strength, +1 to dexterity, +1 to endurance, +1 to perception, +1 to speed, -1 to intellect, -1 to spirit, -1 to faith, -1 to charisma, -1 to beauty, +25% to might, +25% to endurance, +15% to accuracy, +15% to dodge, +10% physical damage resistance, +20% to health.

(July)
[/FONT]
Constellation of the Whale
+2 to strength, +1 to charisma, +50% to reward, +40% to health.

(August)
[/FONT]
Constellation of Pegasus
+2 to charisma, +1 to intellect, +35% to dodge, +35% to initiative.

(September)
[/FONT]
Constellation of the Wolf
+2 to dexterity, +1 to speed, +35% to dodge, +10% to critical damage chance.

(October)
[/FONT]
Constellation of the Hermit
+2 to spirit, +1 to dexterity, +25% to experience gained, +2 to SP, +15% to neutral element effectiveness and resistance.

(November)
[/FONT]
Constellation of the Empress
+2 to intellect, +1 to beauty, +20% to magic power, +30% to magical energy, regeneration of 10% magical energy per turn (only in battle, once per phase), +15% to water, +30% to water effectiveness.

(December)
[/FONT]
Additional
- If a character has resistance to a certain damage type and passes a check against an effect belonging to that damage type, the effectiveness of their defensive roll increases by the same value.
- Damage resistance cannot exceed 85%.
- Stealth or parrying cannot be used without having the corresponding skill.
- In certain situations, combat may end prematurely.
- In most cases, percentage bonuses stack with each other (for example, a character born in the year of the centaur and the month of the eagle will receive +70% to their dodge value, and if they drink a potion that increases dodge by 50%, then the total will be 120%) but some effects may activate separately (for example, the chance to not take damage does not stack).
- Block points are restored in combat if the character does nothing but move, including not dodging enemy attacks.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Reginleif
Reginleif is the modern name of the island where, millennia ago — long before the unification of Wysteria — worship of Arteria first began. During the Dark Ages, the goddess of love's followers cleansed the island of the dangerous monsters that inhabited it and established their headquarters there. Centuries later, Reginleif would become the center of the Church of Arteria and the most influential state in Wysteria. Geographically, Reginleif lies near the central part of western Wysteria, which has always caused the Church's influence to tilt toward the nations of that region. Every true follower of Arteria aspires to visit at least once in their lifetime, to see with their own eyes the birthplace of their goddess.

Today, Reginleif functions as an ordinary state with its own government, economy, armed forces, and so on; thanks to additional territories on the continent and neighboring islands it has claimed over the years, the country is home to a sizable population. Reginleif's form of government is a monarchy, but royal power is limited and not hereditary — the new queen is whichever girl the Tiara of Arteria, one of the ancient artifacts, deigns to accept. The queen rules Reginleif as an absolute monarch, consecrates warriors as einherjar and paladins, and so forth, yet her role within the Church itself is quite limited: the supreme leadership of the Church rests with the Council of Valkyries, on which the queen holds only a single vote on any important matter. The remaining twelve votes belong to the Valkyries — the goddess's chosen. A young woman becomes a Valkyrie when painful, bleeding wounds appear unbidden on her body; once healed, these wounds are replaced by sacred symbols, signifying the blessing she has received. Valkyries cease to age, cannot fall ill, and so on — they live for as long as their bodies continue to function. The average lifespan of a Valkyrie is roughly a hundred years, though the more they fight, the shorter that span becomes. After a Valkyrie's death, considerable time may pass before her successor appears in the world.

Numerous organizations necessary for maintaining peace, order, and prosperity throughout Wysteria operate under the Church's authority. Quite often one of the Valkyries leads such an organization, though not always. The most prominent of these organizations are listed below.
The Bureau of Magic
This organization collects all information related to the magical sciences and restricts the use and spread of magic on the continent whenever sorcerers employ it for malicious purposes or attempt to conduct forbidden research. The Bureau of Magic also apprehends unregistered mages and confiscates magical artifacts that pose a threat to the public.
The Order of the Camellia
The Order of the Camellia's purpose is to provide education and medicine in regions where ordinary people find access to them difficult or impossible. Members of the Order travel the world, enlightening adults and children alike and offering medical care to all who need it. Wherever possible, they establish schools and hospitals.
The Fleet of Reginleif
The fleet of the sun-colored sea… The largest naval armed force in Wysteria belongs to Reginleif. Normally it answers to the queen, but if the position of Admiral of the Fleet is held by one of the Valkyries, command priority passes to her. The Fleet of Reginleif controls Wysteria's seas, protects merchant vessels from pirate attack, assists sailors in navigation, and enforces blockades on states such as Lisliar.
The Priestesses of Arteria
The Priestesses of Arteria carry out the Church's missionary work and spread joy and love throughout the world. Beyond a deep understanding of the Church's religious teachings, they are also accomplished vocalists, dancers, and more — drawing attention through their talents and bringing delight to all around them.
The Inquisition
The Church of Arteria is generally quite tolerant of other beliefs, but in certain cases — for instance, when followers of a given religion threaten the safety of others or practice forbidden rites — the Inquisition intervenes. Demon-worshippers and heretics, however, are destroyed without mercy regardless of circumstances.
The Order of the Keepers
This organization is charged with preserving the full truth about the world and its historical events, and with keeping watch over artifacts of ancient, divine origin.
The Army of Reginleif
As with the fleet, this country's armed forces are unmatched and answer to either the queen or one of the Valkyries. The Church's warriors take part in peacekeeping missions across the nations of Wysteria, frequently serving as mediators to bring an end to hostilities between warring parties.
Amatonte
The Church's intelligence organization, responsible for gathering information about events taking place across Wysteria. Amatonte agents operate undercover in nearly every country in Wysteria, exposing corrupt officials and so on.
The Department of Technology
This organization conducts research across the most diverse fields of science and is responsible for a large share of the continent's technological innovations. The first prototypes of firearms originated here — a development that sparked one of the most serious conflicts on the Council of Valkyries in the past century.

The war against the northerners ended with catastrophic losses for the Church of Arteria: they lost eleven of the twelve Valkyries then serving, expended unimaginable resources, and forfeited much of the infrastructure necessary to sustain their former influence. Had the Selvarian invasion not occurred, the followers of Arteria would likely already have been on the path to unifying the continent — but the invasion weakened their influence enormously. The Church is still capable of crushing any single state in Wysteria, yet now it must tread carefully on thin ice, for its strength is no longer sufficient to contain the chaos that could follow from rash actions or the discontent of the other players on Wysteria's political map.
Origin
+1 to piety for every point of faith.
Unique Skills

Western Wysteria
Serberia
Serberia was founded during the revolts against Selvarian rule, led by Artorius der Grosse in the year 565. The leader of the rebellion seized upon the situation not only to overthrow the occupiers, but also to become the sole ruler — king — of the territories he had liberated, ruthlessly crushing all other potential claimants to power over those lands. He was also one of the foremost ideologists of the era advocating for the complete extermination of the northerners, a stance that boosted his popularity among the people while damaging future relations with the Church of Arteria, which had spoken out against such radical measures.
Once the military campaign against the northerners concluded, the well-organized Serberia embarked on a lightning-fast expansion that secured its position in Wysteria. To this day, Serberia remains one of the most aggressive and militarized states on the continent.
Only the weak crave equality.
The famous motto of the kingdom's founder — which became the bedrock of Serberian national identity and its future laws — remains as relevant today as ever. The kingdom's aristocracy is formed by a warrior caste endowed with a range of privileges, the foremost being the right to hold land. That said, their lives are not quite as easy as they might appear at first glance, since nobles are expected not only to possess exceptional martial skill but also to be versed in music, painting, and other arts. Below them in Serberia's class system are commoners — citizens of the kingdom who hold no special privileges but are not deprived of their rights either. At the very bottom are slaves: warriors and peasants captured in conflict with other nations. Social mobility for ordinary citizens takes the form of distinguishing oneself in battle, while slaves can hope to gain civil rights only by invoking their right to challenge the arenas of Serberia for the entertainment of the crowd.

There has never been open confrontation between Serberia and the Church, yet conflicts between them are not rare. Under Church pressure, for instance, the belligerent kingdom was forced to abandon certain imperial ambitions, plans to create an autonomous branch of Arterianism, and the complete stripping of all rights from slaves — originally it was intended that, unlike the kingdom's commoners, slaves would be granted no freedoms whatsoever and their fate would lie entirely at their masters' discretion, but in the end the Serberian government had to make modest concessions, granting slaves a bare minimum of rights and permitting them to lodge complaints with Church officials if those rights were violated.

Serberia is one of the most influential states on the continent, and its capital, Messenzetz, is Wysteria's second most populous city — a destination that draws tourists from every corner of the continent to witness its various performances, including arena combat, and to enjoy the many fruits of Serberian art.

The current king of Serberia, Heinrich der Grosse, is more pragmatic in his pursuits and approach to governance than his father, who was known for his love of tournaments and celebrated for his strength and martial prowess. When the first firearm prototypes fell into his hands, he quickly recognized their potential in real combat and immediately ordered mass production of the new weapon — a move that subsequently gave Serberia the most modernized army on the continent.

Origin
-2 to faith, -1 to spirit, +1 to strength, +1 to perception, +1 to charisma, +1 SP (peaceful skills), +3 SL, +20% to marksmanship, +20% to crafting, +20% to etiquette, +20% to initiative.

Unique Skills
Shengkai
The history of Shengkai as a fully formed political entity begins in the year 289 before the founding of the Church of Arteria, making it one of the oldest surviving civilizations in Wysteria. Shengkai was founded by the people of the region with the support of wandering followers of Arteria, in an effort to defend themselves against famine and the barbarians that dwelt in the vicinity at the time. Once the people's basic needs were met and their cities secured, the movement's leader of that era, Kuan Shao, was crowned and became Shengkai's first king. Over the following centuries, the descendants of Kuan Shao engaged in what might be called "peaceful expansion," drawing smaller and less developed neighboring countries and tribes into their kingdom through investment and cultural influence. From the year 181 onward Shengkai became an empire, but as a result of the Selvarian conquests several centuries later, the imperial dynasty was dissolved and subsequently lost not only its political influence but even any ceremonial significance. After liberation from the occupiers, the territories of Shengkai were reorganized under a democratic system and the country transformed into a republic.

If Serberia is master of war, Shengkai is master of trade. The people of the republic are extraordinarily hardworking, well-disciplined, and fiercely entrepreneurial. Shengkai's merchants travel the continent not only to conduct business but to uncover the secrets of foreign cultures and technologies, absorbing the best of what they find.

The capital of Shengkai is Shao — the largest city in Wysteria by both population and size, and one of the continent's most important centers of commerce.
In the presidential elections of years 720 and 725, the winner both times was Yuan Pei, a wealthy entrepreneur from the southern part of Shengkai. Pei is known for his good sense of humor, his positivity, and his ability to put people at ease; however, his competence as a national leader remains in question, and according to widespread but of course unconfirmed rumors, all of his decisions are guided by his daughter Yuan Lin, who took over as chief executive of her father's company following his inauguration.
Despite the president's conspicuous peaceableness and affability, the Republic seizes every opportunity to strengthen its position on the international stage, and its economic dominance has allowed the country — much like its imperial predecessor — to subordinate its neighbors virtually without bloodshed. Opinion among Shengkai's own citizens is divided: some complain about the country's aggressive foreign policy and lengthening work hours, while others support the president, proudly declaring that Shengkai's progress cannot be stopped.

Origin
-2 to strength, -1 to endurance, +1 to agility, +1 to beauty, +1 to intellect, +1% to rewards received for every point of etiquette and attractiveness, goods and services cost 10% less (total cap), discount limit increased by 20%, crafting +25%.

Unique Skills
Northia
The Kingdom of Northia was formed in the year 106 through the unification of the previously independent northern counties, under the influence of the Church of Arteria. All that was asked of the new royal dynasty of the Regeldorfs and the surviving pious aristocracy was to live according to the goddess's commandments and care for the welfare of their subjects. And so life in Northia continued — the people lived modestly but with dignity, and the members of the aristocracy favored a stoic way of life.

The liberation campaign against the northerners proved far more destructive and traumatic for the people of Northia than Selvarian rule had been — the occupiers had been strict but fair, whereas the liberators, drunk at the time on the achievement of final victory over their long-standing enemy, turned to pillage and violence against the local population. To be sure, not all members of the liberation movement took part in this, and many of the perpetrators were punished, but in the end it was enough to permanently poison relations between north and south.

After the restoration of state sovereignty, power in Northia returned to the Regeldorf dynasty, but the country's sufferings did not end there. During the occupation, the queen of Northia at the time had been forced to become the concubine of one of the northern commanders, and her descendants had the misfortune of inheriting their father's snow-white hair — a trait that the people of Wysteria associated with the northerners they despised. The majority of Northians treated the ruling dynasty well enough, but there were those who called for their complete extermination. The activities of numerous criminal organizations repeatedly endangered the lives of innocent citizens and caused damage to the country's infrastructure and economy.

The capital of Northia is Scherzo — the oldest city in the region, home to the Snow Palace, which originally served as the seat of the Regeldorf dynasty, was then seized and expanded by the northerners, subsequently plundered by the southerners, and at last returned to the rule of the royal dynasty.

Anastasia Regeldorf, the current queen of Northia, inherited the northern crown in the year 718 when her father was killed by enemies of the "white-haired devils" — an unnamed organization that, according to some suspicions, was acting with the backing of an outside patron.

The activities of criminal organizations on Northian soil over the past several decades have caused enormous harm to Northia and the standard of living of its citizens, so one of Anastasia's first measures was to expand economic freedoms and open the country to international trade and cooperation. Starting in the year 720, private companies from Shengkai — having received enormous subsidies from the new government through a "shared prosperity" program — began investing in Northia's economy, opening branches on its territory, and rapidly increasing the flow of goods and capital between the two countries. As a result, by the year 729 Northia's GDP had multiplied many times over, but the domestic market had grown dependent on foreign capital. Northia is currently experiencing a period of economic flourishing, yet despite this a great shadow of uncertainty hangs over the country — in exchange for solving its problems it has lost its sovereignty, and the influence of Serberia's and Shengkai's supporters within the government grows with each passing day.

Origin
-1 to agility, -1 to beauty, -1 to speed, +2 to endurance, +1 to spirit, immunity to mind effects and weather conditions, +25% to resistance (water), +25% to effectiveness (water).

Unique Skills
The County Alliance of Roiental
Like Northia and many other nations on the continent, Roiental was forged through the efforts of the Church of Arteria — though in this case the process was far from simple, since over an extended period the warring counties and barbarian tribes that populated the region refused to coexist in peace with one another. From the year 152, when the internecine conflicts came to an end and peace settled over the land, Roiental remained a loyal vassal of the Church right up until the northerners' invasion at the start of the sixth century.

After the end of Selvarian rule, Roiental split into seven sovereign counties — Engelshoven, Naihing, Hoenkirch, Elheim, Tseshvitz, Zaiber, and Droizen — and power passed from the followers of Arteria to a self-proclaimed aristocracy made up of military commanders and criminal organization leaders whose influence had grown amid the turbulent times that followed the northerners' invasion and swift downfall. The newly minted counts of Roiental agreed not to interfere in each other's affairs, but pledged to present a united front against any potential threat from outside. Thus the County Alliance of Roiental was born.

For the people of this land, life under the new rulers proved considerably worse than before: the rights and freedoms of ordinary citizens were of little concern to the aristocracy, who put their own enrichment above all matters of national interest. Naturally, such methods of governance caused Roiental's regional standing to decline sharply. When King Heinrich der Grosse of Serberia encroached upon the territory of one of the counties in the year 721, the alliance's forces proved unable to repel the aggressor — their armies were poorly armed and organized, and the soldiers themselves were insufficiently motivated to defend their lords' interests. Six months later the war ended in a crushing Serberian victory; the Alliance of Roiental lost one of its members, Elheim, and was forced to pay the victor a large financial indemnity in exchange for peace. This event prompted Roiental's aristocrats to reconsider their approach to running the country. Erich von Florian, Count of Naihing, with the support of his allies, put before the alliance council a series of reforms aimed at strengthening Roiental's economic and military power, the main objectives of which were to create a centralized government and a national idea that would inspire the country's citizens to be loyal to their homeland and to defend its interests in times of need. To make the effect even stronger, he also proposed taxing the townspeople somewhat less heavily, so they would see that the aristocracy cared about their interests. After several years of heated confrontation, the council finally approved Erich's proposals, and a year later appointed him Chancellor of Roiental.

Origin
-2 to spirit, -1 to faith, +2 to agility, +1 to perception, +1 SP and +3 SL for one chosen specialization: rogue, marksmanship (bow), marksmanship (crossbow), firearms, gentleman bandit; +20% to evasion, +20% to marksmanship.
Engelshoven: +1 to charisma, +1 to beauty; Naihing: +1 to intellect, +1 to agility; Hoenkirch: +2 to speed; Elheim: +2 to spirit, +1 to faith; Tseshvitz: +2 to perception; Zaiber: +2 to strength; Droizen: +2 to endurance.

Unique Skills
The Nakiri Plains
The Nakiri Plains take their name from the nomadic people who came to these lands in the late years of the Dark Ages. Fleeing the hardships and dangers of the south at the time, they traveled north until they found themselves enclosed within this region — by the time they considered moving on to somewhere else, the surrounding territories had already been claimed by others and could no longer be freely traversed. Seeing no other option, they resolved to settle here, declaring that these plains were their home. Over the following centuries they repeatedly had to defend their interests — first against neighbors, then against the Selvarians — yet they were never conquered. Today, the homeland of the nomads borders Serberia and Shengkai to the north, Roiental to the west, and Anemone to the east. To their south lies Marion.

The nomads themselves are a very peaceful, modest, and respectful people — which, however, does not prevent them from being excellent warriors. They revere Arteria and worship the winds, believing that the winds serve as the goddess's voice.
In addition to the Nakiri, other tribes inhabit the remote corners of this land, but the nomads have never sought to encroach upon their territories except when compelling warlike tribes toward peace.
The nomads' distinctive physical features are a slightly darker complexion, dark hair, and green or blue eyes.

Origin
The character may dodge a negative effect directed at them (2% chance per point of piety, number of activations unlimited). The character's attacks deal an additional 50% air damage.

Unique Skills
Moenia
The Republic of Moenia lies at the far south of western Wysteria, bordering Miwa to the north and Lisliar to the east. As with many other nations on the continent, credit for Moenia's founding belongs to the efforts of the followers of Arteria; however, because Moenia was never conquered by the Selvarians, its society and statehood preserved the order and traditions of the past. Today the Republic is one of the Church's most important allies, though conflicts between them are not absent — especially in recent times, owing to the governing style and actions of the current Consul. Titanius Minerva, though very popular within Moenia, is an adherent of a militant form of Arterianism, believing that other convictions held by Wysteria's inhabitants do not deserve to exist and must be eradicated — a view that diverges somewhat from the Church's own teachings. The absurdity of his obsession with serving the goddess reached its height when word reached him that in the capital, right under his nose, there existed a secret gathering place for heretics. Upon hearing this he was overcome with such rage and shame that he left his office on the spot and, over the objections of his advisors, set out alone to eliminate the miscreants. The incident cost him his right eye — though as the Consul himself confesses, he has no regrets about it; such a sacrifice was a trivial price for the joy of serving the goddess. According to rumor, his private residence is filled with paintings and sculptures depicting Arteria.

Aside from certain religious restrictions introduced in recent times, the republic's citizens enjoy a high degree of rights and freedoms, especially compared to countries that adhere to a feudal system. The Republic is also quite prosperous, allowing its citizens to satisfy most of their economic needs. Even so, Moenia has its own peculiarities. Since Moenians have had to defend themselves against monsters, barbarians, and despotic states from time immemorial, compulsory military service and a martial culture have always existed here. In the present day, constant armed conflicts with Lisliar do little to inspire the younger generation's confidence in the future.

Many of Moenia's domestic matters are decided by national referendum. District, city, and regional representatives, as well as the Consul, are elected by vote as well — but not everyone may vote; Moenia's democracy differs from all others in that the vote belongs to the "family unit" rather than the individual. Consequently, citizens who are not married have no right to vote, and each family chooses one person to represent its interests at the ballot.

Origin
+3 to faith, +1 to strength, +1 to endurance, +1 to spirit, +1 to charisma, +3 SL for martial skills, +250 jewels, +20% to power, +20% to resilience.

Unique Skills
Miwa
The mutants who emerged during the Dark Ages had a hard time of it — they had no homeland of their own, and they were unable to settle anywhere because of other people's prejudices. An extra pair of ears, animal as they might be, and sometimes a small tail — not so great a difference from the ordinary human form, yet as time showed, it was enough for people, especially in troubled times, to regard anything unusual with suspicion, fear, and revulsion. They were called many things: demons, inhuman creatures, degenerates — but they had never had a name of their own, which only made their situation worse.

The only ones who helped this long-suffering people and provided them with protection were the followers of Arteria, and later the representatives of the Church. In the year 93, Church officials recognized the settlement built beside the Miwa River as a special territory and pledged to protect it. This led to the majority of that people gradually relocating to this area over the following centuries. In the year 299 the Council of Reginleif was compelled to designate a substantial territory around Miwa as belonging to it and to grant it the status of a sovereign state. To make this possible, Moenia and Marion had to cede portions of their land, but it was precisely in this way that Miwa was achieved within its current borders.

During the Selvarian invasion, the people of Miwa assisted the resistance forces in every way possible, including participating in military operations, though the war never reached their home.

Miwa is a homeland of countless innovations. After gaining sovereignty, it became the source of numerous discoveries in the fields of cuisine, cosmetics, furniture-making, tailoring, and more. Beautiful and practical clothing — expensive, but world-famous — gained global popularity alongside a number of other local goods, while its divinely delicious and visually magnificent food and drink drew tourists from every corner of Wysteria. All of this allowed the people of Miwa to accumulate unimaginable wealth and attain the highest standard of living on the continent.
The Schism
As Miwa's economy and cultural influence grew, problems began to emerge — the foremost being an influx of immigrants. Drawn by the exotic culture and extravagant way of life, people moved from their own countries to Miwa en masse. Many residents were opposed to this, as they distrusted the foreigners who had scorned and driven them out everywhere in the past, but the government, preoccupied with economic and geopolitical concerns, left their anxieties unaddressed. Over time this led to a situation where the number of outsiders in Miwa threatened to exceed the number of native inhabitants. In the year 661, patriotically minded figures in power and the military attempted to stage an armed coup, but failed to achieve their objectives, and civil war broke out. Five years later, with the intervention of outside forces, Miwa was divided into two parts — northern and southern. The north went to those who had been content with the previous state of affairs, while the south became the place where only members of Miwa's native population could live. This did not resolve the issue, however, and both Miwas still lay claim to both parts to this day. Since the northern part contained the greater share of industry and a considerably larger population (the people who had been living on the southern territory were relocated north), northern Miwa is significantly wealthier than southern Miwa. The south compensates for this by being better organized. By a certain irony of fate, a popular career for southerners became mercenary work — armed groups from this country earn money all over the world to help support their homeland.

Origin
Northern Miwa: -2 to endurance, -1 to strength, +2 to intellect, +1 to beauty, +250 jewels, expensive clothing and jewelry, +35% to crafting, +35% to etiquette.
Southern Miwa: +2 to agility, +1 to perception, mercenary specialization and 3 SL toward it, +30% to marksmanship, +30% to evasion, +3 to speed, +50% to initiative.

Unique Skills
Anemone
The civilization of modern Anemone was born in the city of Storge — its future capital — when the warrior tribe that inhabited the region renounced its old customs and adopted monarchy, arriving at that system through the deliberations and reflections of its own leaders and philosophers. This occurred a thousand years before the founding of the Church of Arteria, making Anemone one of the few states in western Wysteria that does not owe the followers of Arteria for the shaping of their nation. Despite this, after contact with the goddess's servants in the year 10, the people of Anemone embraced their faith and have since that time remained — and continue to be — steadfast allies of the Church.

Anemone prizes martial craft, the arts, and skilled trades, and its people are very welcoming and ready to lend aid to those in need — yet at the same time they are wary of foreigners who wish to settle in their land, fearing for the preservation of their own culture and unwilling to disrupt their accustomed way of life. They may help a traveler back on their feet in a moment of weakness, but will certainly send them on their way once they are capable of doing so.

One of the most important elements of the Anemonian spirit and national character is one's vocation — it is held that whatever endeavor a person undertakes, they must master it completely. This often results in the country's people being very skilled in some particular craft or art while being quite unfamiliar with other matters.

The people of Anemone observe etiquette and show respect for foreign cultures when they are on foreign soil, yet they always strive to uphold their own code of honor and not to betray what they consider the ideal of moral purity and justice. Compared to other nations culturally connected to the goddess of love, Anemonian people are even stricter and more naive in matters of love — here, even holding hands between an unmarried man and woman is considered unacceptable. Wearing skirts above the knee is likewise frowned upon…

The current king of Anemone, Weiss Kijin, long since withdrew from public affairs, spending most of his time in the forests and mountains of Anemone living as a hermit. In his stead, his granddaughter Haku Kijin fulfills the duties of representative and head of state. At present, however, Anemone's political influence declines with each passing year, a consequence of the country's cultural characteristics keeping its population noticeably smaller than that of other nations in Wysteria.

Origin
-1 SP, +2 to beauty, +2 to charisma, +2 to spirit; the character earns experience points and attribute gains for deeds that align with the ideals of moral purity and justice of Anemonian culture.

Unique Skills
Issellia
Since the magical sciences first appeared in Wysteria, they had always created certain problems for its inhabitants and posed a significant threat to its stability. For this reason the followers of Arteria made strenuous efforts to restrict the free use and spread of magic, while at the same time preventing the science from vanishing entirely — for they understood that, with responsible and benevolent stewardship, it could be of enormous benefit to all of Wysteria's people. With this in mind, years later the Church of Arteria founded a small country called Issellia, where the study of the magical arts was permitted under the close supervision of the Bureau of Magic, one of the Church's organizations. Studying magic outside its borders was thenceforth forbidden, and as a consequence, unregistered mages prefer not to reveal their abilities unless absolutely necessary. Another drawback of studying and living in Issellia is that many branches of magic and individual spells within permitted schools are banned, so the intellectual hunger of mages is not always satisfied.

Issellia is governed by the Council of Eight — the masters of each of the eight principal schools of magic taught in Issellia. They decide most internal and external matters, but remain entirely subordinate to the Bureau of Magic.

Issellia invented various magical instruments and devices to enhance sorcerers' abilities — rings, wands, staves, and the like, whose function is generally oriented toward storing energy or aiding in its more precise concentration. Over time these items gained popularity among mages across the continent, though due to their high cost they are not accessible to all.

Origin
-2 to strength, -2 to endurance, -2 to agility, +2 to intellect, +2 to perception, +2 to spirit, +1 SP (magic), +5 SL (magic), +20% to spell power, +30% to magical energy.
Marion
Marion is often called "the land of knights" because of the large number of knightly orders and the role they play in the life of this land. From ancient times to the present day they have remained Marion's defenders and take an active part in all internal and external affairs of the country. The country does have its own royal dynasty, but for all practical purposes it holds no real power — Marion's supreme leadership rests with the grandmasters of the five most influential orders: the Rosenritters, the Drachenritters, the Nachtritters, the Order of the Moon, and the Order of Arteria. Beyond its knights, Marion can also boast the most fertile lands on the entire continent, a high degree of safety, and justice. Although people live in relative modesty, no one here goes hungry.

The Order of Arteria
As the name suggests, it was founded in honor of Wysteria's goddess by her faithful followers. The Knights of Arteria travel throughout Marion and beyond to render aid to those in need — whether that means medical services, helping to rebuild towns and villages struck by disaster, educating children where schools and teachers are lacking, or protecting those who cannot protect themselves.
Grandmaster of the Order: Luca Fivernight (21) — the youngest grandmaster in Marion's history, celebrated for his moral purity, unparalleled charisma, selflessness, beauty, and radiant smile. He has countless admirers both within Marion and beyond its borders, but to their devastating disappointment Luca took a vow of celibacy at the age of twenty in order to dedicate his life to serving the goddess.

The Rosenritters
Membership in this Order is exclusive to male candidates. It is now difficult to determine what first gave rise to this rule, but according to a popular legend the Order's founder was dissatisfied with the state of affairs in the Church hierarchy, where all the highest positions were held exclusively by women, and wished to create an organization with the opposite system. In modern times the image of the Rosenritters is split in two: on one side, they are adventurers, gentlemen, and true romantics; on the other, cunning thieves of ladies' hearts.
Grandmaster of the Order: Alfons Rosenhart (38). Unlike the other orders of Marion, in the Rosenritters leadership passes by inheritance — to one of the reigning grandmaster's sons, or if there are none, to the most popular knight of the Order. In the latter case the new grandmaster takes on the founding family name of the Order. Alfons Rosenhart is renowned as one of the strongest and most valiant knights in Marion, yet for reasons unknown to the public, many who know him well hold him in poor regard.

The Drachenritters
The initiation rite for joining this Order is straightforward enough — the would-be member need "only" drink the blood of a superior dragon. Those who taste this liquid can substantially enhance their physical abilities, but risk losing their life in the process, since dragon blood is lethal to humans. The Drachenritters love to fight and frequently offer their services to other nations and factions in exchange for monetary reward and the opportunity to revel in battle.
Grandmaster of the Order: Oogr Ladd (62). An unsociable warrior who rarely thinks of anything beyond wanting to drink and crack his enemies' skulls. He is on difficult terms with the Church because its representatives demand he put an end to the Order's mercenary activities and its deadly initiation rite.

The Nachtritters
The foundational philosophy of the Nachtritters and the core of every knight's existence within it is the honing of martial craft. They leave the mundane world behind and devote themselves to the way of the sword.
Grandmaster of the Order: Ktsiul Ellayd (40). A mysterious individual about whom almost nothing is known, yet who somehow managed to attain the highest rank in the Nachtritters regardless.

The Order of the Moon
The Knights of the Order of the Moon specialize in reconnaissance, espionage, and the exploration of ancient ruins. It is said that the Order holds damaging information on officials in many of Wysteria's countries, enabling them to exert a certain pressure on those states.
Grandmaster of the Order: Alea Mond (42). A stern woman with a strong sense of duty and professionalism. Many fear her on account of her imposing manner and her inability to appreciate humor.

Origin
+50% to health.
Lands of the Order of Arteria: +2 to faith; lands of the Rosenritters: +2 to charisma; lands of the Drachenritters: +2 to strength; lands of the Nachtritters: +2 to perception; lands of the Order of the Moon: +2 to agility.

Unique Skills
Sillia
For a very long time, Sillia was a small kingdom that flourished under the care of benevolent monarchs with the support of the Church of Arteria — but that period came to an end in the year 722 when the kingdom was struck by a sudden revolution aimed at overthrowing the monarchy and establishing a democratic order. The participants — first in protests, then in aggressive riots — accused the existing authorities of every possible crime and demanded the impossible, until the movement eventually grew into an armed uprising and ended with the execution of the royal family… Ever since that moment, Sillia's political system has nominally become democratic, yet peace in the country has never been achieved. The current authorities have secured the backing of a powerful patron — Shengkai — but Sillia's unyielding partisans refuse to recognize the new government, regarding them as puppets of the cunning republic.

Origin
-2 to strength, -1 to faith, +1 to agility, +1 to beauty, +1 to perception, evasion +50%, crafting +50%.

Unique Skills
Saffron
Since its founding, this state has attempted to remain isolated from the rest of the world — to take no part in external conflicts and even to have any form of contact with neighboring countries. This state of affairs continued for Saffron across long centuries, right up until the period of Lisliar's ascendancy, when the eastern empire invaded the reclusive state's doorstep and threatened to drown Saffron in blood before crushing it entirely. Understanding that they stood no chance against so formidable a foe, Saffron's king appealed for aid to Moenia, and in exchange for abandoning his isolation policy and pledging future loyalty to the Church of Arteria, concluded an alliance with the republic.

After the allied and Church forces repelled Lisliar's advancing armies, Saffron opened itself to international trade — a development that not only multiplied the southern power's economy many times over, but also enabled it to make an enormous technological leap forward, thanks to all the innovations brought in from outside. The unique creations of Saffron's craftsmen, in turn, gained considerable popularity abroad.

In the year 719, Saffron's king attempted to conclude a secret treaty with the ruler of Lisliar in the hope of dealing a treacherous blow to Moenia's forces from behind, but was betrayed by his own bodyguards. From that year to the present, power in the country has rested in the hands of the royal guard — fervent followers of Arteria.

The people of Saffron have a custom of supplying departing relatives and neighbors with the necessities for their journey, so that the road might be a little easier and so that travelers do not forget their home.

Origin
Various gifts from the people of Saffron.

Unique Skills
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Eastern Visteria
Lisliar
Sharan Aganzo, founder and tsar of Lisliar, was born in 483 in Marion on territory belonging to the Knights of Arteria. From childhood dreaming of joining the order's ranks, upon growing up he abandoned this idea and preferred to enter the Isselia Academy to study magic, as at that time he found it more fascinating and useful compared to weapon mastery. Years later, after a brilliant graduation from the magic academy, he joined the church and over time rose to the rank of paladin — the most honorable a man could aspire to. His devotion to the goddess, however, was not as strong as his comrades surrounding him believed. He secretly studies magic forbidden by the church and in 510, at the height of the military conflict with the Selvari, leaves the service, grabbing several valuable church artifacts, which he managed to achieve not least because all the valkyries and most of the troops were engaged in the north. Taking advantage of the chaos reigning in this era and the church's preoccupation with more pressing matters, he heads southeast, where he begins rapidly gathering followers around him and uniting under his command what remained of the once great Hekkelia — its numerous shards. By the time the war in the north ended and the Church managed to recover, the followers of Arteria had a new problem in the form of the overgrown empire of Aganzo, which he named Lisliar.

In the early years of his reign, the newly-minted tsar sincerely tried to bring his ideal of a perfect state to life, striving to save people from what he then considered "the tyranny of the church," and to some extent he succeeded, as the model he created was quite effective, but over time he grew tired of micromanaging the country and let everything run its course, allowing the regional administration to handle all internal matters independently. Over time, Lisliar came to be run by an elite consisting of powerful wizards and wealthy individuals engaged in the slave trade. As for the tsar himself, he tried to occupy himself with things removed from politics — forbidden magic, visual arts, fencing, music, etc. He also gathered many wives of almost all nationalities, but over time realized that no matter what he did, little brought him joy. During periods of severe existential crisis, he even attempted suicide but, ironically, his body, possessing strong regenerative abilities, obligingly refused to fulfill his impulsive desires. After such episodes, he would often lock himself in his chambers and stare for a long time, sometimes at the ceiling, sometimes at the wall.
The Tsar of Lisliar is customarily revered as a god, as he was the founder of the country, the strongest wizard on the continent, and a long-liver, but since he takes virtually no part in governing the country, he is rarely spoken of in high society.

Currently, Lisliar is completely isolated from the rest of the world: the Church of Arteria and its allies refuse to trade with this country and prevent others from doing so, demanding that the empire make enormous internal changes. It is nearly impossible to enter or leave Lisliar without the knowledge of the church or its allies.

Origin
+12 to HP, -3 to faith.

Unique Skills


Airisufir
During the era of the northern invasion, most of western Visteria was occupied by war with the invaders, but there were those who did not want to subject themselves
and their well-being to risk. Lance Ainz Air el Sufir, grandmaster of the Marion knightly order "Clemantis" and one of the richest people in Visteria at that time, took advantage of the situation to organize a large expedition to the southeast. The first city he founded, which also served as the future capital, was named after the order based there. In the years that followed, the knights of "Clemantis" and the numerous expeditioners hired by Lance engaged in conquering the tribes and small states that existed here, which led to the birth of the empire of Airisufir, named after the family name of its founder and first monarch.

Thanks to the significant budget of the organized expedition, competent planning, and a favorable confluence of circumstances (the war in the west, the church's preoccupation, and Lisliar which had only just begun to form), Airisufir managed to achieve enormous influence in the region and great economic and military power. The latter was caused not least by the wealth of natural and human resources in this region, which was not distinguished by discipline or knowledge of the military craft.
A favorable geographical location between the west and east also allowed Airisufir to become an important trade hub, however, the embargo imposed on Lisliar is to some extent disadvantageous for the young empire. There is also significant class stratification in this country, and while before the law everyone is more or less equal, in economic terms only members of the aristocracy (descendants of the knightly order and former expeditioners who took part in the founding of the country) and craftsmen of exceptional talent live richly, while people who do not stand out with any particular skills and abilities live quite poorly. The latter, in turn, usually consist of representatives of the peoples conquered by Airisufir.

Airisufir is an ally of the church, but does not always follow its recommendations and conflicts on a number of issues. For example, the empire is currently attempting to annex the territories of nonhuman tribes, while church representatives believe that they should be left alone.

The current empress, Astraea Air el Sufir, is known for her love of jewelry, various luxury items, masterwork items, etc., but it is too early to speak of her qualities as a leader and ruler, as she ascended the throne only five years ago at the age of 16.

Origin
Starting skill points and specialization points are unavailable; a fully learned specialization.

Unique Skills
Meristia
The land of the Meristian elves is located between Lisliar and Airisufir, while to the south of them live numerous tribes of aggressively-minded nonhumans. Despite this, the elves managed to defend their home from the encroachments of ill-wishers for a very long period of time, even despite their lack of a centralized government. Meristian society is based on mutual voluntary agreements, cooperation, and mutual aid in conditions where every member of society stands as equal to their fellow countrymen. The elves do not have a state as such, but depending on the situation, they can choose representatives of cities and villages, military leaders, etc. — depending on what today's realities require.

Meristians are distinguished by their love of adventure, directness, and courage. Very often, representatives of this nation can be found in various corners of the continent, and Meristia's access to the sea has allowed these people to conduct productive trade with the countries of western Visteria for entire centuries.

Origin: +2 to beauty, +2 to speed, +2 to agility, +2 to perception, +40% to accuracy, +40% to evasion, +40% to stealth, +40% to initiative.

Unique Skills

Nonhuman Tribes
Few can say with complete certainty what the nonhumans of eastern Visteria are, but many lean towards the belief that they are demons from another world who came to terrorize people and drown the continent in suffering and blood... A slightly less popular but more rational point of view holds that nonhumans are simply mutants, in the distant past once human, that is, yet another of the many consequences of the "dark ages" era. Missionaries of the Church of Arteria have repeatedly tried to establish contact with the nonhuman tribes in the hope of transforming their aggressive and backward cultures, but most often such endeavors did not end in success, not least because each tribe exists independently of one another, but despite this, some representatives of these peoples can sometimes be encountered in human cities, but not very often, as few nonhumans possess sufficient intelligence to integrate into human society.

Origins
Snakeman: +5 to strength, +5 to endurance, +5 to agility, spirit and intelligence are limited to 5, their cost is doubled. -10 to beauty, beauty is limited to 0.
Tau: +5 to strength, +5 to endurance, +50% to resilience, +50% to power, +50% to health, spirit and intelligence are limited to 5, their cost is doubled. -10 to beauty, beauty is limited to 0.
Orc: +5 to strength, +5 to endurance, +5 to perception, spirit and intelligence are limited to 5, their cost is doubled. -5 to beauty, beauty is limited to 3.
Goblin: +5 to agility, +150% to evasion, -50% to health (final), intelligence is limited to 5, -5 to faith, -7 to beauty, beauty is limited to 3.

Nonhumans cannot be enchanters or use katanas.
Eisha Clans
The agnatic clans of the Eisha people inhabit the territory of eastern Visteria and, in their culture, give preference to hunting and the martial craft. Children are taught horseback riding from a very early age, which is why grown Eisha warriors are sometimes compared to centaurs — so deftly do they handle horses. In addition to horseback riding, they are also excellent with bows and swords.

The nomadic Eisha Clans are the scourge of civilized states, whose cities are constantly subjected to raids from them. The eastern warriors are merciless and recklessly brave, but at the same time quite disciplined: order in their armies requires warriors to provide mutual assistance and support, and cowardice is almost always punished by death. The leaders of the clans, as a rule, become the warriors most respected by the nomads, sometimes the strongest of men, and sometimes the wisest. Often, leadership in a clan is passed to one of the sons of the previous leader, if he is worthy of it.

Origin
-2 to intelligence, -2 to beauty, -2 to faith, +2 to strength, +2 to endurance, +2 to agility, horseback riding, +30% to power, +30% to resilience, +30% to evasion, +30% to accuracy, +30% to health, +30% to will.

Unique Skills
Aster
Aster is the southernmost state of Visteria and also one of the least populated. Except for the conquests of the legendary Eshingir and his numerous followers, the local inhabitants, surrounded by deserts and other conditions unfriendly to humans, have always lived in isolation and rarely leave their native lands. Those who leave are usually either seekers of adventure or a better life, or those who wish to somehow help their homeland by earning money in foreign lands, usually through the assassin's craft practiced here since ancient times.

Physical labor in Aster is performed by skeletons raised through necromancy, who are relatives and friends of the living. It is said that for the Asterian rituals to work properly, a spiritual connection must exist between the living and the dead.

Origin
-2 to strength, -2 to beauty, -2 to charisma, +3 to spirit, +3 to agility, +50% to will, +50% to evasion.
Unique Skills
Telos
Telos is one of the most ancient states that originated in the era of the dark ages, it is the homeland of many great scientists, philosophers, and generals. Throughout its history, the mighty and fearless soldiers of this country fought off hordes of barbarians, monstrous creatures, and even the vampires of the north and minions from the demon world, but never lost to anyone, relying only on themselves, a deep understanding of the philosophy of war, and strict discipline.

Although the inhabitants of Telos do not deny the existence of deities and other supernatural forces (on the contrary, they believe in them and composed numerous myths and legends about them over the centuries), they refuse to rely on their help or fear them in any way. Instead, they are accustomed to achieving everything with their own hands and believing exclusively in their own strength and the importance of camaraderie: working together to achieve the common good.

One of the main differences between Telos and other cultures of Visteria is the position of women in their society; they do not have a significant role in society, but by their duty are obliged to look after the home and raise children when their husbands go to war. At other times, they attend to their own affairs separately from men, gathering in interest groups or based on place of residence. In the culture of Telos, it is commonly believed that men surpass them in absolutely everything — they are smarter, stronger, and more beautiful, and therefore there is not much use from the weaker sex. When choosing a wife, the men of Telos select girls either from the families of their close friends or seek out those who are smarter and physically healthier, so that their offspring are more likely to possess positive traits.
In Telos, it is believed that every worthy man should be good at everything: masterfully wield a sword, understand the sciences, grasp the subtleties of politics, and cook so that even the gods would envy the taste of earthly dishes.

Due to the cultural characteristics of Telos, this country has always had tense relations with the Church of Arteria and its allied countries.

Origin
Male characters only, +2 to strength, +2 to endurance, +2 to agility, +2 to perception, +2 to speed, +2 to intelligence, +2 to spirit, +2 to charisma, +2 to beauty.

Unique Skills
Midas
The inhabitants of Midas differ from the people of Visteria in their short stature and significantly more robust physique, which is why many classify them as nonhumans similar to snakemen and orcs, but due to the inaccessibility of the lands of Midas (mountains and dungeons of the northeast), significant conflicts between the dwarves and other Visterians have almost never occurred, and the inhabitants of Midas are always happy to trade with foreigners and could not care less about their attitude towards them; the dwarven people are not so petty or proud that this would hinder them from conducting productive business.

Dwarves love money very much, but they will never take for themselves what does not rightfully belong to them. Their main pride is in their chosen profession, in which they always strive to achieve mastery.

In 333, the first church built by followers of Arteria appeared in Midas, and since then the dwarves have converted to worship the foreign goddess, leaving their own customs in the past. This took time, but the conversion occurred without any significant conflicts.

Origin
-50% to evasion, +1% to health for each point of resilience and power, triple damage to "large" creatures.
The character takes 1 more block point if the opponent parries the character's attack and also paralyzes them for one turn if they fail a resilience check*2 against the dwarf's power.
Yamato Islands
Mirai
The Yamato Islands are located in the very heart of Visteria between its western and eastern parts, which during the period of the dark ages made these territories isolated from the rest of the world and caused the local culture and beliefs to develop separately from the other peoples of Visteria. In the past, several independent and distinct kingdoms existed on the territory of these islands, but over time they were all united into one state — the Mirai Empire. The first emperor forbade the feudal lords from warring among themselves and proclaimed an era of endless harmony, intending to build a paradise on earth for his subjects. This, however, did not happen, and peaceful times alternated with wartime and vice versa with regular frequency, and at times imperial power even faded into the background, remaining purely ceremonial, while his vassals fought for real power in the country.

In 155 from the founding of the Church of Arteria, the then-ruler of Mirai took it into his head to expand the borders of his empire onto the continental part of Visteria and involved himself in a major war with the church and its allies, which lasted long and bloodily but, in the end, ended in the defeat of the island empire. Mirai had to allow missionaries onto its lands and grant sovereignty to one of its own islands, whose ruler agreed to become a faithful follower of the overseas goddess of love. Since then, the imperial family has lost real power, and the islands have come under the control of feudal lords warring among themselves. Conflicts with the countries of Visteria occur among the local rulers, but not often. Otherwise, contact with the continent is limited to trade.

Origin
+1 to agility, +1 to beauty, +1 to intelligence, +1 to spirit, +1 to faith.
One to choose from: access to Tomoe-ryu skills, access to shinobi skills, an additional player-created character (brother or sister of the main character).

Unique Skills

Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Church of Arteria
Due to the immense cultural and political influence of the Church of Arteria and its role in shaping modern civilization, the goddess of love is currently worshipped by most of the continent.
__________
✦ The character can survive a fatal wound after the end of a battle; the chance is equal to the piety score.
✦ Ability to use Arteria's talismans.
✦ Access to Einherjar and Paladin skills.
✦ Ability to receive additional effects depending on the chosen priestess the character supports.
✦ Features of this belief (except for additional characteristics) do not work if the character strays from the righteous path.
Cult of Arteria (heretics)[/FONT][/color]
The followers of this cult are among the long-standing opponents of the Church of Arteria, having existed long before its official founding. According to the beliefs of this cult's members, the cause of the civilization's collapse that led to the era of dark ages was human greed and ingratitude. As they believe, life in a utopia was not enough for some people, and they wanted to rule over others, not simply stand as equals with them. They desired wealth and power not so much to live with dignity, but to live better than their neighbor, which is why they turned for help to the dark gods and demons who gladly provided their services and, over time, did not miss the opportunity to worsen the situation, clouding the hearts of an increasing number of weak-willed people.
The cultists believe that to resolve the conflict that threatened the entire world, Arteria sealed herself along with her opponents in the world of the gods, where she continues to fight them to this day. For them, to enjoy life at the cost of the sacrifice made by the goddess and her daily suffering is the worst of crimes. The followers of this cult pursue two goals: the liberation of the goddess and the destruction of all the unfaithful and impure.
__________
✦ The character's attacks and spells can deal lethal damage; the chance is equal to piety.
✦ Chance to perform an additional turn; the probability is equal to piety.
✦ Defensive and offensive rolls against characters adhering to a different belief (except the Church of Arteria) are 50% more effective.
✦ The character will fight to the last, even if his health goes deep into the negatives, but resurrecting him will then be impossible.
✦ Ability to use Arteria's talismans.
✦ Access to Einherjar and Paladin skills.
✦ Features of this belief do not work if the character strays from the righteous path.
Dakara
Dakara is a word from the ancient Hekkelian language which translates to righteousness, karma, and honor, whereas the core of the culture and religious beliefs of the people of that time was reverence for one's own family and, especially, ancestors. The peoples inhabiting ancient Hekkelia were very meticulous in keeping chronicles of their family tree and always placed the well-being of their own dynasty first. These customs were particularly pronounced in the lives of the aristocracy of the time: representatives of noble blood practiced incest and in most cases married their close relatives. It was even believed that the bodily fluids of the newlyweds on their first night had healing properties and could heal both bodily and spiritual wounds.
Ancient Hekkelia, which occupied the territories of modern Lisliar and nearby regions, was one of the few countries in Visteria that managed to organize itself during the era of dark ages and achieve a long period of prosperity, but even it could not pass the test of time and one day faded into oblivion, leaving behind only fragments of its former greatness, having forever lost the technological and cultural achievements of the past. But despite this, some of the dynasties of ancient Hekkelia continue to exist to this day, still cherishing their family chronicles and observing the traditions of the ancient past, even if they have to live in various corners of the continent and adapt to the customs of other cultures.
__________
✦ When choosing this belief, the player selects one of the available dynasties to which their character will belong, receiving the corresponding bonuses. The character can be of any human origin (except countries of Yamato) and use the national bonuses of the country in which he was born and raised.
Dynasties of Ancient Hekkelia
El Isin

Founder of the dynasty: Imrud el Isin (1511-1415 before the founding of the church)

Imrud, who had no family name at birth, was born into a tribe of nomads who always had to fight for their existence, threatened by both other tribes and various monsters and wild beasts. Imrud, like his brethren, was taught horseback riding and various aspects of the warrior's craft from childhood, but neither he nor his kin were spared from an unenviable slave fate when their tribe fell into an ambush set by a small but well-organized army of a state known as Karrag. The surviving members of this tribe were made slaves of Karragian nobles, while Imrud himself was "lucky" to enter the service of the local queen — the woman liked his refined appearance and sharp mind. Over the following years, he often accompanied the queen to various high-society events and her bedchamber. The main advantage of this position was that, as the queen's concubine, he was required to be well-educated, and the woman spared no expense on teachers and study materials for her favorite pet. This allowed Imrud to learn much about the world around him and acquire vast knowledge, which, combined with his personal talents, allowed him over time to organize a rebellion and establish himself as the new king of Karrag, freeing the slaves and completely changing the culture and economic system of that country. He began to call himself Imrud el Isin and became famous simultaneously as a merciful and merciless king — he was ready to give a second chance even to those who opposed him and attempted his life, but those who did not take this chance or betrayed his trust were executed in the most brutal and creative ways, sometimes along with all the relatives of the guilty party. When the situation in Karrag stabilized, Imrud el Isin began organizing wars and intrigues to expand the territories under his control.

Imrud's only wife was his own sister, who before his ascension to the throne was a concubine to one of the nobles of Karrag. By irony of fate, Imrud spared his mistress and allowed her to continue a normal life on the condition that she would not plot against him or break the country's laws, but that nobleman was the only one to whom the king did not give a second chance — instead, he subjected him to the most severe torture, and then executed all his sons, leaving him with nothing. Among the victims were also the children of his sister, but according to legends, she had no love for them and was glad to be reunited with her brother.

Imrud el Isin gave Karrag a long period of peace and prosperity, and in the culture of that country he was revered as the god of the sun.
__________
✦ The character's melee and ranged attacks deal 75% additional fire damage.
✦ +50% fire resistance.
✦ The character ignores (piety*10)% of defense.
Sin Ash Shamash

Founder of the dynasty: Pyrotessa Sin Ash Shamash (1102-1059 before the founding of the church)

During Pyrotessa's youth, Karrag was in a state of cultural and economic decline; hunger and unrest among the common people were commonplace, and regional influence was at an all-time low. This was because the last few rulers from the El Isin dynasty either did not want to spend their time governing the country or were simply incompetent in it, preferring to spend their lives in the company of wine and women, paying little attention to state affairs. Pyrotessa herself was the daughter of a simple merchant, but was distinguished by unearthly beauty and a captivating intellect, which made her a desirable target for any man, and the king of Karrag was no exception. He paid the merchant well and did not delay in making the girl his wife, not knowing that he was inviting a snake into his bed. Within just a couple of years, she achieved absolute power over what happened in the palace — the king refused to believe in his wife's infidelity and executed anyone who dared to speak ill of her, the guards and nobles with whom she shared her bed helped in every way to carry out her schemes, and even the priests worshipped her slender legs more than their deities... One day, the then-king of Karrag died of poisoning, and a few months and dozens of corpses later, the royal crown unexpectedly ended up on Pyrotessa's head.

Pyrotessa's reign became a turning point in the history of Karrag — thanks to her expansionist policies and bloody wars, Hekkelia, one of the most powerful states of antiquity, was formed, and she became its first empress and the founder of pyromancy, a popular school of magic in antiquity.

Her reign, however, did not last very long. Her insatiability for carnal pleasures over time forced her to seek ever new experiences, first seeking company among non-humans, and then various monsters.
One day, when Pyrotessa decided to seclude herself with two minotaurs, the servants later found her just like that — in the hands of the excited beasts, who never realized that their toy had broken. When this became known, the reputation of the empress and her children hit rock bottom, and the once great sorceress spent the remaining years of her life in a vegetative state, being no more than a means for satisfying the lust of anyone who desired her on the capital's square. In Hekkelian mythology, Pyrotessa is revered as the goddess of intrigue and lust.
__________
✦ Access to Pyromancy.
✦ +50% fire resistance.
✦ +50% nature resistance.
Enkinabu

Key figure: Anf Enkinabu (1090-1008 before the founding of the church)

Since the reformation of Karrag, members of the Enkinabu dynasty were loyal followers of Imrud el Isin and his descendants, but after the fall of Pyrotessa Sin Ash Shamash, the then-head of the family, Anf Enkinabu, took advantage of the situation to seize the imperial throne for himself. He was a cunning and perceptive man with an excellent sense of humor, knew how to win people over, and everyone loved him... At least, those to whom he was favorable. Others who crossed his path or posed a threat ended up like Pyrotessa. But whatever his personality, under his rule Hekkelia flourished like never before, and with it came a long period of peace. Because of this, in Hekkelian culture, Anf was revered as the god of trade and fertility.
__________
✦ Merchant specialization and 10 skill units to it. The character's guards are his servants and require no payment.
✦ +2000 jewels.
✦ A family heirloom once used by Anf Enkinabu.
Eshingir

Founder of the dynasty: Eshingir (589-655 before the founding of the church)

The decline of the Hekkelian Empire began with a new period of its cultural and economic decline, in conditions where nobles and wealthy commoners cared first and foremost about their own pockets and appointed their friends and relatives to important positions, problems within the country grew every day. Along with this, raider activity increased in the region, while the cities of Hekkelia themselves became homes for bandit guilds. The situation reached its peak when an army under the command of Eshingir appeared on the doorstep of Hekkelia from the far south (now Aster) — a mighty warrior who managed to unite the tribes of the south and east under his leadership.

Eshingir's free warriors proved much more effective than the impoverished soldiers of the overfed Hekkelian aristocracy, and after a few years the conquerors subjugated the once mighty empire, and Eshingir himself, through integration into the culture of the conquered people, became the new ruler. Subsequently, his children would use his personal name as their family name to emphasize the significance of their origin. One way or another, the rule of Eshingir and his descendants had devastating consequences for Hekkelia and its future: despite the fact that the conquerors adopted many elements of Hekkelian culture, they also imposed part of their own on the inhabitants. Worst of all was that the new rulers despised peaceful sciences and magic, while elevating the warrior's craft to an absolute. Thanks to the achievements and philosophy of Eshingir, in Hekkelian culture he is revered as the deity of war and the warrior's craft.
__________
✦ The cost of combat skills is two times lower.
✦ The cost of peaceful and magical skills is two times higher.
Ren

Founder of the dynasty: Isadora Ren (800-720 before the founding of the church)

Isadora's family came from the class of traveling merchants, a very dangerous but necessary and profitable profession at that time. Her father was born on the territory of modern Shengkai, and her mother — Marion, and besides her they also had a younger son, Kir. When Isadora was 19, she and her brother inherited their parents' business, and life eventually led them to Hekkelia, where they settled and soon grew rich thanks to Isadora's numerous talents, and her exotic beauty and deep intellect quickly made her a central figure in the region where they lived. Kir himself did not stand out with any particular abilities or skills and owed everything to his older sister, but she never reproached him for anything and devoted all her free time (which she did not spend on intrigues, business, and self-care) to her beloved brother... He lived surrounded by love and care, never wanting for anything.

Everything in Kir's life went off the rails when he decided to introduce his girlfriend to Isadora; she was a modest girl a couple of years younger than him. Isadora, of course, gave her beloved brother's friend a warm welcome, but after she left, the first serious scandal occurred between sister and brother: Isadora was categorically against Kir continuing his relationship with this girl and demanded that they break up, incessantly asking him why she herself was not enough for him, in response to which the enraged brother lashed out at Isadora with reproaches, accusations, and threats, and even slapped her, after which he ran to his room and locked himself in for the rest of the night, never closing his eyes. Only the next morning, deciding that he had overreacted, Kir decided to apologize to his sister. Isadora gladly accepts his apology and says that she was also wrong and has prepared a surprise for him. Full of enthusiasm, the brother opens the gift box and finds in it the severed head of his girlfriend, after which he immediately loses consciousness.

Kir came to in the basement of their house, tied up. After several weeks of daily conversations with his sister, he never managed to understand or accept his sister's "love" for himself, and she neither wanted nor could let him go. At some point, the young man simply went mad and stopped reacting to what was happening around him, and Isadora later gave birth to a son from him and "raised him properly"... And so the Ren dynasty was born, where love for family was placed above all else.
In Hekkelia, Isadora is revered as the goddess of the family hearth...
__________
✦ The player starts the game with an additional character: a companion-lover of the opposite sex from among his close relatives. The characters receive additional bonuses depending on what they are to each other.
— Father's bonus (daughter): cost of combat skills after the start of the game is two times lower.
— Mother's bonus (son): the character survives a fatal wound after the end of a battle (once per day), +50% to received experience.
— Son's bonus (mother): cost of peaceful skills after the start of the game is two times lower, +8 to attractiveness, +8 to creation.
— Daughter's bonus (father): +50% to power, +50% to endurance, +50% to health, +50% to will, +20% to accuracy, +20% to evasion, +2 to speed.
— Brother's/Sister's bonus: the character's attacking and defensive rolls are summed if they are on adjacent cells.
El-Hamazi

Founder of the dynasty: Eswald El-Hamazi (1711-1059 before the founding of the church)
Eswald was born somewhere in the territory of northwestern Visteria and, showing a rare talent for magic from childhood, traveled a lot in search of new ways to develop his potential, which allowed him to live a very long life. Life led him to Karrag during the reign of Imrud el Isin. The king greatly appreciated the wizard's abilities and humble character, while Eswald liked the country reformed by Imrud. Finding common ground in character, Eswald agreed to become a vassal of Karrag and took the family name El-Hamazi. Subsequently, he and his descendants engaged in magical research, first only in Karrag, and then throughout Hekkelia, but with the collapse of the future empire and the growing influence of the Church of Arteria a millennium later, the wizards of this dynasty were forced into hiding.

As for Eswald himself, his life ended very tragically. He, like many of his contemporaries, was in love with Pyrotessa, the first ruler of a united Hekkelia, but due to his character and contrary to his influence, he never dared to confess his feelings to her, and when he learned of her fall, he simply took his own life. In Hekkelia, Eswald is revered as the god of patience.
__________
✦ Spell effectiveness is one and a half times higher.
✦ The character can move and cast spells simultaneously.
✦ The character can extend his own life.
Shahrazad

Founder of the dynasty: Risha Shahrazad (1433-1404 before the founding of the church)
Long before the birth of Pyrotessa Sin Ash Shamash, the center of attention in Karrag and its national treasure was a commoner girl named Risha. She was dazzlingly beautiful, could play various musical instruments, wrote love poems and stories, sang and danced beautifully, possessed impeccable etiquette... The rich of Karrag at that time would spill whole bags of money just to spend an evening with her, often not even making it to the bed, so mesmerizing was the girl with her speech and other talents.

Risha left this world quite early, thereby saddening thousands of her admirers, but her daughters and son inherited a huge fortune, which allowed them to stand on par with other famous dynasties of Hekkelia. For the Shahrazad dynasty, the life and success of their founder serves as a vivid example that beauty is the key to success in life, and the ugly might as well not be born, for they will be doomed to a miserable existence.

Over the following centuries, members of this dynasty sought out the most attractive partners for procreation and honed the art of seduction. Risha is revered in Hekkelia as the goddess of beauty and art.
__________
✦ Attractiveness roll*2 against will roll in dialogue; upon success, falls in love with the chosen character of the opposite sex (mental effect).

Demonology
Anyone who makes a contract with a demon becomes its minion, and in almost every corner of Visteria such people face either execution or, at best, exile. This is because only initially traumatized and dangerous individuals, or those who will inevitably become such, deal with demons — demonic influence always and without exception negatively affects the minion, developing in him the most terrible qualities that exist in people, and no cure or method of exorcism has been developed for millennia. Be that as it may, consent to enter into a contract is always given by a person of his own free will, and the details of the agreement depend on who he decided to contact.
__________
✦ A character with this belief chooses one of the demons with whom he has made a contract.
Gonzo, Lord of Lust

Gonzo's minions are driven by lust, and primarily these are the dregs of society who are unable to satisfy their base desires without the support of supernatural forces. Among them are also insatiable perverts for whom life in a culture based on church principles is unbearable... The favorite pastime of the demons of lust is to destroy the family and love bonds of successful couples, and there is nothing more pleasant for them than to indulge in carnal pleasures with their target in front of their loved ones. The Lord of Lust and his minions can transform from women into men and vice versa, but more often prefer to choose women as their victims, since the demons themselves are incapable of procreation. In addition, their bodies can secrete a powerful aphrodisiac that allows them to achieve their insidious goals with greater ease.

Summoning Gonzo and making a contract: after performing the ritual, the demon worshiper will have to satisfy the Lord of Lust in the most unpleasant way for himself... Although they say that even so, everyone remains satisfied.
__________
✦ Once a month, the character can change gender.
✦ The character's pheromones can cause those around them (at will) to experience an irresistible sexual attraction (will check against a value of '50').
✦ Time alone with Gonzo's minion will cause the character to suffer from satyriasis or nymphomania.
Karia, Queen of Demons

Of all the numerous domains into which the world of demons is divided, Karia owns the largest, distinguished by the largest population and the most grandiose architecture, while the demons of many other domains live generally in caves or some swamps. The main aspect of Karia is pride, and she demands from her minions first and foremost absolute submission and her own deification. Her followers in the human world are obliged to achieve ever new victories in her honor or lose their value and lose their own soul. For some reason, possibly due to enmity with Gonzo, Karia forbids her servants to satisfy their sexual needs.

Summoning Karia and making a contract: after performing the ritual, the demon worshiper needs to show his insignificance before the Queen of Demons, but never and before no one else bow down.
__________
✦ +10 HP, +10 SP, +2 AP.
Iron, Demon of Schadenfreude

Iron is one of the most mysterious and unpredictable demonic lords; this is because his intentions are sometimes very difficult to understand. It is known, however, that he loves people very much, but not so much them as the ironic tragedies in their lives accompanied by the gleeful fun he experiences watching the suffering of mortals who have lost everything one step away from achieving their goal or dream.

Iron's minions rarely cross paths, but must lead an "interesting life" otherwise they risk falling down the stairs and breaking their neck at any moment, or maybe eating an exotic fruit and getting poisoned.

Summoning Iron and making a contract: after performing the ritual, the demon worshiper will have to somehow make the Lord of Schadenfreude laugh; if Iron gives him a "thumbs up" then the contract will be concluded, and if a "thumbs down" then something bad will happen to the summoner...
__________
✦ Iron fulfills his minions' individual wishes depending on his mood.
Kasha, Herald of Melancholy

Kasha is one of the few great demons who is not considered completely evil and corrupt; he has no domain of his own in the demon world, nor even any servants. In some underdeveloped cultures, he is revered as a god of wisdom and his guidance is sought. Kasha himself, although he appears to mortals as rude and unapproachable, actually feels pity for them, believing that the life of any living organism endowed with enough intelligence to be aware of its own self and the events happening around it is pain and suffering.

Summoning Kasha and making a contract: to make a contract with Kasha, you need to pick up a stray cat from the street and give it shelter, then conduct the summoning ritual.
__________
✦ The character receives various hints and advice from Kasha through his own cat.
Helios, Soul Merchant


Helios is ready to provide his minions with material, spiritual, and other assistance in exchange for the souls of people and non-humans sacrificed to him, whose value varies depending on their physical and spiritual qualities.

Summoning Helios and making a contract: the character must sacrifice 1000 jewels to Helios and bring a human life as a sacrifice.
__________
✦ Each month, the player's character must sacrifice 1000 spiritual points to Helios, otherwise he will have to pay with particles of his own soul.
✦ In exchange for spiritual points, the character can receive various bonuses.
Children of Tomoe
When the dark ages came to Visteria, the inhabitants of the Yamato islands returned to worshiping their own deities, who were the center of their beliefs before the appearance of Arteria and her followers on their lands. For this reason, as well as because the islands are located far from the main continent, the local culture developed separately and differs greatly from other countries of Visteria.
According to legends, Tomoe is the creator of the Yamato islands and those who inhabit them; she is revered by the locals as the supreme deity, and they themselves call themselves her children or, in other cases, children of Yamato. The basis of the consciousness of Yamato culture is the awareness of one's place in life and devotion to one's purpose, depending on one's social status, profession, gender, etc., which is why there has always been a very strict hierarchy on the islands, both at the governmental level and in relationships between people. For the children of Tomoe, dishonor is worse than death.

__________
✦ Children of Tomoe cannot use zodiac sign bonuses.
✦ The health of the children of Tomoe cannot be restored by ordinary means.
✦ Children of Tomoe receive +1 vitality point for every 250 units of health. In one enemy turn, the character cannot lose more than 1 vitality point.
✦ Men receive +10% to initiative, +5% to received experience, and +10% to endurance for each unit of spirit.
✦ Women receive +1 to attractiveness, +1 to creation, and +10% to will for each unit of piety.
Hekkelian Pantheon
The Hekkelian Pantheon is based on the pagan beliefs of the inhabitants of southeastern Visteria, which have survived to this day.
Characters with this conviction may choose one god to worship.

__________
✦ Imrud, god of the sun.
The character gains additional experience after each victorious battle, as well as each time they personally slay an opponent. +2 to endurance, +2 to charisma, +50% to perception, and +35% to accuracy.
✦ Pyrothessa, goddess of intrigue and lust.
The character gains additional experience after each coitus. +2 to beauty, +2 to dexterity, +50% to stealth; the character's melee attacks poison the opponent (they lose 5% of maximum health (nature) and 5% accuracy and evasion each turn).
✦ Anth, god of trade and fertility.
The character gains additional experience by earning money or selling goods/services (1 exp per 5 jewel). +2 to charisma, +2 to intelligence, a valuable item at the start.
✦ Eshingir, god of war and martial craft. +2 to strength, +2 to endurance, +25% to power, +25% to resilience, +25% to health, +25% to evasion, +25% to accuracy.
✦ Isadora, goddess of the hearth. +2 to beauty, +2 to intelligence. The player can create an additional family member character.
✦ Eswald, god of patience. +2 to intelligence, +2 to spirit. The character's initiative is always 0, but they take two turns instead of one.
✦ Shahrazad, goddess of beauty and art. +2 to beauty, +2 to charisma. The character gains experience for successful performances and is more likely to gain loyal followers.
✦ Sharan, god of the aether. The character's experience gain rate is increased by 0.8.
Legends of Visteria
The worship of heroes of the past originated in Meristia, but is also practiced beyond its borders, most often by history enthusiasts and those inclined toward romanticism. The deep mysteries of this unusual science and a passionate fascination with the past allow its adherents to summon one of the heroes of yore and enter into a contract with them for a specific time to achieve shared goals... Of course, these heroes are not reincarnations of themselves, but are "merely" a collective image assembled from the legends about them and how people perceive them.
__________
✦ At the start of the game, the character may attempt to summon one of the heroes of the past to their aid, chosen at random. Their strength depends on their rank (there are five total - ★★★★★, ★★★★, ★★★, ★★, ), and the higher the rank, the stronger the hero. Furthermore, the higher the hero's rank, the less likely they are to be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).
Shamanism
Shamanism originated and is most widely practiced by non-human tribes. They believe they are surrounded by spirits embodying various natural elements and worship them. A character with this conviction may choose one patron spirit.
__________
✦ Spirit of Fire: immunity to fire, +50% melee damage.
✦ Spirit of Water: immunity to water, +50% evasion.
✦ Spirit of Wind: immunity to water, +50% ranged damage.
✦ Spirit of Earth: immunity to nature, +50% health.
✦ Spirit of Light: immunity to light, +50% perception; the character can resurrect one fallen ally.
✦ Spirit of Darkness: immunity to darkness, +50% stealth; the character survives one fatal wound.
Eishi
The nomads of the Eishi clans worship the sky gods and always follow the strongest — the one closest to the sky.
__________
✦ Damage taken from all sources is reduced by 20%.
✦ If the character is the leader of a squad (their clan) and possesses sufficient charisma, they may gather companions and concubines from defeated enemies, provided all other conditions allow it.
The Nameless One
The Nameless One is a key figure in Aster's culture — the god of silence, death, and rest. It is not customary to speak of him or pray to him, but all representatives of this people hold him in their hearts, while priests use secret blessings to reunite with the departed.
__________
✦ Immunity to lethal damage (such attacks deal no damage).
✦ The character starts the game with a skeleton companion, generated by the same rules as a normal character from Aster, but without a conviction, and only the player's character can speak to it via telepathy. The skeleton has immunity to mind-affecting effects, poisons, diseases, and other similar effects. The skeleton's health cannot be restored by normal means and does not regenerate on its own, but it is multiplied by 10. A defeated skeleton also cannot be restored. +100% resistance to the dark element, -100% resistance to the light element; damage from lethal attacks does not exceed 25% of maximum health; cannot be raised again by normal means.
✦ The character can raise skeletons of fallen allies and opponents for 100 units of magical energy; they have the same stats and abilities but lack convictions. They function until the end of the day, after which they cannot be raised again.
Telos
Telosian warriors strive for the perfection of their spirit, body, and mind, avoiding the aid of supernatural forces and relying solely on their own potential and the wisdom of their ancestors.
__________
✦ Each time the character gains additional characteristics, they gain an equal amount again.
✦ Each time the character survives a fatal wound, they gain 500 exp.
✦ The character has immunity to the supernatural.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Skills
Abilities
One-Handed Weapon
Light Step
1. +2% to accuracy per point of perception [1]
2. +2% to evasion per point of dexterity [1]
3. +1 to movement speed [1]
Lightning Speed
1. +1 additional attack [2]
2. +1 additional attack [2]
3. +5% to damage per point of speed [3]
Piercing Strikes
1. +1.5% to critical damage chance per point of perception [2]
2. Critical attacks deal 250% damage (normally 200%) [2]
Bleeding
The character's attacks cause bleeding (might check vs. enemy fortitude), the enemy takes 25% pure damage from the damage received over three turns, stacks [3]
Assault
1. The character's attacks reduce enemy speed by 1 for 2 turns (might check vs. enemy fortitude), stacks [1]
2. The character's attacks reduce enemy evasion by 10% of current value for 2 turns (might check vs. enemy fortitude), stacks [2]
3. The character's attacks reduce enemy accuracy by 10% of current value for 2 turns (might check vs. enemy fortitude), stacks [2]
[/FONT]
Two-Handed Weapon
Might
1. +1.5% to damage per point of might [3]
2. Deals double damage to the enemy if they fail a fortitude check vs. might [4]
Death's Herald
1. Chance to paralyze the enemy with each hit (might check vs. enemy fortitude) for one turn [2]
2. +0.6% to accuracy per point of might [3]
3. The character's attacks deal additional neutral damage, independent of modifiers, equal to their strength*10 [3]
Arc
1. Deals damage to the target and enemies adjacent to it. Cooldown: 3 [2]
2. Also deals damage to enemies flanking the character [1]
3. Damage increased to 1.5. Cooldown: 2 [3]
Frenzy
Additional attack, +1 to movement speed [4]
Adrenaline
1. +1% to evasion for each 1% of health lost [2]
2. +1% to accuracy for each 1% of health lost [2]
3. +1% to movement speed and initiative for each 1% of health lost [3]
[/FONT]
Polearm
Ranged Attack
1. +1 to attack range [2]
2. +1 to attack range [2]
3. +25% to damage (final) per cell between the character and the primary target [1]
Piercing Strike
1. The character's attacks deal damage to all enemies on the line of attack [1]
2. The second enemy takes 50% more damage, the third 100% (final) [2]
3. +2% to armor penetration per point of perception [2]
Cyclone
The character deals damage to all enemies around them. Cooldown: 2 [3]
Control
The character attacks all enemies that appear on their line of attack [4]
Knockback
The character's attacks push enemies back 1-2 cells (might check vs. enemy fortitude). If there is nowhere to push (wall or another character present), damage is doubled or the enemy is pushed into an abyss (evasion check vs. static value '100') [3]
* Damage and attack rolls are twice as less effective if the spear is used in one hand.
[/FONT]
Fencing
Parry
1. The character can parry enemy attacks in melee combat (accuracy) using block points for this [3]
2. After a successful parry, the character performs a counterattack [2]
3. A successful counterattack allows disarming the enemy (accuracy check vs. enemy fortitude) [3]
Agility
1. +1 additional attack [2]
2. +1 additional attack [2]
3. +2 to movement speed [3]
Fluidity of Movement
+10% chance to avoid a negative action directed at the character [2]
Sword Dance
1. The character's attacks deal 10% neutral damage of the enemy's current health [3]
2. +5% to accuracy per point of dexterity [4]
Dance with Death
The character avoids an attack that would reduce their health to 0 or below. Cooldown: 5 turns [4]
[/FONT]
Shooting (Bow)
Sleight of Hand
1. Additional shot [3]
2. Additional shot [3]
Marksmanship
1. Shooting range +50% [3]
2. Shooting range +50% [3]
Concentration
1. +5% to accuracy per point of intelligence and spirit [3]
2. +1.5% to critical damage chance per point of perception [3]
3. Critical attacks immobilize the enemy for one turn (accuracy check vs. enemy fortitude) [3]
[/FONT]
Shooting (Crossbow)
Piercing Shots
1. +1% to armor penetration per point of perception [1]
2. +1% to armor penetration per point of perception [1]
3. +2% to armor penetration per point of perception [2]
Penetrating Shots
The character's attacks deal damage to two enemies on the line of attack [2]
Aimed Shooting
1. +3 to accuracy per point of perception [3]
2. +2% to critical damage chance per point of perception [3]
3. Reduces the enemy's maximum health by (perception*2)% once, limit -50% [5]
[/FONT]
Shield
Block
1. +1 to block points per point of dexterity; the character spends 1 block point when successfully blocking attacks (melee combat) [3]
2. The character can block ranged attacks [2]
3. The character can block offensive spells [5]
Resistance
1. When using a shield, the character gains +0.5% resistance to elemental damage per point of fortitude [2]
2. When using a shield, the character takes 20% less damage from all external sources (first layer) [3]
3. When using a shield, the character has a 10% chance to not take damage [3]
Shield Bash
Requires block level 1.
1. Successful blocking allows a counterattack; on success, paralyzes the enemy for 1 turn (might check vs. enemy fortitude) [3]
2. A successful shield attack deals damage equal to 20% of the enemy's current health (does not ignore defense) [3]
[/FONT]
Armor
Wearing Armor
1. The character can wear heavy armor [5]
2. When wearing armor, the character has a 10% chance to not take damage [2]
3. Chance of critical damage against the character is 20% lower [3]
4. +2 to might and +2 to fortitude per point of strength, +20 to health per point of endurance [4]
5. No movement speed penalty [5]
6. Armor is not penetrated [6]
[/FONT]
Combat Training
Thrown Weapon
The character can use thrown weapons [2]
Prowess
+3% to health per point of endurance [3]
+2% to fortitude per point of strength, +2% to fortitude per point of dexterity [2]
+2% to might per point of strength, +2% to might per point of dexterity [2]
+2% to willpower per point of spirit, +2% to willpower per point of endurance [2]
+2% to accuracy per point of perception, +2% to accuracy per point of dexterity [2]
+2% to evasion per point of dexterity, +2% to evasion per point of perception [2]
+2% to initiative per point of perception, intelligence, and endurance [2]
+3 to movement speed [5]
Sprint
Doubles the character's movement speed for one turn and grants them immunity to paralysis, immobilization, and slow until the start of their next turn. Cooldown: 5 [3]
Roll
Immunity to directed actions until the start of the next turn. Cooldown: 3 [3]
Mastery
+30% to accuracy and evasion when using the chosen weapon type [3]
Agility
+3 to evasion per point of dexterity if the character does not use armor [4]
Rider
The character is trained in riding [5]
[/FONT]
Firearm
Precision
1. +5 to accuracy per point of perception [3]
2. +2% to critical damage chance per point of perception [3]
3. Critical attacks deal 300% damage [3]
Armor Killer
1. Ignores 100% of enemy defense [3]
2. Increases damage dealt by a percentage equal to the enemy's armor percentage (i.e., if the enemy's armor has 50% defense, the shooter deals 50% more damage) or increases the weapon's base damage by the same number if defense is not percentage-based [3]
3. Additionally increases damage against armored targets (heavy armor, final damage) by 50% [3]
Defensive Position
Attacks the first enemy that appears in line of sight, can be toggled off [1]
[/FONT]
Commander
Leadership
1. +1 to fortitude and might of allies under the character's command per point of leadership [2]
2. +1 to willpower of allies under the character's command per point of leadership [2]
3. +1 to initiative of allies under the character's command per point of leadership [2]
4. +1 to evasion of allies under the character's command per point of leadership [2]
5. +1 to accuracy of allies under the character's command per point of leadership [2]
Blitzkrieg
At the start of battle, allies under the character's command gain the first turn; does not work against ambushes and similar abilities (mutually cancel) or if the total value of the tactician's leadership and creation is lower than that of the enemy leader [6]
Tactician
The character can use military cunning to gain an advantage during battle. +1 tactician point per three points of creation. Refreshes once per day [2]
Camouflage
Tactic: allied characters in an area 1+1 enter a hidden state for one turn (character stealth + tactician's leadership + tactician's creation) or to set up an ambush [2]
Confusion
Tactic: the selected character skips a turn (creation*3 vs. enemy willpower) [2]
Slow
Tactic: enemies in an area 1+5 receive -75% to movement speed (creation*3 vs. enemy fortitude) for one turn [2]
Haste
Tactic: allied characters in an area 1+5 receive +5 to movement speed for one turn [2]
Heal
Restores (creation)% health to the selected character [1]
Protection
Tactic: the selected character gains +(creation)% to defense (physical, elemental, higher, neutral, natural) for one turn [1]
Annihilation
Tactic: the selected character deals (creation*2)% more damage (one turn) [2]
Destruction
Tactic: the selected character ignores enemy defense (one turn) [1]
Morale
Allies under the character's command have a (leadership/2)% chance to gain an additional turn at the end of their turn; does not activate more than once per phase [5]
[/FONT]
Scout
Camouflage
1. The character can use stealth [1]
2. +30% to stealth [2]
Scouting the Surroundings
On the travel map, the character can explore locations separately from the group [1]
Saboteur
-. Attacks from stealth deal triple damage [3]
-. +5 to movement speed while in stealth [3]
-. +3 to evasion per point of speed [3]
Affinity with Shadows
+3 to perception per point of perception [2]
Escape into the Shadows
The scout spends a turn to restore their stealth status [3]
* Abilities of this skill cannot be used with heavy or medium armor.
[/FONT]
Enchanter
Element Master
The character can use elements of fire, water, or air; can be learned up to three times [1] [3] [5]
Battle Mage
1. +3 to accuracy and evasion per point of intelligence [4]
2. +1 to block points per point of dexterity; the character spends 1 block point when successfully blocking attacks (melee combat, ranged combat) [4]
Affinity
Requires the "element master" ability.
1. +1% to melee damage per point of spellpower. Additional damage has fire, water, or air type depending on the chosen element in "element master" [1]
2. The character's attacks have an additional effect depending on the chosen element:
- Fire: burn (spellpower/10)% of the enemy's maximum health at the end of their turn, prevents healing for one turn.
- Water: -(spellpower/10) to enemy evasion and accuracy (stacks) until the end of battle, damage taken by them increases by (spellpower)% from any source for one turn.
- Air: attacks penetrate (spellpower)% armor, additional attack [3]
Elemental Cloak
Requires the "element master" ability.
Resistance to fire, water, or air +(spellpower)% [3]
Energy Burst
Requires the "element master" ability.
Activation requires 50 units of magical energy.
Ranged attack in a 3x3 area, range: 10. Physical damage is converted to elemental [2]
Elemental Aura
Requires the "element master" ability.
The character gains an additional passive effect depending on the type of element used.
- Fire: returns (spellpower/2)% damage to the attacking melee enemy, converting it to fire.
- Water: reduces incoming damage by (spellpower/3)%
- Air: +(spellpower/2) to evasion [4]
Cataclysm
Requires the "element master" ability.
1. The character can use the effects of two elements simultaneously [5]
2. The character can use the effects of three elements simultaneously [6]
[/FONT]
Katana
Meditation
1. +3% to accuracy per point of spirit [3]
2. +3% to evasion per point of spirit [3]
3. When skipping a turn, the character restores (willpower*1.5)% health [3]
Insight
1. +3% to damage per point of spirit [2]
2. +2% to armor penetration per point of perception [2]
3. +2% to critical damage chance per point of perception [2]
Calmness
1. +3% to damage per point of dexterity [2]
2. +3 to evasion per point of dexterity [3]
Smooth Shadow
1. Additional attack [3]
2. +3 to movement speed [4]
Counterattack
1. Upon a successful evasion, the character strikes back [2]
2. The counterattack deals twice the damage [3]
[/FONT]
Specialization
Choose one:
+30% to might, +30% to fortitude, +25% to health, +30% to evasion, +30% to accuracy, +50% to perception, +20% to spellpower, +40% to willpower, +50% to initiative, +3 to movement speed. Can be taken multiple times but cannot repeat [5]
[/FONT]
Peaceful Skills
Abilities
Alchemist
Potion of Enlightenment
With a probability of (creation*5)%, the character gains +350 XP. Each consecutive use reduces the success chance by half. Up to three portions can be prepared per month. If the potion of enlightenment is not used for a full month, its effectiveness increases by 1 point [4]
Potion of Concentration
With a probability of (creation*5)%, the character gains +1 to a random attribute. Each consecutive use reduces the success chance by half. Up to five portions can be prepared per month. If the potion of enlightenment is not used for a full month, its effectiveness increases by 1 point. Limit of additional attributes gained this way: 20 [4]
Potion of Truth
Forces a chosen character to reveal all their (or others') secrets, provided all other conditions for this are met (creation*5 check vs. target's will). Up to five portions can be prepared per month [2]
Love Elixir
Forces a chosen character to fall in love with the first person they have a prolonged conversation with after consuming the alchemical liquid (creation*5 check vs. target's will). One portion can be prepared per month [5]
Potion of Healing
Restores (creation*3)% of the character's HP. Up to 5 portions can be prepared per month [1]
Potion of Cure
Cures a character of poisons and diseases (creation check vs. poison or disease difficulty). Up to 5 portions can be prepared per month [1]
Potion of Clarity
Removes negative effects from a character. Up to 5 portions can be prepared per month [1]
Potion of Health
The character gains +(creation*3)% HP until the end of battle. Up to 5 portions can be prepared per month [1]
Potion of Might
The character gains +(creation*3)% to endurance and might until the end of battle. Up to 5 portions can be prepared per month [1]
Potion of Agility
The character gains +(creation*3)% to evasion until the end of battle. Up to 5 portions can be prepared per month [1]
Potion of Accuracy
The character gains +(creation*3)% to accuracy until the end of battle. Up to 5 portions can be prepared per month [1]
Potion of Speed
The character gains +5 to movement speed and (creation*5)% to initiative until the end of battle. Up to 5 portions can be prepared per month [1]
Potion of Magic
The character gains +(creation*3)% to magic power until the end of battle. Up to 3 portions can be prepared per month [2]
Potion of Magical Energy
Restores (creation)% of the character's magical energy. Up to 5 portions can be prepared per month [1]
Potion of Will
The character gains +(creation*3) to will until the end of battle. Up to 5 portions can be prepared per month [1]
Mastery
1. +2 to the number of available potions per month (not elixirs) [4]
2. Access to unique recipes if the necessary ingredients are available [3]
[/FONT]
Medic
First Aid
Revives a character who died from lack of HP. Only outside of battle. The chance of success equals the inverse percentage of the character's current HP value [4]
Massage
Increases a character's evasion and accuracy by 50% for the next battle. Only three characters can receive a massage before the start of one battle [4]
Universal Remedy
Removes negative effects, diseases, and poisons from a character. Up to three doses of universal remedy can be prepared per month [2]
Elixir of Life
Restores 75% of a character's HP and an additional 25% over ten turns. Up to three elixirs can be prepared per month [2]
Trainer
The medic trains another character. During this time, the character gains 50% more XP [5]
[/FONT]
Merchant
Business Partner
The merchant acquires useful connections in the starting location [2]
Barter
The maximum discount limit is increased by 10% [3]
Secrets of Trade
The cost of goods and services is lower by (etiquette)%, limit: -30% [3]
Business
1. The character starts the game with a certain category of goods of their choice and can sell them: weapons and armor, silks, jewelry, potions and elixirs, magic scrolls, clothing. Trading in large cities generally requires permission from the administration. Etiquette affects the price ceiling [6]
Guard
1. The merchant starts the game accompanied by a guard (created by the GM, the player can only choose the general profession - archer, warrior, "tank", etc.). They need to be paid, otherwise they will quit or, depending on the situation, try to take the earnings by force [1]
2. A second guard created under the same rules [2]
3. A third guard created under the same rules [3]
Savings
+3500-7500 jewel at the start [5]
[/FONT]
Mercenary
Professional
Reward for quests is increased by 50%+(etiquette*3)% [3]
Survivability
+(might+endurance/3)% to HP [3]
Partner
An additional character created by the GM; travels with the player as long as their interests align; the partner uses the wheel of fate [3]
Bodyguard
Takes attacks targeting another (pre-selected) character if positioned near them [2]
Tenacity
+2 to will and endurance for each point of strength [2]
[/FONT]
Historian
Intelligence no less than 6.
Bookworm
The character can read one additional book [2]
Archaeology
Ability to determine the purpose and effects of artifacts [5]
Erudition
+5 to creation, +5 to etiquette, +25% to XP gained [2]
History Expert
The character can determine the origin of ruins and what can be expected from them [2]
Modern History
The character can recall who a famous character is upon hearing their name [1]
Cultural Studies
The character can determine the origin of an interlocutor during a lengthy conversation with them [1]
Theology
The character can determine the beliefs of an interlocutor during a lengthy conversation with them [2]
[/FONT]
Philosopher
Reflections
1. The character gains +350 XP. Each consecutive use has a 10% chance of causing suicide (stacks, resets after one month) [3]
2. The character gains +1 to a random attribute. Each consecutive use has a 10% chance of causing suicide (stacks, resets after one month). Limit of additional attributes gained this way: 25 [3]
Search for the Meaning of Life
1. The character changes their beliefs, can only be used once per game, "starting bonuses" are not received [10]
[/FONT]
Linguist
Diplomat
A successful etiquette roll against a static value in a properly conducted dialogue can convince opponents to surrender without a fight if their forces are weaker or approximately equal [4]
Non-Human Languages
The character can speak and understand non-human languages [2]
Ancient Script
The character knows ancient languages [2]
Gift of Gab
The cost of goods and services is lower by 10%, has a shared limit with other similar effects [1]
Poet
+5 to attractiveness, +5 to etiquette [1]
[/FONT]
Hunter
Topography
1. The character can sketch a map of the area (the nearest locations to the group in uncharted territories). Determines the terrain and the presence of any structures, and also detects traces of other people and animals [3]
2. If the character is the leader of the squad, allies under their command gain immunity to negative effects of tactics and blitzkrieg [6]
3. If the character is the leader of the squad, allies under their command gain immunity to negative effects of weather conditions [3]
Harassment
-. The character can use poisons and traps that are especially effective against wild animals [3]
-. The character can use poisons and traps that are especially effective against monsters [3]
Mastery
-. Doubles accuracy, evasion, and damage in combat against wild animals [3]
-. Doubles accuracy, evasion, and damage in combat against monsters [3]
Biologist
Bestiary
The character can use zoological compendiums that contain information about various animals and monsters inhabiting certain regions [3]
Herbarium
The character can determine the origin of unknown plants; the character can also discover valuable plant species while other characters will see no difference between them and all other plants in the area [3]
Zoologist
The character is trained in riding; they can also attempt to tame wild animals (success depends on a check specific to the particular species) [3]
Musician
Artist
The character gains the ability to learn compositions as the game progresses (spending the necessary XP on them); at the start, they also have access to three unnamed compositions which they can name themselves:
Unnamed Composition #1: +1% to might, +1% to endurance, +1% to will, +1% to initiative, +1% to evasion, +1% to accuracy of allies for each point of the musician's etiquette.
Unnamed Composition #2: -1% to endurance, might, will, initiative, evasion and accuracy of enemies for each point of the musician's etiquette.
Unnamed Composition #3: +3 to allies' movement speed, -1 to enemies' movement speed.
The effectiveness of some compositions may depend on the musician's origin [3]
Virtuoso
The character gains one free turn during a performance [5]
Maestro
The character's musical performances in peacetime are twice as effective [3]
Artist (Painter)
The character can paint pictures based on events they have witnessed or by conveying the fruits of their imagination on canvas. In the latter case, their value depends on the character's creation and the described text, while in the former case, on creation and the essence of the event; one work can be produced per month [5]
Rogue
Stealth
The character can use stealth, +2 to stealth for each point of agility [2]
Lockpicking
If lockpicks are available, the character can open locked doors, chests, and other things. The chance of success depends on the lock's complexity and the character's agility [3]
Theft
The character can attempt to stealthily rob another character. The chance of success depends on the character's stealth and the target's observation [3]
Cheating
In games of chance, the character can reroll their result [2]
Traps Expert
The character can set traps that are especially effective against other people [2]
Acrobat
+2 to evasion and +2 to initiative for each point of agility [2]
Juggler
+2 to accuracy +2 to initiative for each point of perception [2]
Teacher
Intelligence 9 or higher. The character can teach others what they know themselves - opens 1 specialization (except teacher and unique skills) per month for any number of characters and can use their own experience to transfer to students [6]
Attachments 1
1 file attached • Total size: 139.2 KB
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
-
Unique Skills
Abilities
Musketeer
Does not allow the use of medium or heavy armor.
Reflex
1. [Saber] The character can parry melee attacks (melee, spending block points) [3]
2. [Saber] Parrying melee attacks works even if the character ended their turn with a shot or reload of the musket [1]
3. After a successful parry, the character performs a counterattack [2]
Eagle Eye
1. [Musket] +2 to firing range, +50% to accuracy [4]
2. [Musket] [Saber] +4 to accuracy for each point of perception [4]
3. [Musket] [Saber] +2% to critical damage chance for each point of perception, critical attacks deal 300% damage [5]
Fatal Shot
[Musket] Deals lethal damage to an enemy if they fail a endurance check*2 against the musketeer's accuracy; if the enemy successfully blocks the character's shot, reduces their remaining block points to 0 [5]
Mastery
-1 to reload [6]
The character can reload the musket and attack with the saber in one turn, but does not move from their spot [4]
Combo
The character shoots the enemy with the musket after performing a counterattack with the saber; the enemy cannot dodge the shot [2]
Noble Fencing
This ability is used with a rapier; does not allow the use of heavy or medium armor, a second weapon, or a shield.
Dagger
1. The character can parry melee attacks (melee, spending block points) [3]
2. Additional parry roll [4]
Counterattack
In case of a successful dodge or parry, the character delivers two retaliatory strikes [4]
Serberian Waltz
Dodge, accuracy, and damage against an enemy in a 1v1 fight are twice as high, while damage taken is halved [5]
Spurt
+2 to movement speed, additional attack, +2 to accuracy for each point of perception [4]
Crippling Strike
Reduces one of the enemy's characteristics (excluding faith and spirit) by 2 and deals triple damage; also paralyzes for three turns if the enemy fails a endurance check against the character's accuracy; cooldown: 3 turns [3]
Gladiator
This ability can be taken by a character of any origin with any melee weapon; -3 to beauty, -2 to intelligence, +3 to endurance, +1 to strength, +1 to agility.
Ambidexterity
1. If the character's strength allows it, they can use a weapon in each hand regardless of its type (melee) [4]
2. The character can use a two-handed weapon in one hand and a shield in the other if their strength allows it. +1 to shield block points for each point of agility (melee, ranged) [3]
3. Additional attack for each one-handed weapon [3]
Fight to the Last
The character survives one lethal attack (remains at 1 HP) [3]
Vitality
1. -2% to incoming damage for each point of endurance (limit: -50%) [4]
2. +3% to health for each point of endurance [4]
3. Regeneration of 1% health for each point of endurance at the start of their turn [3]
Parry
The character can parry melee attacks (melee), spending block points [3]
Reach
+1 to attack range when using a polearm or two-handed weapon [2]
Tenacity
1. +1% to damage for each point of endurance [2]
2. +1% to damage for each point of might [2]
3. +0.5% to accuracy for each point of endurance and might [3]
Style of the Four Gods
The Style of the Four Gods is used with a dadao; does not allow the use of a shield or heavy armor.
Bai-Hu
In case of a successful dodge, the character delivers a retaliatory fatal strike to the enemy (might check against endurance) [5]
Zhu-Que
1. The character's attacks deal 100% additional fire damage [3]
2. Additional damage also spreads to enemies around the character [3]
3. Immunity to the fire element [8]
Qing Long
1. Active ability: the character fully restores their health and removes negative effects from themselves; cooldown: 3 turns [3]
2. The character also removes poisons and diseases [3]
3. Immunity to the air element [8]
Xuan Wu
1. Incoming damage -30% [3]
2. Health +60% [3]
3. Critical damage chance +20% [3]
4. +30% to endurance and might [2]
5. Immunity to the water element [8]
Ascetic
The Ascetic's combat abilities are used with a staff and do not allow the use of armor. A character with this specialization must adhere to an ascetic lifestyle.
Meditation
The character gains 350 XP and +1 to a random characteristic; can be used once per month [5]
Staff Mastery
1. +2 to attack range [3]
2. The character's attacks paralyze enemies for 1 turn (endurance against might), stacks [3]
Bright Blaze
The character's attacks deal neutral damage [4]
Stun
Delivers 5 staff attacks to a chosen enemy; cooldown: 2 turns [3]
Vastness
The character assumes a defensive stance and ignores 85% of negative actions directed at them, but cannot perform any actions themselves [3]
Cold Magic
Lord of Cold
1. +0.5% to water and physical damage resistance for each point of spellpower (limit: 50%), fire resistance is 50% lower, +1% to spellpower for each point of intelligence [3]
Ice Spear
Deals spellpower*3 water damage and spellpower*3 physical damage to enemies in a 1x3 area, paralyzes them for one turn if they fail a endurance check 100, range: 16 [2]
Freeze
A chosen character is paralyzed until the end of battle if they cannot pass a will check against spellpower; if attacked in this state, they take tenfold damage 200, range: 10 [4]
Blizzard [weather effect]
The caster summons a strong snowstorm; all characters on the map must pass a endurance check or be paralyzed for 1 turn (check made each turn), casting time: 3 turns, 200, [4]
Absolute Zero
Kills a chosen target if they fail a endurance and will check, 200, range: 1, [4]
Aura of Cold
Enemies on a cell adjacent to the character take (spellpower*2) damage (no check required) and, if they fail a willpower check, cannot attack, 150, range: 1 [4]
Reserve
Spell cost -25% [5]
Noble Bandit
The combat abilities of this specialization cannot be used with a shield and heavy armor, but they combine with the effects of any standard styles.
Chief
1. The character is an impoverished baron or their relative. Using their remaining influence and connections, they have gathered companions to seek fortune in other lands. The player can create up to three additional characters with the origin of Royenthal: they have no convictions, their starting HP and SP are halved, and they cannot learn magic [6]
2. Removes restrictions for companions [6]
*Only the player's character can take this ability.
Adventurer
+50% to stealth [3]
+30% to roll strength when performing rogue actions [1]
On the travel map, the character can explore locations separately from the group [1]
Bully
+3 to accuracy for each point of agility [3]
Dodge and accuracy in a 1v1 fight are twice as high [2]
+25% to dodge and accuracy for each enemy on a cell adjacent to the character [2]
Rascal
If the enemy fails a endurance check against the character's accuracy, they will be paralyzed for one turn. This ability activates automatically and has a two-turn cooldown [3]
Thug
Stealth attacks outside of combat deal lethal damage, and during combat deal fivefold damage [4]
Leader
+2% to endurance, might, will, initiative, dodge, and accuracy for allies under the character's command for each point of leadership [3]
Nakiri Warrior
These abilities are used with a spear; do not allow the use of a shield or any armor.
Winds of Nakiri
1. Immunity to the air element [3]
2. The character's attacks deal an additional 100% air damage [3]
3. +50% to dodge [4]
4. +50% to will [4]
5. Additional dodge roll [4]
Homeland
1. The character is trained in riding [1]
2. The character gains an eagle companion; it has 300 dodge (if damaged, leaves the battlefield), deals no damage but its attacks (accuracy equal to 200) paralyze the enemy for 1 turn if they fail a endurance check against the static value '100' [3]
Nakiri Spear
1. +2 to attack range [3]
2. The character's attacks deal damage to all enemies in the attack line [3]
3. The character's attacks deal 50% damage to all enemies on cells adjacent to the attack line [3]
Sting
Deals fivefold damage to a chosen enemy; accuracy for this attack is twice as high; cooldown: 2 turns [3]
Hawk
The character performs a jump (range: 8) and overcomes all obstacles in their path; upon landing, they deal triple damage to all enemies around them and paralyze them (endurance check against might); cooldown: 5 turns [4]
Legionnaire
The abilities of this specialization can be used with any standard skills.
Discipline
+10% to accuracy, dodge, will, initiative, and endurance for each ally (limit: +100%) [5]
Mage Killer
Defensive and offensive rolls against characters with magical skills are twice as high, damage against them is twice as high [5]
Demon Killer
Defensive and offensive rolls against demons and demon worshippers are twice as high, damage against them is twice as high [5]
Battle Comrade
An additional character created by the GM from Moenia; travels with the player as long as their interests align; the comrade uses the Wheel of Fate [3]
Hound
The character gains a dog companion; it has 100 dodge, 400 health, 100 accuracy, 100 initiative, 100 stealth, 100 perception, 12 movement speed, 10 will, and deals 100-300 physical damage with a 10% chance of dealing critical damage [3]
Auxilia
A character with 6 or higher intelligence can train one ally in the legionnaire specialization once per month (requires 2000 XP for the student) [3]
Subordination
If the character is the leader of a squad, all allies under their command gain +35% health [3]
Northern Miwa
The abilities of this specialization can be used with any standard skills.
Friend
An additional character created by the GM; travels with the player as long as their interests align; the friend uses the Wheel of Fate [3]
Savings
+2000 jewel at the start [3]
Masterwork Item
An excellent quality weapon corresponding to one of the character's combat specializations. If there is none, this ability cannot be taken [2]
Estate
Looking for a place to sleep is not for the elite of Miwa! The character has their own house in the starting location [3]
Good Reputation
If the character is the leader of a squad, they and their allies will be received better in the starting location [2]
Southern Miwa
The abilities of this specialization can be used with any standard skills.
Espionage
The character has a detailed map of the starting city and can subsequently obtain maps of other cities; with such maps, the character and their allies can move around the city stealthily [4]
Explosives
The character can make up to three bombs per month. Each bomb deals 3000 fire damage and 3000 physical damage. In combat, the explosion radius is 1+7, and the countdown takes 4 turns [4]
Triumph
Successfully eliminating an enemy refreshes the character's turn; activates once per phase [3]
Compatriot
An additional character created by the GM from southern Miwa; travels with the player as long as their interests align; the partner uses the Wheel of Fate [3]
Nightlife
The character has connections to the criminal underworld in the starting location [2]
Sword of Dawn
The abilities of this specialization are used with a two-handed weapon and without armor. The character gains +1 valor point for each point of spirit and +1 heroism point for each point of charisma; these points are used to activate the abilities of this specialization. Valor and heroism points are restored if the character completely skips a turn.
Sword of Justice
A chosen enemy takes 500% physical damage; if this is an enemy the character perceives as evil, the damage is converted to light provided their resistance to it is lower than to physical; if the enemy is a demon, undead, etc., the damage is converted to divine. Accuracy for this attack is twice as high. Requires two valor points [3]
Attraction
Pulls enemies at a distance of 1+3 towards the character, dealing 150% physical damage and 150% light damage, then paralyzes for 1 turn (endurance check against will). Might for this attack is twice as high. Requires three valor points [3]
Blue Lightning
The character covers a certain distance along their own path and deals 100% light damage and 100% physical damage to all enemies in their path. Successfully eliminating an enemy allows this attack to be performed again without spending valor points. +5 to movement speed for this attack. During this attack, the character gains immunity to negative actions and effects. Requires three valor points [3]
Rift
Makes cells on a 3x8 line (forward or to the side) impassable. Characters on these cells at the moment of the attack must pass a dodge check against accuracy or take 125% physical damage and 125% air damage and be paralyzed for 1 turn. Requires 5 valor points [3]
Sword of Unity
Deals 9 attacks (200% damage) to a chosen enemy, each changing damage type in the following order: physical, fire, water, air, light, dark, neutral, nature, divine. The first attack has a 25% chance of critical damage; the second ignites (enemy loses 25% max health at the end of their turn if they fail a will check against will); the third reduces/increases incoming damage from any source by 25% until the end of battle (will); the fourth reduces defense by 25% (will); the fifth blinds (reduces accuracy and dodge to 1 until end of battle, will); the sixth paralyzes for 3 turns (will); the seventh causes a miss of three turns (will); the eighth deals triple damage if the enemy is paralyzed or immobilized. Requires 10 valor points; can be used no earlier than the tenth turn [8]
Sky of Scarlet Thoughts
The character parries all attacks directed at them this turn; counterattacks if the attack was made in melee; requires 3 heroism points [3]
Detachment from Worldly Cares
The character removes all effects from themselves, including positive ones and even curses. Requires 3 heroism points, or 15 if they are cursed. Can be used even in a state of hypnosis, etc. [3]
Sword of Joy
Directs positive energy towards a chosen character or uses it on themselves to restore 50% health. Requires 2 heroism points [3]
Sword of Serenity
Reduces incoming damage by 50% and increases endurance and will by double until the end of battle. Requires 5 heroism points [5]
Sword of Dazzling Brilliance
Forces enemies within 5 cells of the character to surrender without a fight if they fail a will*5 check against the character's will. Requires 5 heroism points [5]
Order of the Artery
Armor Wearing
1. The character can wear heavy armor [3]
2. No movement speed penalty [3]
3. Immunity to critical attacks [5]
Rider
The character is trained in riding [3]
Shield Mastery
1. The character can block melee, ranged, and magical attacks. The chance of a successful block is equal to their accuracy divided by 2 (maximum: 85%). +1 to block points for each point of agility [5]
2. After successfully blocking melee attacks, the character counterattacks the enemy with the weapon in their other hand [3]
Sword Mastery
1. If the character fails to block an enemy's melee attack with their shield, they attempt to parry it with their sword. The chance of a successful block is equal to their dodge divided by 2 (maximum: 85%) [5]
2. Characters who fail a will check against the knight's will must attack them. Range: 5 [5]
Salvation
Returns to life a character who died from lack of HP. Only outside combat. Once per day [6]
Wandering Teacher
Allies in the character's squad gain 30% more experience [5]
Rosenritter
Only male characters can learn this specialization.
Armor Wearing
1. The character can wear heavy armor [3]
2. No movement speed penalty [3]
3. Immunity to critical attacks [5]
Rider
The character is trained in riding [3]
Shield Mastery
1. The character can block melee, ranged, and magical attacks. The chance of a successful block is equal to their accuracy divided by 2 (maximum: 85%). +1 to block points for each point of agility [5]
2. After successfully blocking melee attacks, the character counterattacks the enemy with the weapon in their other hand [3]
Spear Mastery
1. +2 to attack range, ignoring 50% of armor [5]
2. +2 additional attacks [4]
3. Consecutive attacks deal 50% more damage (final) [4]
Sweep
Deals 300% damage to all enemies around the character, ignores blocks and parries; cannot be used while riding a horse; cooldown: 3 [4]
Dazzling Smile
Female characters must pass a will check against the knight's attractiveness+etiquette or lose their turn when attempting to apply a negative action on him [3]
Drachenritter
-1-8 to charisma, -1-8 to beauty, -1-8 to faith, +1-5 to strength, +1-5 to endurance, +1-5 to agility, +1-5 to perception, +1-5 to speed.
Armor Wearing
1. The character can wear heavy armor [3]
2. No movement speed penalty [3]
3. Immunity to critical attacks [5]
Rider
The character is trained in riding [3]
War Hammer Mastery
1. +1 to attack range, +20% to critical damage chance [4]
2. +2% to damage for each point of might [3]
3. The character's attacks deal area damage (1+1) and paralyze enemies for one turn (might check against endurance), stacks [4]
Press
Resets the enemy's block points if they try to parry or block this attack, then paralyzes them for one turn; cooldown: 3 turns [3]
Dragon Blood
1. The character gains +20-100% to endurance [4]
2. The character gains +20-100% to might [4]
3. The character gains +20-100% to health [4]
Triumph
The character gains +10 health for each killed enemy whose health was 250 or higher [3]
Nachtritter
Armor Wearing
1. The character can wear heavy armor [3]
2. No movement speed penalty [3]
3. Immunity to critical attacks [5]
Rider
The character is trained in riding [3]
Dual Blades Mastery
1. The character uses one one-handed sword in each hand [1]
2. Additional attack for each weapon [3]
3. The character can parry melee attacks (melee, spending block points) [3]
Blade of Night
1. The character's attacks deal +75% dark damage [4]
2. The character's attacks have a 5% chance to deal lethal damage to the enemy [4]
3. The character can attack at range (10) spending 50 energy; all damage is converted to dark [4]
Shadow Dweller
1. The character can use stealth [1]
2. The character melts into shadows and appears behind a chosen enemy, then attacks them (deals fivefold damage if they fail a perception check against stealth); range: entire map, requires line of sight; cost: 50 energy [5]
Duelist
Dodge, accuracy, and damage against an enemy in a 1v1 fight are twice as high, while damage taken is halved [5]
Order of the Moon
Armor Wearing
1. The character can wear heavy armor [3]
2. No movement speed penalty [3]
3. Immunity to critical attacks [5]
Rider
The character is trained in riding [3]
Adept of the Moon
1. On the travel map, the character can explore locations separately from the group [1]
2. The character can use stealth [1]
3. Stealth attacks outside of combat deal lethal damage, and during combat deal fivefold damage [4]
4. Adept of the Moon spends a turn to restore stealth status [3]
5. The character can move around the city stealthily [2]
Dirt
The character knows about the dark dealings of some characters they may encounter during their travels [3]
Moonlight
1. Enemies' accuracy against the character is halved [5]
2. Enemies' dodge against the character is halved [5]
Bow Mastery
1. +100% to firing range [4]
2. +1% to damage for each point of might and accuracy [5]
3. +20% to critical damage chance [3]
Partisan
Camouflage
1. The character can use stealth [1]
2. +3 to stealth for each point of agility [3]
3. Stealth is twice as high in mountains, forests, and jungles [2]
Trap Expert
1. The character can set traps that are especially effective against other people [2]
2. Immunity to weather effects [2]
Sniper
1. +100% to firing range (5)
2. Stealth attacks outside of combat deal lethal damage, and during combat deal fivefold damage [4]
3. The character's attacks deal triple damage if the enemy fails a perception check against the character's stealth (does not require stealth status) [4]
Poison Arrows
If the character fails a endurance check against the value '60', they will lose 5% of maximum health (nature damage), accuracy, and dodge at the end of each turn [4]
Escape
On their turn, the character can leave combat alone [1]
Cillian Crow
The character gains a raven companion. It can explore locations separately from the group and can be summoned once per battle to attack a chosen enemy (its accuracy equals 200). The raven pecks out the target's eyeball, paralyzes them for three turns, and flies away [3]
Guardsman
Marksman
1. [Musket] +100% to firing range [5]
2. [Musket] +100% to accuracy [5]
3. [Musket] -1 to reload [5]
Swordsman
1. [Saber] The character can parry melee attacks (melee, spending block points) [3]
2. [Saber] After a successful parry, the character performs a counterattack [2]
3. [Saber] A successful counterattack deals triple damage and reduces the musket's reload duration by 1 turn [4]
Guardsman
1. The character can freely switch between saber and musket and vice versa [1]
2. Immunity to poisons and weather effects [3]
3. The character does not allow enemies to pass through adjacent cells if they cannot pass a endurance check against their accuracy [3]
Chimera
The character loses their humanity and is the result of victims of Lislian wizards' experiments. +35% to might, +35% to endurance, +40% to health, +35% to dodge, +35% to accuracy, +30% to stealth, +50% to perception, +50% to initiative, experience gain rate is 40% lower, attractiveness -20, etiquette -10, the character cannot use magic.
Elite
-200% to productivity
Beer Belly
+5% to health for each point of endurance, incoming damage is 2% lower for each point of endurance [4]
Wine Jug
The character has a jug of wine from which they can drink during battle to restore 20% health and magical energy this turn and another 20% the next turn. Has five uses until the next refill [3]
Savings
+3500-7500 jewel at the start [5]
Concubine
A character created by the GM under the player's control [slave] [3]
Bodyguard
A character created by the GM under the player's control [slave] [3]
Scholar
A character created by the GM under the player's control [slave] [3]
Toughness
Deals double damage to characters whose endurance is lower than theirs [3]
Time is Money
The character throws a certain amount of money into the air; characters in the 1+3 area must pass a will check against the amount of money thrown or lose their turn [1]
Sadism
The character gains 250 XP if they subject another character to significant humiliation, once per month. The experience gained is doubled if the action occurs publicly [4]
Black Magic
Subjugation
In combat, forces a chosen character to fight on the caster's side (will check against will). Outside of combat, forces a chosen character to follow all orders of the caster; affecting the target's memories and personality is not possible. This spell, combined with enchanted magical tattoos, is used by Lislar's slave traders for more efficient business. Range: 5, 50 [5]
Eye
Reveals all disguised enemies on the map; outside of combat, can be used to find the location of a familiar character and, if necessary, spy on them 150 [5]
Mind Reading
Allows the character to learn the target's intentions or extract specific information from their mind (will check against will), 10, [1]
Death Finger
Kills a chosen character if they fail a will*2 check against the caster's will. Combined with the "eye" action, can be used at a distance 200, range: 10 [5]
Channel Rupture
The character loses the ability to cast spells if they fail a endurance check against the caster's will until they are healed, 100, range: 5 [3]
Wither
Steals (spellpower)% of the enemy's health and energy if they fail a endurance check, 75, range: 8 [3]
Mind Transfer
The wizard's consciousness is transferred into the target's body if they fail a will check against the caster's spellpower. The caster retains old skills but uses the target's characteristics. In case of failure, the caster's consciousness is destroyed, 350 [6]
Oblivion
The character loses their memory if they fail a will check against the caster's will, 75, outside combat [4]
Banishment
Eliminates a summoned creature if it fails a endurance check against the caster's willpower*10 [3]
Order of Clematis
Armor Wearing
1. The character can wear heavy armor [3]
2. No movement speed penalty [3]
3. Immunity to critical attacks [5]
Rider
The character is trained in riding [3]
Shield Mastery
1. The character can block melee, ranged, and magical attacks. The chance of a successful block is equal to their accuracy divided by 2 (maximum: 85%). +1 to block points for each point of agility [5]
2. After successfully blocking melee attacks, the character counterattacks the enemy with the weapon in their other hand [3]
Non-Human Killer
Defensive and offensive rolls against non-humans are twice as high, damage against them is twice as high [5]
Barrier
The character gains +10 barrier for each point of will. The barrier protects the character and allies around them until it loses its durability [3]
Sword Mastery
1. The character's attacks deal additional neutral damage (2 points for each point of spirit) [3]
2. Two additional attacks [4]
Adventurer
The abilities of this specialization are used either with a bow or with dual daggers.
Calm
1. The character can use stealth [1]
2. The character's stealth is three times higher if they do not move [3]
3. Stealth attacks deal lethal damage (daggers) or fivefold damage (bow); works outside of combat [5]
Battle Fever
1. The character gains +10% to dodge (final) each time they dodge an enemy attack; resets if the character takes damage [3]
2. The character gains +10% to accuracy (final) each time they hit an enemy; resets if the character misses [3]
3. The character attacks until they miss [5]
Assault
1. [Bow] The character's attacks reduce the enemy's defense by 5% [3]
2. [Bow] The character's attacks deal additional physical damage equal to 10% of the enemy's health [5]
3. [Bow] The character's attacks paralyze the enemy for one turn (accuracy check against endurance) [3]
Decapitation
[Dagger] The character's next attack will be lethal (melee); cooldown: 4 turns [6]
Fool Death
Allows dodging an attack or effect that would reduce the character's health to zero or below. When this ability triggers, all negative effects are removed from the character. Cooldown: 4 turns [3]
Raider
Kite
The character can shoot and move simultaneously [3]
Marauder
1. The character finds additional items on the bodies of fallen enemies [2]
2. The character starts the game with additional items [3]
Bow Master
1. +66% to firing range [3]
2. Two additional attacks [5]
Fire Arrows
1. The character's attacks deal +100% additional fire damage [5]
Saber Master
1. Two additional attacks [3]
1. The character can parry melee attacks (melee, spending block points) [3]
2. After a successful parry, the character counterattacks the enemy and paralyzes them for one turn (might check against endurance) [3]
Telos
Pankration
1. The character can attack an enemy even without a weapon. Such attacks deal damage equal to the character's might multiplied by two and can paralyze the enemy if they fail a endurance check against their might [3]
2. The character can grab a chosen enemy — they must pass a endurance check against might multiplied by two. Lasts until the enemy passes the check or the character releases them [3]
3. The character strikes a chosen enemy in the solar plexus, paralyzes them for one turn, and takes 50% of their current health (neutral damage); cooldown: 4 turns [5]
Body Sculpture
+1 to attractiveness for each point of strength and +1 to attractiveness for each point of endurance if the character's beauty is 6 or higher [5]
+50% to might [5]
+50% to endurance [5]
+50% to health [5]
+50% to dodge [5]
+50% to accuracy [5]
Power of Mind
+1 to creation for each point of intelligence [5]
+50% to initiative [5]
+10% to critical damage chance [5]
+30% to experience gained [5]
+50% to will [5]
+50% to leadership [5]
Inexorability
50% chance to ignore a negative effect or offensive spell [6]
Relentlessness
The character's attacks cannot be parried or blocked [7]
Pyromancy
Toxicity
Pyromancy spells deal 100% additional nature damage (poison) [6]
Fire Rune
Characters (including allies except the caster) in a 1+5 area receive SM*5 fire damage on the next turn, 100, Range: 20 [4]
Immolation
Deals SM*3 fire damage to a chosen character until it incinerates them, 50/1, range: 3 [4]
Rain of Fire
All characters on the map (including allies except the caster) receive SM*1 fire damage until they leave the battlefield, 250 [4]
Explosion
A chosen target must pass a will check against the caster's spellpower or lose 50% of maximum health; if this spell kills the target, they explode and deal fire damage equal to their maximum health to all characters on adjacent cells, 150, range: 10 [5]
Burning
The character's spells and attacks cause enemies to lose 10% of current health each turn if they fail a will check against spellpower. With Toxicity, they also lose 10% of current accuracy, dodge, endurance, will, and might [5]
Excitation
Each enemy (or ally) killed by the character restores 100 magical energy to the caster (can exceed the limit) [3]
Assassin
These abilities do not allow the use of armor and are used with a dagger.
Conceal Presence
1. The character can use stealth [1]
2. +5 to stealth for each point of agility [5]
3. Aggressive actions do not reveal the character from stealth if enemies fail a perception check [5]
Shadow
1. The character spends a turn to restore their stealth state [1]
2. Stealth attacks deal lethal damage [3]
3. A stealth kill allows the character to move up to five cells and attempt to eliminate another enemy; activates until the character reveals themselves [5]
Silent Dance
1. The character gains +100 XP for each successful stealth kill [2]
2. The character gains +1% to dodge for each successful kill (any) [2]
3. The character gains +1% to accuracy for each successful kill (any) [2]
Omnipresence
1. The character can move around the city stealthily [2]
2. The character can enter people's houses bypassing locks [3]
3. The character can "sense" where a person they have seen before is if they are nearby (in the same city) [3]
Escape
The character leaves the battlefield or crime scene [5]
Einherjar
Only female characters can learn the abilities of this specialization. The abilities of this specialization are used with a valkyrie spear (a special type of spear), a shield, and medium armor.
Valkyrie Spear
1. +2 to attack range, +10% to critical damage chance; the character's attacks deal damage to all enemies in the attack line [5]
2. The character's attacks deal 100% additional light damage (divine against undead, demons, etc.). Additional damage against cultists is converted to the dark element [3]
3. +2 additional attacks [4]
4. In case of a successful dodge, the character counterattacks and deals double damage to the enemy [5]
5. The character's attacks deal damage to all enemies around them [6]
Valkyrie Shield
1. +1 to block points for each point of agility; the character spends 1 block point on a successful block of attacks (melee, ranged, magical attacks) [5]
2. In case of a successful block, the character counterattacks and deals double damage to the enemy with the spear [5]
3. A successful block of spells allows "charging" the spear with them, then using them at will without spending a turn [5]
Valkyrie Armor
Armor is not pierced; its effectiveness is doubled [6]
Valkyrie Wings
1. The character can hover in the air and is unreachable for melee. The character spends 1 piety point per turn to activate flight (restored after the battle ends) [5]
2. The character covers a distance to the end of the map and deals damage to all enemies in their path. Enemies that fail a endurance check against the character's might will be slain; cooldown: 3 turns [5]
3. Deals divine damage to all enemies on the map equal to the character's will and reveals their location; spends 1 piety point (restored after the battle ends) [5]
Valkyrie Heart
1. Immunity to negative effects of mental origin [3]
2. Immunity to negative effects of physical origin [3]
3. Immunity to curses [5]
Valkyrie Grace
Returns a fallen ally to life outside of combat. The chance of success equals the character's piety*1.5; can only be applied to one character once [5]
Paladin
These abilities are used with any standard specializations.
Blessing
1. The character's weapon deals additional divine damage (10% for each point of piety) [5]
2. The character's attacks cannot be blocked or parried [5]
Healing
Restores (piety*5)% health to themselves or a chosen ally; removes negative effects and poisons [3]
Prayer
At the start of each day, the character can gain (piety*5%) to might, endurance, dodge, accuracy, stealth, initiative, perception, or will, chosen [4]
Tomoe-ryu
A student of the Tomoe school must be devoted to their house and the way of the sword, never neglecting their own honor.
Tomoe's Lightning
The character's attacks deal additional air damage equal to 3% of the enemy's maximum health for each point of the character's piety, and also paralyze the opponent if they fail a endurance check against the character's will for one turn [5]
Flowing Water
1. The character avoids an attack that would reduce their health to 0 or below. Cooldown: 5 turns [4]
2. The character restores one vitality point every 3 turns [5]
Thunder's Breath
1. The character can parry enemy melee attacks (accuracy) using block points [3]
2. After a successful parry, the character performs a counterattack [2]
3. When the character does not move (did not spend movement speed points this turn), their accuracy is twice as high and they are immune to all negative effects except curses [5]
Esoterics
1. The character's perception is twice as high [3]
2. Resistance to all negative effects (including curses) is twice as high [3]
3. The character can attack at range (8), but deals 25% less damage and spends 25 energy per strike [5]
Peonies of the Void
1. Two additional attacks [5]
2. +5% to accuracy, dodge, endurance, will, and might at the start of each turn (limit +50%) [3]
3. The character deals 9 attacks to one opponent and, if they kill them before the counter reaches zero, moves to another enemy if they are within range. Cannot be used before turn 3 and has a 3-turn cooldown [6]
Shinobi
A character with this specialization is a servant of a certain person from Mirai, whose identity is revealed only after the player declares their desire to be a shinobi. After that, it is impossible to abandon this specialization. The master's will is absolute for the shinobi.
Origami
The character maintains contact with the master or other persons when necessary using a folded letter charged with spiritual energy. The letter overcomes any distances through the air but can be intercepted [0]
Shinobi Eyes
1. +100% to perception [3]
2. On their turn, the character can detect all disguised enemies within 10 cells of themselves and remove them from stealth [5]
Art of Stealth
1. The character can use stealth [1]
2. Stealth attacks deal lethal damage [3]
3. +5 to stealth for each point of agility [5]
Shinobi Combat Techniques
1. The character can parry enemy attacks (accuracy, melee and ranged) using block points [3]
2. In case of a successful parry, the character delivers a retaliatory fatal strike to the enemy (stealth check against perception) [5]
- After receiving a fatal wound, the character returns to life at the start of their next turn; triggers once per battle [5]
- The shinobi spends a turn to restore stealth status [3]
- The character can reflect offensive spells back at the caster (will check against the caster's accuracy) [3]
Shuriken
1. The shinobi can use throwing weapons that deal physical damage equal to 20% of the enemy's current health; range: 10 [1]
2. Increases the number available per battle from 8 to 16. Automatically attacks enemies appearing within attack range [3]
3. Ranged attacks poison the enemy (endurance check against the value '50'; on successful poisoning, they lose 5% of maximum health (nature), accuracy, and dodge each turn) [3]
Fall of Heaven
The shinobi jumps into the air and, on a successful attack, deals lethal damage to an enemy in a state of levitation/flight [2]
Body Control
- Immunity to mind-affecting effects [2]
- +30% to accuracy, +30% to dodge, +30% to might, +30% to endurance, +30% to will [5]
- Additional parry and dodge roll [7]
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
The card deck consists of two cards of each type, that is, 46 cards in total. If the deck becomes empty for any reason, it is reshuffled. The player can draw up to two cards with their main character and one with an additional character, if they have one. Cards can be transferred from one main character to another, but not from a main character to an additional one, nor from an additional character to another additional one.


The character is a member of the secret council of the Arteria cult and knows some of its secrets, +8 to Faith. 20%
The character is a fallen valkyrie and is a member of the secret council of the Arteria cult, knowing its secrets and mysteries. Additionally, the fallen valkyrie possesses unique skills and abilities. 10% (does not repeat).
The character is a member of the Bureau of Magic and possesses unique anti-magic abilities, +5 to Faith, +5 to Spirit. 10%.
The character is a member of the Camellia Order, gaining +5 to Faith, +5 to Charisma, and the mastered specializations of Medic and Teacher. 10%.
The character is a priestess of Arteria, gaining +5 to Charisma, +5 to Beauty, and +5 to Faith, also unlocking unique features. 10%.
The character is a member of the Inquisition, +5 to Faith, +5 to Spirit, access to a unique specialization. 10%.
The character is an agent of Amathonte, +5 to Faith, +5 to Intelligence, access to a unique specialization. 10%.
The character receives prototypes of unique inventions from the church's technology department. 10%.
The character receives a sacred weapon. 10%.


Fully mastered specialization of Musketeer. 10%.
Fully mastered specialization of Noble Fencing. 10%.
Fully mastered specialization of Gladiator. 10%.
The character is the son of Heinrich der Grosse, who disowned him for debauchery and worthlessness. +1000 jewel, the character starts the game in the company of two sycophants like himself or in the company of his lady love (player's choice). 20%.
The character is part of the high society elite of Serberia. +5000 jewel, +2 to all characteristics, +10 EM, +1 ES. 10%.
The character receives an elite musket. 10%.
A substantial bounty has been placed on the character's head in the kingdom. 25%.
Fully mastered specialization of Musician. 10%.
Fully mastered specialization of Artist. 10%.
Tournament winner. +25% to Power, +25% to Endurance, +25% to Health, +25% to Evasion, +25% to Accuracy, +25% to Initiative, +25% to Will, +5 to Charisma. 10%.


The character is an agent of Shengkai with a special mission commissioned by the government. 25%.
Fully mastered specialization of the Four Gods Style. 10%.
Fully mastered specialization of Ascetic. 10%.
Fully mastered specialization of Merchant. 10%.
Prince(ss) of Flowers - +5 to Charisma and +5 to Beauty, attractiveness roll*2 against will roll in dialogue, on success causes the selected character of the opposite sex to fall in love (mental effect). Stacks with the effect of the Shahrazad dynasty. 10%.
Access to the skills of the Dragon Queen, +5 to Beauty. 10%.
The character has connections with the criminal underworld in the starting location. 10%.
If the character is the leader of a squad, they and their allies will be received better in the starting location. 10%.
Hermit. +50% to Will, +50% to Evasion, +50% to Endurance. 10%.


Immunity to water and weather conditions. 10%.
Fully mastered specialization of Cold Magic. 10%.
Immunity to mind-affecting effects. 10%.
The character is a hater of all white-haired individuals and refuses to cooperate with them. +50% to defensive and attack rolls against white-haired characters, +50% damage against them. 20%.
Wolf companion. 15%.
Bear companion. 15%.
Frostbite. -1 to all characteristics, -1 ES, -6 EM. 20%.


Fully mastered specialization (Rogue). 10%.
Fully mastered specialization (Bow). 10%.
Fully mastered specialization (Crossbow). 10%.
Fully mastered specialization (Firearm). 10%.
Fully mastered specialization (Noble Bandit). 10%.
Robbery. The character and their companions start the game without money or equipment, including that obtained from other sources. 25%.
Bandit. The character starts the game with jewelry in their inventory. 15%.
The character has angered an influential person from Royenthal, now their days are numbered. 15%.


Warrior of the Plains. +30% to Power, +30% to Endurance, +30% to Health, +30% to Evasion, +30% to Accuracy, +1 to Piety for each point of Faith. 25%.
Gift of the Ancestors. An artifact of the Nakiri nomads passed down from generation to generation. 15%.
Fully mastered specialization of Polearm Weapon. 10%.
Fully mastered specialization of Nakiri Warrior. 10%.
The character can prepare a hearty kebab. Up to five portions can be prepared per month, each restores 75% Health. 25%.
The character can brew herbal tea. Up to five cups can be prepared per month. Herbal tea removes negative effects from the character, including mental ones, but not poisons or diseases. 25%.


Fully learned specialization of Legionnaire. 10%.
Fully learned specialization of Commander. 10%.
Specialization and +5 EM to it. 10%.
Veteran. +10 EM for combat specializations, +50% to Health. 20%.
Cripple. The character loses one limb or an eye. 20%.
Quadruple Pudding. Up to four portions can be prepared per month and the effect can be activated 1 time. Pudding grants +350 units of experience. 20%.


Fully learned specialization of Mercenary. 10%.
Fully learned specialization of Northern or Southern Miwa (chosen randomly). 20%.
Expensive clothes and jewelry or equipment of a professional mercenary (chosen randomly). 10%.
+1000 jewel. 15%.
Chocolate cocktail. Increases a characteristic of the chef's choice by +1, up to four portions can be prepared per month and the effect can be activated 1 time. 25%.
Nemesis. Some ill-wisher from the opposite side of Miwa is hunting for the character's head. 20%.


Fully learned specialization (Sword of Dawn), -1 ES. 10%.
Fully learned specialization (not the Sword of Dawn) of choice from those available, -1 ES. 20%.
Salty Gelato. Protects the character from the supernatural for one day and also saves from a lethal wound after the end of battle. Up to three portions can be prepared per month. 20%.
Cheese Risotto. +1 to Strength and +1 to Endurance, up to three portions can be prepared per month and the effect can be activated 1 time. 20%.
Family Heirloom. A sword passed down from generation to generation. 10%.


Fully learned random school of magic from the eight standard ones. 25%.
Additional spell for a random school of magic from the eight standard ones. 25%.
Access to Cold Magic. 25%.
Access to Black Magic. 10%.
Access to Pyromancy. 5%.
The character is pursued by the Bureau of Magic for conducting forbidden experiments. 20%.
Magical equipment. 20%.
Archmage. +50% to Magic Power and +200% Magic Energy. 5%.


Fully learned specialization of one of the orders (chosen randomly). 25%.
Knightly equipment of impeccable quality (type chosen by the player). 25%.
Loyal steed. 25%.
Loyal companion (a knight from the same order, created by the player). 25%.
Good genetics. +50% to Health, +3 to Beauty. 10%.


Access to the skills of the Dragon Queen, +5 to Beauty. 10%.
Fully mastered specialization of Partisan. 10%.
Wolf Pit. -1 to all characteristics, -1 ES, -6 EM. 20%.
Prisoner of war camp. -50% to Health. 20%.
The character donated all their equipment and money to help the partisan cause, including that obtained from other sources. 20%.
Cripple. The character loses one limb or an eye. 20%.


Fully learned specialization of Guardsman. 10%.
The character is a member of the Royal Guard of Saffron and carries out its secret assignments. 90%.


The character is a slave to a warlock or rich man of Lisliar, may be a slave of another player. 50%.
Victim of torture. Will and Endurance are always zero. 15%.
Victim of warlock experiments 15%.
Victim of the desert. Evasion and Accuracy -50%. 15%.
Chimera specialization. 10%.
Fully learned specialization of Elite. 5%.
Fully learned specialization of Black Magic. 5%.
Bad reputation, a bounty has been placed on the character's head. 35%.
Blow to the head. The character starts without skills and specializations. 20%.
Amnesia. The character starts the game without memories of the past. 15%.
Victim of quicksand. The character's speed cannot be higher than 2. 10%.
Victim of famine. Health -50%. 10%.
In the past, the character was one of the concubines of King Lisliar, who had to leave the palace because she bored him, +8 to Beauty. 10%.
The player can found their own dynasty similar to existing ones. 5%.


Aristocrat. The character owns a castle in Airisufir and can conduct business in the city without any problems, and also use this location for conducting business within their group. 15%.
+1 companion-servant (created by the player). 20%.
Defensive and attack rolls against non-humans increase by 50%, damage against them increases by the same amount. 25%.
The character is a distant relative of the Empress and starts the game with jewelry in their inventory, expensive clothes and jewelry, +5000 jul. 10%.
The character is a loyal subject of the Empress and receives +10 EM, +10 EH, and +1 ES.


A character with the "Legends of Visteria" conviction summons a ★★★★-character with 100% probability. 20%.
A character with the "Legends of Visteria" conviction summons a ★★★★★-character with 100% probability. 5% (does not repeat).
Fully mastered specialization of Adventurer. 10%.
Love of freedom. Immunity to debuffs and curses. 20%.
Love of adventure. The character can travel separately from the group. 25%


Defensive and attack rolls against humans increase by 50%, damage against them increases by the same amount. 45%.
Tribe Chieftain. +5 companions (created by the GM) of the same race as the character. 20%.
Fully learned available combat specialization 35%.


Loyal steed. 25%.
Fully mastered specialization of Raider. 25%.
A character with the Eishi conviction starts the game with a concubine or two companions (created by the GM). 25%.
Beginning of a legend. +50% Power, +50% Endurance, +50% Will, +50% Accuracy, +50% Evasion. 10%.
Damage against "large" opponents is tripled. 25%.
Fully mastered specialization of Hunter. 25%.


A character with the "Nameless" conviction gains access to Necromancy. 50%.
Fully learned specialization of Assassin 20%.
Shadow. +100% to Evasion, +100% to Stealth. 20%.


Epic of the Hero. +5 to all characteristics. 20%.
Fully mastered specialization of Telos. 10%.
Fully mastered specialization of Historian. 10%.
Fully mastered specialization of Philosopher. 10%.
Fully mastered specialization of Linguist. 10%.
Fully mastered specialization of Teacher. 10%.
Fully mastered specialization of Artist. 10%.


The player character is a vampire. 10%.
The player character worships one of the demons (chosen randomly). 25%.
The player character has one of the artifacts of antiquity in their possession. 15%.
The player character worships a certain dark deity. 10%.
The player character is cursed. 25%.
The player character is a cryptid. 10%


The player character is a good or evil fairy (determined randomly, have different features). 25%.
The character is under the influence of a strong spell and hates one of their comrades in the group with a strong desire to harm them. 25% (does not activate with fairy).
All of the character's rolls in combat or outside of combat (determined randomly) are always minimal. 25% (does not activate with fairy).


The player character is one of the surviving Selvarian. 10%.
A certain Selvarian artifact falls into the character's hands. 25%.
Admiration for Selvarian culture. +10 EH, +10 EM and +1 ES, +1 to all characteristics. 25%.
Fear of white-haired individuals. The character cannot harm white-haired individuals and has a compliant disposition towards them. 25%.
Dislike of ordinary appearance. The character deals 50% more damage to characters who do not have white hair. 25%.
Fanaticism. The character has made it the goal of their entire life to find a Selvarian who survived the war and enter their service, access to any unique skill if no other restrictions apply. 25%.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Mirastir Heliomar

Airisufir (June 702).
-12 SP, -2 AS, fully studied specialization, experience gained is 50% lower.
Constellation of the Warrior: +30% to health, +50% to might, +50% to resilience, +1 AS and +3 SP for combat skills.
Constellation of Narcissus: +1 to all characteristics, +15% to light resistance, +30% darkness efficiency.
White hair: +3 SP and +3 to characteristic points.
Fear of white-haired individuals. The character cannot harm white-haired individuals and has a submissive disposition towards them.
Fanaticism. The character has made it the goal of their entire life to find a Selvarian who survived the war and enter their service, granting access to any unique ability if no other restrictions exist.
Gladiator: -3 to beauty, -2 to intellect, +3 to endurance, +1 to strength, +1 to agility.
Fan of Leilana Rhapsody: +1.0 to experience gained and +100% to productivity if the character is determined and has a positive outlook on life. Piety must be no lower than 1.

Church of Arteria

✦ The character can survive a fatal wound after the end of a battle, with a chance equal to the piety score.
✦ Ability to use Arteria talismans.
✦ Access to einherjar and paladin abilities.
✦ Ability to receive additional effects depending on the chosen priestess the character supports.
✦ The features of this belief (excluding additional characteristics) do not work if the character strays from the righteous path.
[/font]
Characteristics:
Strength: 9
Endurance: 11
Agility: 3
Perception: 7
Speed: 5
Intellect: 4
Spirit: 1 (4)
Faith: 2 (4)
Charisma: 1
Beauty: 6 (7)

Parameters
Experience: 390
Health: 550 (990) [1100]
Magical Energy: 200
Might: 45 (102)
Resilience: 45 (96)
Evasion: 15 (22)
Accuracy: 35 (52)
Stealth: 15
Perceptiveness: 35
Initiative: 45 (67)
Crit: 17%
Block Points: 3
Speed: 5
Experience Gained: +20%
Magic Power: 20
Willpower: 20 (30)
Creation: 12
Piety: 2 (4)
Leadership: 2 (3)
Etiquette: 2
Attractiveness: 31 (33)
Resistances
Physical: 0% [10%]
Fire: 12% [22%]
Water: 12% [22%]
Air: 12% [22%]
Light: 27% [37%]
Darkness: 12% [22%]
Neutral: 0% [10%]
Nature: 12% [22%]

Skills

Pankration
1. The character can attack an opponent even if unarmed. Such attacks deal damage equal to the character's might multiplied by two (160) and can paralyze the opponent if they fail a resilience check against the character's might.
2. The character can grapple a chosen opponent – that opponent must pass a resilience check against the character's might multiplied by two. This effect lasts until the opponent passes the check or the character releases them.
3. The character strikes a chosen opponent in the solar plexus, paralyzing them for one turn and removing 50% of their current health (neutral damage), cooldown: 4 turns.
Body Sculpture
+1 to attractiveness for each point of strength and +1 to attractiveness for each point of endurance if the character's beauty is 6 or higher.
+50% to might.
+50% to resilience.
+50% to health.
+50% to evasion.
+50% to accuracy.
Mind Over Matter
+1 to creation for each point of intellect.
+50% to initiative.
+10% to critical damage chance.
+30% to experience gained.
+50% to willpower.
+50% to leadership.
Stubbornness
50% chance to ignore a negative effect or an attacking spell.
Relentlessness
The character's attacks cannot be parried or blocked.



Ambidexterity
1. If the character's strength allows it, they can use a weapon in each hand regardless of its type (melee combat).
Tenacity
1. +1% to damage for each point of resilience (+102%).
2. +1% to damage for each point of might (+102%).


Equipment
Gladiator's Belt
Strength: 6
+20% to health

Mirastir's Axe [2]
Strength: 4
Damage: 130 (395)
Damage against dark-haired characters is 50% higher.

Amulet of Arteria
A symbol of Arterian faith in the form of a neat heart on a chain.
+2 to faith, +3 to spirit, +1 to beauty if the character is a follower of Arteria.

Talisman I. Goddess of the Sun-Colored Sea.

Druid's Heart
Cloak
Physical: +10%
Fire: +10%
Water: +10%
Air: +10%
Light: +10%
Darkness: +10%
Neutral: +10%
Nature: +10%

Inventory
Healing Potion
Restores 75% of the character's health.
5 jewel
61 air

Rafael Ambrosius Costo

Lisliar (November 696).
+10 to SP, -3 to faith.
Constellation of the Craftsman: +50% to experience gained, +50% to productivity, +1 AS and +3 SP for peace skills.
Constellation of the Hermit: +2 to spirit, +1 to agility, +0.2 to experience gained, +5 to SP, +15% to neutral element efficiency and resistance.
Elite: -200% to productivity.
All character rolls in combat or out of combat (determined randomly) are always minimal.
Book — Liselotte Vavelite: +1 to creation for each point of intellect.

Enkinabu Dynasty

✦ Trader specialization and 10 SP to it. The character's guards are his servants and require no payment.
✦ +2000 jewel.
✦ A family heirloom previously used by Anf Enkinabu.


Characteristics:
Strength: 1
Endurance: 10
Agility: 1
Perception: 3
Speed: 2
Intellect: 10
Spirit: 2
Faith: -3
Charisma: 11
Beauty: 5

Parameters
Experience: 516
Health: 500
Magical Energy: 100
Might: 5
Resilience: 5
Evasion: 5
Accuracy: 15
Stealth: 5
Perceptiveness: 15
Initiative: 18
Crit: 3%
Block Points: 1
Speed: 2
Experience Gained: +150%
Magic Power: 50
Willpower: 10
Creation: 30 (35)
Piety: -3
Leadership: 22
Etiquette: 22 (27)
Attractiveness: 10 (15)
Resistances
Physical: 0%
Fire: -9%
Water: -9%
Air: -9%
Light: -9%
Darkness: -9%
Neutral: 15%
Nature: -9%

Skills

Concubine
A character created by the GM under the control of the player [Kaya]
Scholar
A character created by the GM under the control of the player [Eym]
Sadism
The character receives 250 units of experience if they subject another character to significant humiliation, once per month. Experience gained is doubled if the action occurs publicly.



Business Partner
The trader acquires useful connections in the starting location [Inar Anluki]
Business
The character starts the game with a certain category of goods of their choice and can sell them: weapons and armor, silks, jewelry, potions and elixirs, magic scrolls, clothing. Trading in large cities typically requires permission from the administration. Etiquette influences the price ceiling [jewelry]
Guard
1. The trader starts the game accompanied by a guard (created by the GM, the player can only choose the general profession - archer, warrior, "tank", etc.). They must be paid, otherwise they will quit or, depending on the situation, try to take earnings by force [Rish]
2. A second guard created by the same rules [Alm]
Secrets of Trade
The cost of goods and services is lower by (etiquette)%, limit: -30%


Potion of Enlightenment
With a probability of (creation*5)% the character receives +350 units of experience. For each consecutive use, the chance of success is halved. Up to three portions can be prepared per month. If the potion of enlightenment is not used for an entire month, its effectiveness increases by 1 point.


The character can paint pictures based on events witnessed or by conveying the fruits of their imagination on canvas. In the latter case, their value depends on the character's creation and the described text, whereas in the former, on creation and the essence of the event; one work can be created per month.
[/FONT]

Equipment
Rafael's Robes and Jewelry
+5 to etiquette, +5 to attractiveness.

Inventory
High-quality canvases, filigree brushes, and magnificent paints of various kinds and many colors
+5 to creation when painting pictures.
Rafael's Portable "Laboratory"
5% chance to obtain a potion with an additional effect.
Cat's Eye
An ancient but well-polished gold coin with an engraved cat's eye on it. According to legends passed down from generation to generation, luck favors the owner of this item.
Allows the owner to avoid death or another hopeless situation once. Works only on a character in whose veins flows the blood of Anf Enkinabu; after the feature is activated, it can only be used by the direct heirs of that character.
Other elite belongings and trinkets...
Potion of Enlightenment [1]
With a 100% probability the character receives +350 units of experience. For each consecutive use, the chance of success is halved. If the potion of enlightenment is not used for an entire month, its effectiveness increases by 1 point.
Potion of Enlightenment [3]
With a 125% probability the character receives +350 units of experience. For each consecutive use, the chance of success is halved. If the potion of enlightenment is not used for an entire month, its effectiveness increases by 1 point.
Potion of Truth [4]
Forces a chosen character to reveal all their (or others') secrets, if all other conditions for this are met (check 125 against the target's willpower).
Potion of Truth [1]
Forces a chosen character to obey the commands of the people around them, if all other conditions for this are met (check 125 against the target's willpower).
0 jewel
6420 air

Goods
Gold necklace with fiery rubies
Once belonged to Queen Hekkelia Pyrotessa Sin Ash Shamash. Came to Rafael from one of her descendants, who was going through hard times and needed quick money.
Gold bracelets adorned with large emeralds and elegant patterns
A sinister-looking gold ring with a dark amethyst and illegible script
Other products made by the craftsmen of Nisan Enkinabu [47]

Rogdan Kraffmeyer

Rojenthal, Engelhofen (February 691).
-2 to spirit, -1 to faith, +2 to agility, +1 to perception, +1 AS and +6 SP for one specialization of choice: firearms, +1 to charisma, +1 to beauty.
Constellation of the Hero: +3 to three characteristics of choice, +1 AS, +5 SP.
Constellation of the Thinker: -1 to strength, -1 to agility, -1 to endurance, -1 to perception, -1 to speed, +1 to intellect, +1 to spirit, +1 to faith, +1 to charisma, +1 to beauty, +0.2 to experience gained, +10% to magic power, +30% to willpower, +20% to creation, +20% to etiquette and leadership.
Book — Arcisia Lao: +50% to initiative, +50% to perceptiveness.

Legends of Visteria

✦ At the start of the game, the character may attempt to summon one of the heroes of the past to their aid, chosen randomly. Their power depends on their rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ) and the higher the rank, the stronger the hero. Moreover, the higher the hero's rank, the lower the probability they will be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).[/FONT]

Characteristics:
Strength: 2
Endurance: 5
Agility: 6
Perception: 7
Speed: 1
Intellect: 6
Spirit: 0
Faith: 0
Charisma: 12 (13)
Beauty: 2

Parameters
Health: 250
Magical Energy: 0
Might: 10
Resilience: 10
Evasion: 35
Accuracy: 88
Stealth: 30 (45)
Perceptiveness: 35 (52)
Initiative: 31 (46)
Crit: 7%
Block Points: 6
Speed: 1
Experience Gained: +60%
Magic Power: 30 (33)
Willpower: 0
Creation: 12 (14)
Piety: 0
Leadership: 26 (36)
Etiquette: 26 (36)
Attractiveness: 4 (8)
Resistances
Physical: 0%
Fire: 0%
Water: 0%
Air: 20%
Light: 0% [10]
Darkness: 0% [10]
Neutral: 0%
Nature: 0%

Skills

Leadership
1. +1 to resilience and might of allies under the character's command for each point of leadership.
2. +1 to willpower of allies under the character's command for each point of leadership.
3. +1 to initiative of allies under the character's command for each point of leadership.
4. +1 to evasion of allies under the character's command for each point of leadership.
5. +1 to accuracy of allies under the character's command for each point of leadership.


Precision
1. +5 to accuracy for each point of perception.
Armor Killer
1. Ignores 100% of the opponent's defense.



Archaeology
Ability to determine the purpose and effects of artifacts.
History Expert
The character can determine the origin of ruins and what to expect from them.


Combat skills from this specialization cannot be used with a shield and heavy armor, but they combine with the effects of any standard styles.
Chief
1. The character is an impoverished baron or their relative. Using their remaining influence and connections, they have gathered companions to try their luck in other lands. The player can create up to three additional characters with origins from Rojenthal: they have no beliefs, their starting SP and AS are halved, and they cannot learn magic [6]
2. Removes restrictions for companions [6]
*Only the player character can take this skill.
Adventurer
+50% to stealth.
+30% to roll strength when performing rogue actions.
On the travel map, the character can explore locations separately from the group.
Bully
+3 to accuracy for each point of agility.
Evasion and accuracy in 1 on 1 combat are twice as high.
+25% to evasion and accuracy for each opponent on a cell adjacent to the character.
Scoundrel
If the opponent does not pass a resilience check against the character's accuracy, they will be paralyzed for one turn. This ability activates automatically and has a two-turn cooldown.
Thug
Stealth attacks outside of combat deal lethal damage, and fivefold damage during combat.
Pack Leader
+2% to resilience, might, willpower, initiative, evasion, and accuracy of allies under the character's command for each point of leadership.


Equipment
Stylish Suit
+4 to attractiveness, +4 to etiquette.

Cloak with Family Heraldry
+4 to leadership.
Light resistance +10%.
Darkness resistance 10%.

Rogdan's Musket
Strength: 2
Range: 8
Reload: 2 turns
Damage: 320

Family Ring
+1 to charisma.

Inventory
Collection of Tales about the Great Heroes of Visteria
+1% to the chance of summoning a ★★★★★-hero and +2% to the chance of summoning a ★★★★-hero.
0 jewel
900 air

Zerek

Rojenthal, Zeschwitz (April 700).
-2 to spirit, -1 to faith, +2 to agility, +1 to perception, +1 AS and +6 SP for one specialization of choice: noble rogue, +2 to perception.
Constellation of the Serpent: The character can use stealth without having the corresponding skill; if they already have this skill, they additionally receive +50% to stealth; +50% to accuracy.
Constellation of the Eagle: +2 to speed, +1 to perception, +30% to perceptiveness, +20% to accuracy, +20% to evasion, +15% to air resistance, +30% to air efficiency.

Legends of Visteria

✦ At the start of the game, the character may attempt to summon one of the heroes of the past to their aid, chosen randomly. Their power depends on their rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ) and the higher the rank, the stronger the hero. Moreover, the higher the hero's rank, the lower the probability they will be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).[/FONT]

Characteristics:
Strength: 1
Endurance: 6
Agility: 12
Perception: 10 (12)
Speed: 7
Intellect: 2
Spirit: -2
Faith: 0
Charisma: 1
Beauty: 0

Parameters
Experience: 620
Health: 300 (345)
Magical Energy: -100
Might: 5
Resilience: 5
Evasion: 84 (100)
Accuracy: 156 (265)
Stealth: 60 (189)
Perceptiveness: 60 (90)
Initiative: 131
Crit: 10% (30%)
Block Points: 12
Speed: 7
Experience Gained: +20%
Magic Power: 10
Willpower: -10
Creation: 0
Piety: 0
Leadership: 2
Etiquette: 2
Attractiveness: 0
Resistances
Physical: 0% [15%]
Fire: 0% [10%]
Water: 0% [10%]
Air: 15% [25%]
Light: 0%
Darkness: 0% [15%]
Neutral: 0%
Nature: 0%

Skills

Piercing Shots
1. +1% to armor penetration for each point of perception.
2. +1% to armor penetration for each point of perception.
3. +2% to armor penetration for each point of perception.
Penetrating Shots
The character's attacks deal damage to two opponents on the line of attack.
Targeted Shooting
1. +3 to accuracy for each point of perception.
2. +2% to critical damage chance for each point of perception.
3. Reduces the opponent's maximum health by (perception*2)% once, limit -50%.


Escape into the Shadows
The scout spends a turn to restore their hidden status.



Invisibility
The character can use stealth, +2 to stealth for each point of agility.
Lockpicking
With lockpicks, the character can open locked doors, chests, and other things. The chance of success depends on the complexity of the lock and the character's agility.
Theft
The character can attempt to secretly steal from another character. The chance of success depends on the character's stealth and the target's perceptiveness.
Gambling
In games of chance, the character can reroll their result.
Trap Expert
The character can set traps particularly effective against other people.
Acrobat
+2 to evasion and +2 to initiative for each point of agility.
Conjurer
+2 to accuracy +2 to initiative for each point of perception.



Combat skills from this specialization cannot be used with a shield and heavy armor, but they combine with the effects of any standard styles.
Adventurer
+50% to stealth.
+30% to roll strength when performing rogue actions.
Bully
+3 to accuracy for each point of agility.
Evasion and accuracy in 1 on 1 combat are twice as high.
+25% to evasion and accuracy for each opponent on a cell adjacent to the character.
Scoundrel
If the opponent does not pass a resilience check against the character's accuracy, they will be paralyzed for one turn. This ability activates automatically and has a two-turn cooldown.
Thug
Stealth attacks outside of combat deal lethal damage, and fivefold damage during combat.


Equipment
Zerek's Light Armor
Physical resistance +15%.
Fire resistance +10%.
Water resistance +10%.
Air resistance +10%.

Zerek's Cloak
Stealth +10 or +25% (whichever is higher)
Darkness resistance +15%

Zerek's Crossbow
Strength: 1
Damage: 75
Range: 9

King of the Night
Crossbow
Strength: 1
Damage: character's stealth
Range: 15

Eagle Talisman
+2 to perception for a character born in this month.

Inventory
Knife
Rope
Deck of playing cards
Lockpicks (5)
Required for picking locks.
0 jewel
Healing Potion
Restores 100% of the character's health.
Antidote Potion
Cures the character of poisons and diseases (check 104 against the poison or disease's difficulty).
Potion of Clarity
Removes negative effects from the character.
Potion of Health
The character receives +312% to health until the end of combat.
Potion of Agility
The character receives +312% to evasion until the end of combat.
Potion of Accuracy
The character receives +312% to accuracy until the end of combat.
Potion of Speed
The character receives +5 to movement speed and +520% to initiative until the end of combat.
30 air

Ilencia

Origin (July 702).
-2 to spirit, -1 to faith, +2 to agility, +1 to perception, +1 AS and +6 SP for one specialization of choice: rogue, +2 to endurance.
Constellation of the Warrior: +30% to health, +50% to resilience, +50% to might, +1 AS and +3 SP for combat skills.
Constellation of the Hydra: +1 to strength, +1 to agility, +1 to endurance, +1 to perception, +1 to speed, -1 to intellect, -1 to spirit, -1 to faith, -1 to charisma, -1 to beauty, +25% to might, +25% to resilience, +15% to accuracy, +15% to evasion, +10% physical damage resistance, +10% to health.

Legends of Visteria

✦ At the start of the game, the character may attempt to summon one of the heroes of the past to their aid, chosen randomly. Their power depends on their rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ) and the higher the rank, the stronger the hero. Moreover, the higher the hero's rank, the lower the probability they will be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).[/FONT]

Characteristics:
Strength: 8 (10)
Endurance: 11
Agility: 4
Perception: 6
Speed: 2
Intellect: 2
Spirit: -3
Faith: 0
Charisma: -1
Beauty: 5

Parameters
Experience: 1140
Health: 550 (1116)
Magical Energy: -150
Might: 50 (87)
Resilience: 50 (87)
Evasion: 28 (32)
Accuracy: 42 (48)
Stealth: 20
Perceptiveness: 30
Initiative: 50
Crit: 6%
Block Points: 4
Speed: 3
Experience Gained: +20%
Magic Power: 10
Willpower: -15
Creation: 4
Piety: 0
Leadership: -2
Etiquette: -2
Attractiveness: 10
Resistances
Physical: 10% [60]
Fire: 0% [10]
Water: 0% [10]
Air: 0% [10]
Light: 0%
Darkness: 0%
Neutral: 0%
Nature: 0%

Skills

Armor Wearing
1. The character can wear heavy armor.


Might
1. +1.5% to damage for each point of might.
Frenzy
Additional attack, +1 to movement speed.


+3% to health for each point of endurance.


+25% to health.



Invisibility
The character can use stealth, +2 to stealth for each point of agility.
Acrobat
+2 to evasion and +2 to initiative for each point of agility.
Conjurer
+2 to accuracy +2 to initiative for each point of perception.


Equipment
Heavy Armor
Physical resistance +50%.
Fire resistance +10%.
Water resistance +10%.
Air resistance +10%.

Ilencia's Two-Handed Sword
Strength: 8
Damage: 225 (382)
Damage (final) increases by 20% against two-eyed opponents and decreases by 20% against one-eyed opponents.

Hydra Talisman
+2 to strength for a character born in this month.

Inventory
Healing Potion (2)
Restores 75% of the character's health.
0 jewel
40 air
104
Potion of Concentration
With a probability of 520% the character receives +1 unit to a random characteristic. For each consecutive use, the chance of success is halved. If the potion of enlightenment is not used for an entire month, its effectiveness increases by 1 point. Limit of additional characteristics obtained this way: 20.
Potion of Truth (3)
Forces a chosen character to reveal all their (or others') secrets, if all other conditions for this are met (check 520 against the target's willpower).
Healing Potion
Restores 100% of the character's health.
Elixir of Life
Restores 75% of the character's health and an additional 25% over ten turns.
Antidote Potion (2)
Cures the character of poisons and diseases (check 104 against the poison or disease's difficulty).
Potion of Clarity (2)
Removes negative effects from the character.
Potion of Health (2)
The character receives +312% to health until the end of combat.
Potion of Might (3)
The character receives +312% to resilience and might until the end of combat.
Potion of Agility (2)
The character receives +312% to evasion until the end of combat.
Potion of Accuracy (2)
The character receives +312% to accuracy until the end of combat.
Potion of Speed (2)
The character receives +5 to movement speed and +520% to initiative until the end of combat.
Potion of Willpower (3)
The character receives +312% to willpower until the end of combat.

Darbon

Rojenthal, Neiching (December 668).
-2 to spirit, -1 to faith, +2 to agility, +1 to perception, +1 AS and +6 SP for one specialization of choice: rogue, +1 to intellect, +1 to agility.
Constellation of the Lyre: experience gained is increased by 0.5, +35% to magic power.
Constellation of the Empress: +2 to intellect, +1 to beauty, +20% to magic power, +30% to magical energy, regeneration of 5% magical energy per turn (only in combat, once per phase), +15% to water, +30% to water efficiency.

Legends of Visteria

✦ At the start of the game, the character may attempt to summon one of the heroes of the past to their aid, chosen randomly. Their power depends on their rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ) and the higher the rank, the stronger the hero. Moreover, the higher the hero's rank, the lower the probability they will be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).[/FONT]

Characteristics:
Strength: 1
Endurance: 4
Agility: 3
Perception: 5
Speed: 1
Intellect: 13
Spirit: 8
Faith: -1
Charisma: 0
Beauty: 1

Parameters
Health: 200
Magical Energy: 400 (520)
Might: 5
Resilience: 5
Evasion: 21
Accuracy: 35
Stealth: 21
Perceptiveness: 25
Initiative: 37
Crit: 5%
Block Points: 3
Speed: 1 (2)
Experience Gained: +130%
Magic Power: 65 (100)
Willpower: 40
Creation: 26
Piety: -1
Leadership: 0
Etiquette: 0
Attractiveness: 2
Resistances
Physical: 0%
Fire: -3%
Water: 12%
Air: -3%
Light: -3%
Darkness: -3%
Neutral: 0%
Nature: -3%

Skills

Invisibility
The character can use stealth, +2 to stealth for each point of agility.
Acrobat
+2 to evasion and +2 to initiative for each point of agility.
Conjurer
+2 to accuracy +2 to initiative for each point of perception.



Reverse
Changes the target's state to what it was
one day ago. Requires 100 units of magic power, can
only be used once per day, does not require
magical energy, applies to self if
the character's health drops to 0 or below. Range: 1.
Rewind
Changes the target's state to what it was 1
turn ago or will be in 1-3 turns, only in combat. 150. Range: 4.


Equipment
Traveling Staff
+1 to movement speed if speed is 1.

Inventory
Talisman with Hourglass Symbol
+10% to the effectiveness of time spells.
0 jewel
864 air

Lindernia Orphidia

Isselia (December 703).
-2 to strength, -2 to endurance, -2 to agility, +2 to intellect, +2 to perception, +2 to spirit, +1 AS (magic), +10 SP (magic), +20% to magic power, +30% to magical energy.
Constellation of the Hero: +3 to three characteristics of choice, +1 AS, +5 SP.
Constellation of the Empress: +2 to intellect, +1 to beauty, +20% to magic power, +30% to magical energy, regeneration of 5% magical energy per turn (only in combat, once per phase), +15% to water, +30% to water efficiency.
Book — Mifune Sachiko: +2 to faith, +2 to spirit, +60% to willpower.

El-Hamazi Dynasty

✦ Spell effectiveness is one and a half times higher.
✦ The character can move and cast spells simultaneously.
✦ The character can prolong their own life.


Characteristics:
Strength: 5
Endurance: 6
Agility: 4
Perception: 3
Speed: 3
Intellect: 17 (20)
Spirit: 8
Faith: 2
Charisma: 0
Beauty: 2

Parameters
Experience: 450
Health: 300
Magical Energy: 400 (640)
Barrier: 1400
Might: 25
Resilience: 25
Evasion: 80 (150) (135)
Accuracy: 75
Stealth: 20
Perceptiveness: 15
Initiative: 29
Crit: 3%
Block Points: 3
Speed: 3
Experience Gained: +200%
Magic Power: 100 (140)
Willpower: 40 (344)
Creation: 40
Piety: 2
Leadership: 0
Etiquette: 0
Attractiveness: 4
Resistances
Physical: 0% [25%]
Fire: 6% [31%]
Water: 21% [46%]
Air: 6% [31%]
Light: 6% [31%]
Darkness: 6% [31%]
Neutral: 0%
Nature: 6% [31%]

Skills

Elemental Master
The character can use the elements of fire, water, or air; can be studied up to three times [air]
Battle Mage
1. +3 to accuracy and evasion for each point of intellect.
Affinity
Requires the "elemental master" skill.
1. +1% to melee damage for each point of magic power. Additional damage has a fire, water, or air type depending on the chosen element in "elemental master".
2. The character's attacks have an additional effect depending on the chosen element:
- Fire: burn (magic power/10)% of the opponent's maximum health at the end of their turn, prevents healing for one turn.
- Water: -(magic power/10) to the opponent's evasion and accuracy (stacks) until the end of combat, damage against them from any source increases by (magic power)% for one turn.
- Air: attacks penetrate (magic power)% armor, additional attack.
Elemental Aura
Requires the "elemental master" skill.
- Air: +(magic power/2) to evasion.
Energy Burst
Requires the "elemental master" skill.
Activation requires 50 units of magical energy.
Ranged area attack 3x3, range: 10. Physical damage is converted to elemental.



Meditation
1. The character receives +350 units of experience. For each consecutive use, there is a 10% chance of committing suicide (stacks, resets after a month).
2. The character receives +1 unit to a random characteristic. For each consecutive use, there is a 10% chance of committing suicide (stacks, resets after a month). Limit of additional characteristics obtained this way: 25.



Mental Shield
+5% to willpower defense rolls for each point of magic power.
Purification
Removes negative effects, poisons, and diseases from a chosen character (chance to cure a disease depends on magic power and the strength of the disease).
Healing
Restores (magic power/2)% of health to a chosen character.


Barrier
+10 to shield (analogous to health, spent first) for each point of magic power, restored after the end of combat.




Equipment
Arcane Ring
+1 to intellect
Lindernia's Sword
Strength: 5
Damage: 175+245
Accuracy (final) increases by 30% against followers of other beliefs and decreases by 30% against followers of Arteria and descendants of great dynasties.
Lindernia's Medium Armor
Strength: 5
Speed limit: 5
Evasion -10%
Physical resistance +25%.
Fire resistance +25%.
Water resistance +25%.
Air resistance +25%.
Empress Talisman
+2 to intellect for a character born in this month.

Inventory
Discourses of Ellil El-Hamazi
2% chance to change belief to a random available one.
5% chance to commit suicide.
5% chance to gain access to a unique specialization.
15% chance to receive 500 units of experience.
20% chance to receive +1 to a random characteristic.
53% chance to receive nothing.
Rereading does not affect the limit of books available per month.
Amulet of Arteria
A symbol of Arterian faith in the form of a neat heart on a chain.
+2 to faith, +3 to spirit, +1 to beauty if the character is a follower of Arteria.
Potion of Health
The character receives +75% to health until the end of combat.
Potion of Magic (3)
The character receives +75% to magic power until the end of combat.
Potion of Magical Energy (3)
Restores 25% of the character's magical energy.
Antidote Potion
Cures the character of poisons and diseases (check 25 against the poison or disease's difficulty).
0 jewel
5 air

Shen

Nakiri Plains (April 703).
The character can evade a negative action directed at them (1% chance for each point of piety, number of activations is not limited).
Constellation of the Eagle: +2 to speed, +1 to perception, +30% to perceptiveness, +20% to accuracy, +20% to evasion, +15% to air resistance, +30% to air efficiency.
Constellation of the Hero: +3 to three characteristics of choice, +1 AS, +5 SP.
The character can brew herbal tea. Up to five cups can be prepared per month. Herbal tea removes negative effects from the character, including mental ones, but not poisons and diseases.
Book — Aurelia Skadi: +15% to might, +15% to resilience, +15% to health, +15% to evasion, +15% to accuracy, +30% to willpower, +30% to initiative, +20% to perceptiveness.

El Isin Dynasty

✦ The character's melee and ranged attacks deal 75% additional fire damage.
✦ +50% fire resistance.
✦ The character ignores (piety*10)% of defense.[/FONT][/COLOR]

Characteristics:
Strength: 6
Endurance: 5 (6)
Agility: 7
Perception: 8 (10)
Speed: 3
Intellect: 3
Spirit: 1
Faith: 10
Charisma: 1
Beauty: 0

Parameters
Experience: 780
Health: 250 (345)
Magical Energy: 50
Might: 30 (34)
Resilience: 30 (34)
Evasion: 70 (172)
Accuracy: 70 (115)
Stealth: 49
Perceptiveness: 50 (75)
Initiative: 67 (87)
Crit: 10%
Block Points: 7
Speed: 3 (4)
Experience Gained: +30%
Magic Power: 15
Willpower: 5 (9)
Creation: 6
Piety: 10
Leadership: 2
Etiquette: 2
Attractiveness: 0
Resistances
Physical: 0% (10%)
Fire: 80% (90%)
Water: 30% (40%)
Air: 45% (55%) [immunity]
Light: 30% (40%)
Darkness: 30% (40%)
Neutral: 0%
Nature: 30% (40%)

Skills

These abilities are used with a spear, do not allow the use of a shield or any armor.
Winds of Nakiri
1. Immunity to the air element.
2. The character's attacks deal an additional 100% air damage.
3. +50% to evasion.
4. +50% to willpower.
5. Additional evasion roll.
Homeland
1. The character is trained in horseback riding.
2. The character receives an eagle companion. It has 300 evasion (if it takes damage, it leaves the battlefield). It does not deal damage, but its attacks (accuracy equal to a value of 200) paralyze the opponent for 1 turn if they do not pass a resilience check against a static value of '100'.
Nakiri Spear
1. +2 to attack range.
2. The character's attacks deal damage to all opponents on the line of attack.
3. The character's attacks deal 50% damage to all opponents on cells adjacent to the line of attack.
Sting
Deals fivefold damage to a chosen opponent. Accuracy for this attack is twice as high; cooldown: 2 turns.
Hawk
The character makes a leap (range: 8) and overcomes all obstacles in their path. Upon landing, they deal threefold damage to all opponents around them and paralyze them (resilience check against might); cooldown: 5 turns.



Mastery
+30% to accuracy and evasion when using the chosen weapon type (spear).
Agility
+3 to evasion for each point of agility if the character uses no armor.



First Aid
Returns a character who died from lack of HP to life. Only outside of combat. The chance of success is equal to the inverse percentage value of the character's current health value.


Acrobat
+2 to evasion and +2 to initiative for each point of agility.
Conjurer
+2 to accuracy +2 to initiative for each point of perception.
Invisibility
The character can use stealth, +2 to stealth for each point of agility.


Equipment
Shen's Spear
Strength: 5
Agility: 6
Damage: 200+150+260
Damage (final) increases by 20% against followers of Arteria and decreases by 20% against followers of other beliefs.
Jun's Bracelet
+1 to endurance.
Nomad's Clothing
Agility: 6
+10 to evasion, +1 to movement speed.
Physical resistance: 10%
Fire resistance: 10%
Water resistance: 10%
Air resistance: 10%
Light resistance: 10%
Darkness resistance: 10%
Nature resistance: 10%
Eagle Talisman
+2 to perception for a character born in this month.

Inventory
Hearty Kebab
Restores 75% health.
First Aid Kit (2)
30 jewel
1240 air
Collection of Telosian Myths and Legends
1 character, 1 time per month, can receive +1 to a random characteristic.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
fValdemar Carafa

Lisliar (November 703).
+10 to HP, -3 to Faith.
Hero Constellation: +3 to three chosen attributes, +1 OS, +5 OU.
Hermit Constellation: +2 to Spirit, +1 to Dexterity, +0.2 to experience gained, +5 to OU, +15% to neutral element effectiveness and resistance.

Imrud, the sun god.

✦ The character gains additional experience after each victorious battle, as well as each time they personally slay an opponent. +2 to Endurance, +2 to Charisma, +50% to Perception and +35% to Accuracy.[/FONT][/COLOR]

Attributes:
Strength: 8
Endurance: 12 (13)
Dexterity: 8
Perception: 11
Speed: 4
Intelligence: 5
Spirit: 8
Faith: -3
Charisma: 5
Appearance: 2

Parameters
Experience: 300
Health: 650
Magic Energy: 400
Might: 40
Resilience: 40
Evasion: 40 (41)
Accuracy: 55 (86)
Stealth: 40
Perception: 55 (82)
Initiative: 58
Crit: 27%
Block Points: 8
Speed: 4
Experience Gained: +50%
Spellpower: 25
Willpower: 40
Creation: 10
Piety: -3
Leadership: 10
Etiquette: 10
Attractiveness: 4
Resistances
Physical: 0% [35%]
Fire: -9% [26%]
Water: -9% [26%]
Air: -9% [26%]
Light: -9% [-1%]
Darkness: -9% [-1%]
Neutral: 15% [25%]
Nature: -9% [-1%]

Skills

Savings
+4246 jewels at start.
Concubine
A character created by the GM and subordinated to the player [Louise].
Scholar
A character created by the GM and subordinated to the player [Garmid].
Toughness
Deals double damage to characters whose Endurance is lower than their own.



Zoologist
The character is trained in riding; they can also attempt to tame wild animals (success depends on a species-specific check).



Light Step
1. +2% to accuracy for each point of Perception.
2. +2% to evasion for each point of Dexterity.
Swiftness
1. +1 additional attack.
2. +1 additional attack.
Piercing Strikes
1. +1.5% to critical damage chance for each point of Perception.


Equipment
Dragon's Fang
Saber
Strength: 5
Damage: 150+(accuracy)
The character can parry melee attacks (accuracy) using block points. If they already have this ability, it doubles the amount of block points.
Valdemar's Yushman
Strength: 5
Speed limit: 5
Evasion -10%
Physical resistance +25%.
Fire resistance +25%.
Water resistance +25%.
Air resistance +25%.

Carafa Family Signet Ring
+1 to Endurance.

Hermit's Talisman
+2 to Spirit for a character born in this month.

Druid's Heart
Cloak
Physical: +10%
Fire: +10%
Water: +10%
Air: +10%
Light: +10%
Darkness: +10%
Neutral: +10%
Nature: +10%

Inventory
Valdemar's Saber
Strength: 5
Damage: 140
Accuracy (final) increases by 30% against poor characters and decreases by 30% against rich characters.
Whip
Deals 10 damage to an ally and transfers its initiative to them. Can only be used by a cruel character.
Luxurious Clothing
+5 to Etiquette, +5 to Attractiveness.
Comfortable Clothing
Dexterity: 5
+10 to Evasion, +10 to Accuracy, +1 to movement speed.
The Legend of Crag
These records describe the exploits of Crag Ashinger, one of the descendants of an Asterian conqueror. After the collapse of the Hekkelian kingdom, he ruled over one of the fragments of that once-mighty power but was overthrown by the locals for cruelty, greed, and incompetence in administrative matters. They wanted to execute him but failed; Crag fled with his trusty two-handed axe and stallion, killing no less than a hundred pursuing warriors along the way. After that, he gathered loyal followers and continued living as a bandit, terrorizing the inhabitants of southern and eastern Visteria until his old age. It is said that his descendants built him a tomb somewhere in the territory of modern Airisufir. The envelope accompanying these records supposedly contained a map marking this tomb.
0 jewels
10237 air

Scipio Bernhard

Aster (June 703).
-2 to Strength, -2 to Appearance, -2 to Charisma, +3 to Spirit, +3 to Dexterity, +50% to Willpower, +50% to Evasion.
Hero Constellation: +3 to three chosen attributes, +1 OS, +5 OU
Narcissus Constellation: +1 to all attributes, +15% to Light resistance, +30% to Darkness effectiveness.
Shadow. +100% to Evasion, +100% to Stealth.
Book — Carnelia Werben: +30% to Accuracy, +30% to Evasion, +3 to movement speed.


✦ Immunity to lethal damage (such attacks deal no damage).
✦ The character starts the game with a skeleton companion, generated by the same rules as a regular Aster character, but without convictions, and only the player character can speak with it via telepathy.
✦ The character can raise skeletons of fallen allies and enemies for 100 units of magic energy; they have the same attributes and skills but lack convictions. They function until the end of the day, after which they cannot be raised again.[/FONT][/COLOR]

Attributes:
Strength: 9
Endurance: 9
Dexterity: 11
Perception: 10
Speed: 6
Intelligence: 2
Spirit: 5
Faith: 1
Charisma: -1 (1)
Appearance: -1

Parameters
Experience: 100
Health: 450 (706)
Magic Energy: 250
Might: 45
Resilience: 45
Evasion: 55 (154)
Accuracy: 50 (117)
Stealth: 55 (110)
Perception: 50
Initiative: 72 (102)
Crit: 10%
Block Points: 11
Speed: 5 (8)
Experience Gained: +20%
Spellpower: 10
Willpower: 25 (37)
Creation: 4
Piety: 1
Leadership: -2 (2)
Etiquette: -2 (2)
Attractiveness: -2
Resistances
Physical: 0% [70%]
Fire: 3% [43%]
Water: 3% [43%]
Air: 3% [43%]
Light: 18% [48%]
Darkness: 3% [33%]
Neutral: 0%
Nature: 3%

Skills

Armor Wearing
1. The character can wear heavy armor.
2. No movement speed penalty.
3. Immunity to critical attacks.
Rider
The character is trained in riding.
Dual Blades Mastery
1. The character uses one one-handed sword in each hand.
2. Additional attack for each weapon.
3. The character can parry melee attacks (melee, spending block points).
Night Blade
1. The character's attacks deal +75% darkness damage.
2. The character's attacks have a 5% chance to deal lethal damage to an opponent.
3. The character can attack at range (10) by spending 50 energy, all damage is converted to dark.
Shadow Dweller
1. The character can use stealth.
2. The character dissolves into shadows and appears behind a chosen opponent, then attacks them (deals fivefold damage if they fail a Perception check against stealth), range: entire map, requires line of sight, cost: 50 energy.
Duelist
Evasion, accuracy, and damage against an opponent in a 1-on-1 fight are twice as high, while damage taken is twice as low.



Proficiency
+3% to health for each point of Endurance.
+2% to accuracy for each point of Perception, +2% to accuracy for each point of Dexterity.
+2% to initiative for each point of Perception, Intelligence, and Endurance.
Mastery
+30% to accuracy and evasion when using the chosen weapon type (dual blades).




Vitality
+(Might+Resilience/3)% to health.
Partner
An additional character created by the GM; travels with the player as long as their interests align; the partner uses the Wheel of Fate [Yuisis Lunawait]


Equipment
Sword "Manticore"
Damage: 180+351
Doubles the effect of the "Night Blade" skill.
Sword "Leech"
Damage: 180+351
A character with the "Nachtritter" specialization gains the effect "converts 20% of dealt damage into a protective barrier (analogous to a dark magic spell), lasts until the end of the battle".
Helm "Loyalty"
Crit chance against self -10%
Immunity to mind-affecting effects.
Armor "Mountain"
Strength: 8
Physical resistance +70%.
Fire resistance +40%.
Water resistance +40%.
Air resistance +40%.
Light resistance +30%.
Darkness resistance +30%.
Impervious.
Cloak "Fog"
A character with the "Nachtritter" specialization has a 40% chance to avoid a negative effect targeted at them.
Bracelet of R.A. Costa
If the character is within 7 cells of Nisan Enkinabu: 20% chance to activate an additional turn after completing the previous one, but no more than once per phase.
Talisman of Narcissus
+2 to Charisma for a character born in this month.

Inventory
Healing Potion (2)
Restores 75% of the character's health.
0 jewels
Health Potion
The character gains +75% health until the end of the battle.
Cure Potion
Cures the character of poisons and diseases (check 25 against the poison or disease's difficulty).
Magic Energy Potion
Restores 25% of the character's magic energy.
2138 air

Claudius Bernhard

Aster (December 704).
-2 to Strength, -2 to Appearance, -2 to Charisma, +3 to Spirit, +3 to Dexterity, +50% to Willpower, +50% to Evasion.
Lyra Constellation: Experience gained increased by 0.5, +35% to Spellpower.
Empress Constellation: +2 to Intelligence, +1 to Appearance, +20% to Spellpower, +30% to Magic Energy, regenerate 5% Magic Energy per turn (in battle only, once per phase), +15% to Water, +30% to Water effectiveness.
The skeleton has immunity to mind-affecting effects, poisons, diseases, and other similar effects. The skeleton's health cannot be restored by normal means and does not regenerate on its own, but it is increased by 10 times. It is also impossible to restore a fallen skeleton. +100% resistance to the dark element, -100% resistance to the light element, damage from lethal attacks does not exceed 25% of maximum health, cannot be raised again by normal means.
Book — Yuna: 20% chance to not receive lethal damage.

Attributes:
Strength: 1
Endurance: 10
Dexterity: 4
Perception: 1
Speed: 1
Intelligence: 12 (15)
Spirit: 7
Faith: 0
Charisma: -2
Appearance: -1

Parameters
Experience: 400
Health: 5000
Magic Energy: 350 (455)
Might: 5
Resilience: 5
Evasion: 20 (30)
Accuracy: 5
Stealth: 20
Perception: 5
Initiative: 15
Crit: 1%
Block Points: 4
Speed: 1
Experience Gained: +150%
Spellpower: 75 (131)
Willpower: 35 (52)
Creation: 30
Piety: 0
Leadership: -4
Etiquette: -4
Attractiveness: -2
Resistances
Physical: 35% [50%]
Fire: 0% [10%]
Water: 15%
Air: 0% [10%]
Light: -100% [95%]
Darkness: 100%
Neutral: 0%
Nature: 0% [10%]

Skills

Master of Earth
+0.5% to physical damage defense for each point of Spellpower (limit: 35%), +1% to Spellpower for each point of Endurance.
Stone Skin
The first attack against the spellcaster in a battle will deal no damage, activates before the battle begins.
Shell
Reduces physical damage taken by the character by (Spellpower/3)%


Grasping Roots
Immobilizes enemies in an area of 1+1 until they pass a Resilience check against the spellcaster's Spellpower.
[/color]

Equipment
Claudius' Armor
Physical resistance +15%.
Fire resistance +10%.
Air resistance +10%.
Nature resistance +10%.

Broken Rusty Sword, Wrapped in a Vine
+10% to Spellpower.

Anthea's Medallion
+1 to Intelligence.

Torn White Cloak
Light resistance +5%

Empress's Talisman
+2 to Intelligence for a character born in this month.

Inventory
Magic Energy Potion
Restores 25% of the character's magic energy.
Book on Plants
A character with the "biologist" or "nature magic" specialization gains +40 experience points, can be used once per month. Rereading does not affect the monthly limit of available books.
Enigma
A thick novel presented as both fiction and non-fiction literature with philosophical undertones.
The character gains 250 static experience points, can be used once per month, rereading does not affect the monthly limit of available books. The effect can only be activated by Claudius Bernhard.
0 jewels
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Rish

Lisliar (June 691).
+10 XP, -3 Faith.
Hero Constellation: +3 to three characteristics of choice, +1 SP, +5 UP.
Narcissus Constellation: +1 to all characteristics, +15% Light resistance, +30% Darkness effectiveness.

Anf, god of trade and fertility

✦ Character gains additional experience by earning money or selling goods/services (1 exp unit per 5 jewels). +2 Charisma, +2 Intelligence, valuable item at start.


Characteristics:
Strength: 7
Endurance: 12
Agility: 7
Perception: 10
Speed: 7
Intelligence: 3
Spirit: 5
Faith: 5
Charisma: 3
Beauty: 4

Parameters
Experience: 780
Health: 600 (738)
Magic Energy: 250
Might: 35
Fortitude: 35
Evasion: 35 (45)
Accuracy: 50 (60)
Stealth: 35
Observation: 50
Initiative: 69
Crit: 10%
Block Points: 7
Speed: 7 (8)
Experience Gain: +30%
Magic Power: 15
Will: 25
Creation: 6
Piety: 5
Leadership: 6
Etiquette: 6
Attractiveness: 8
Resistances
Physical: 0%
Fire: 15%
Water: 15%
Air: 15%
Light: 30%
Darkness: 15%
Neutral: 0%
Nature: 15%

Skills

Vitality
+(might+fortitude/3)% to health (+23%)
Bodyguard
Takes attacks directed at another (pre-selected) character if standing next to them
[/FONT]


Ranged Attack
1. +1 to attack range
2. +1 to attack range
3. +25% final damage for each cell between the character and the primary target
control
Character attacks all enemies that appear in the line of attack
Piercing Strike
1. Character's attacks deal damage to all enemies in the line of attack

[/FONT]

Equipment
Rish's Comfortable Clothes
Agility: 5
+10 Evasion, +10 Accuracy, +1 Movement Speed.
Golden Scorpion (spear)
Strength: 6
Agility: 6
Damage: 250
Character's attacks immobilize enemies if they fail a fortitude check against a static value of '150'.

Inventory
Healing Potion
Restores 75% of the character's health.
Curing Potion
Cures the character of poisons and diseases (check 25 against poison or disease difficulty).
Health Potion
Character gains +75% health until the end of the battle.
100 jewels

Kaya

Lisliar (March 704).
+10 XP, -3 Faith.
Lyra Constellation: experience gain increased by 0.5, +35% Magic Power.
Lovers Constellation: +2 Beauty, +1 Faith, the character's partner gains immunity to mind influence or protection from one lethal wound if immunity already exists, +15% Darkness resistance, +30% Light effectiveness.

Eswald, god of patience

✦ +2 Intelligence, +2 Spirit. Character's initiative is always 0, but they take two turns instead of one.


Characteristics:
Strength: 3
Endurance: 10
Agility: 5
Perception: 3
Speed: 2
Intelligence: 2
Spirit: 2
Faith: -2
Charisma: 7
Beauty: 10

Parameters
Health: 500
Magic Energy: 100
Might: 15
Fortitude: 15
Evasion: 25
Accuracy: 15
Stealth: 25
Observation: 15
Initiative: 26 (0)
Crit: 3%
Block Points: 5
Speed: 2
Experience Gain: +20%
Magic Power: 10 (13)
Will: 10
Creation: 4
Piety: -2
Leadership: 14
Etiquette: 14
Attractiveness: 20 (30)
Resistances
Physical: 0%
Fire: -6%
Water: -6%
Air: -6%
Light: -6%
Darkness: 9%
Neutral: 0%
Nature: -6%

Skills

Diplomat
A successful etiquette roll against a static value in a correctly conducted dialogue can convince enemies to surrender without a fight if their forces are weaker or roughly equal.
Non-human Languages
Character can speak and understand non-human languages.


Artist
Character gains the ability to learn compositions during the game (spending the required amount of experience); at the start, three unnamed compositions are also available, which they can give their own names:
Unnamed Composition №1: +1% Might, +1% Fortitude, +1% Will, +1% Initiative, +1% Evasion, +1% Accuracy for allies for each unit of the musician's etiquette.
Unnamed Composition №2: -1% Fortitude, Might, Will, Initiative, Evasion, and Accuracy for enemies for each unit of the musician's etiquette.
Unnamed Composition №3: +3 Movement Speed for allies, -1 Movement Speed for enemies.
The effectiveness of some compositions may depend on the musician's origin.
Maestro
Character's musical performances in peacetime are twice as effective


Equipment
Kaya's Dress and Jewelry
+10 Attractiveness if Beauty is 8 or higher.

Inventory
Lyre

Alm

Lisliar (April 700).
+10 XP, -3 Faith.
Serpent Constellation: character can use stealth without having the corresponding skill; if they already have this skill, they receive an additional +50% Stealth; +50% Accuracy.
Eagle Constellation: +2 Speed, +1 Perception, +30% Observation, +20% Accuracy, +20% Evasion, +15% Air resistance, +30% Air effectiveness.

Pyrotessa, goddess of intrigue and lust

✦ Character gains additional experience after each intercourse. +2 Beauty, +2 Agility, +50% Stealth, character's melee attacks poison the enemy (they lose 5% max health (nature) and 5% Accuracy and Evasion every turn).


Characteristics:
Strength: 6
Endurance: 7
Agility: 6
Perception: 11
Speed: 5
Intelligence: 4
Spirit: 0
Faith: -3
Charisma: 4
Beauty: 4

Parameters
Health: 350
Magic Energy: 0
Might: 30
Fortitude: 30
Evasion: 30 (36)
Accuracy: 55 (musket: 187) (93)
Stealth: 30 (45)
Observation: 55 (71)
Initiative: 59
Crit: 11%
Block Points: 6
Speed: 5
Experience Gain: +40%
Magic Power: 20
Will: 0
Creation: 8
Piety: -6
Leadership: 8
Etiquette: 8
Attractiveness: 8
Resistances
Physical: 0% [10]
Fire: -9% [11]
Water: -9%
Air: 6%
Light: -9%
Darkness: -9%
Neutral: 0%
Nature: -9% [11]

Skills

Precision
1. +5 Accuracy for each unit of Perception
Knight-Slayer
1. Ignores 100% of enemy defense
2. Increases damage dealt by the percentage value of the enemy's armor (i.e., if enemy armor has 50% defense, the shooter deals 50% more damage) or increases base weapon damage by the same amount if defense is not percentage-based


Parrying
1. Character can parry enemy melee attacks (accuracy) using block points


Equipment
Alm's Light Armor
Physical resistance +10%.
Fire resistance +20%.
Nature resistance +20%.

Alm's Musket
Strength: 3
Range: 10
Reload: 2 turns
Damage: 350
50% chance to paralyze a female character (accuracy check against fortitude) for one turn.

Alm's Saber
Strength: 4
Damage: 130
Accuracy (final) increases by 30% against women and decreases by 30% against men.

Inventory
Regular Customer Card of "The Strangler" Brothel
Regular Customer Card of "Ambrosia" Brothel
Deck of playing cards
Dice
Alm's Cognac [5/5]
Restores 35% health, accuracy decreases by 30% (stacks).
Elegant Knife
Healing Potion
100 jewels

Aim

Lisliar (November 708).
+10 XP, -3 Faith.
Craftsman Constellation: +50% experience gain, +50% productivity, +1 SP and +3 UP for peaceful skills.
Hermit Constellation: +2 Spirit, +1 Agility, +0.2 experience gain, +5 UP, +15% Neutral element effectiveness and resistance

Sharan, god of ether

✦ Character's experience gain rate is increased by 0.8.


Characteristics:
Strength: 3
Endurance: 3
Agility: 1
Perception: 3
Speed: 3
Intelligence: 10
Spirit: 9
Faith: 1
Charisma: 3
Beauty: 4

Parameters
Health: 150
Magic Energy: 450
Might: 15
Fortitude: 15
Evasion: 5
Accuracy: 15
Stealth: 5 (15)
Observation: 15
Initiative: 23
Crit: 3%
Block Points: 1
Speed: 3
Experience Gain: +150%
Magic Power: 50
Will: 45
Creation: 20 (25)
Piety: 1
Leadership: 6
Etiquette: 6
Attractiveness: 8
Resistances
Physical: 0%
Fire: 3%
Water: 3%
Air: 3%
Light: 3%
Darkness: 3% [18]
Neutral: 15%
Nature: 3%

Skills

Potion of Enlightenment
With a probability of (creation*5)%, the character receives +350 exp units. For each consecutive use, the probability of success is halved. Up to three portions can be prepared per month. If the potion of enlightenment is not used for a full month, effectiveness increases by 1 point.
Potion of Concentration
With a probability of (creation*5)%, the character receives +1 unit to a random characteristic. For each consecutive use, the probability of success is halved. Up to five portions can be prepared per month. If the potion of enlightenment is not used for a full month, effectiveness increases by 1 point. Limit of additional characteristics obtained this way: 20.
Potion of Truth
Forces the selected character to reveal all their (or others') secrets, if all other conditions are met (creation*5 check against target's will). Up to five portions can be prepared per month.
Healing Potion
Restores (creation*3)% of the character's health. Up to 5 portions can be prepared per month.
Curing Potion
Cures the character of poisons and diseases (creation check against poison or disease difficulty). Up to 5 portions can be prepared per month.
Health Potion
Character gains +(creation*3)% health until the end of the battle. Up to 5 portions can be prepared per month.
Magic Potion
Character gains +(creation*3)% Magic Power until the end of the battle. Up to 3 portions can be prepared per month.
Magic Energy Potion
Restores (creation)% of the character's magic energy. Up to 5 portions can be prepared per month.


Massage
Increases character's evasion and accuracy by 50% for the next battle. Only three characters can be massaged before a single battle starts




Equipment
Alchemy Adept Robes
+5 to Creation when brewing potions and elixirs.
Aim's Cloak
Stealth +10 or +25% (whichever is greater)
Darkness resistance +15%

Inventory
Notebook
Healing Potion
Restores 75% of the character's health.
Health Potion
Character gains +75% health until the end of the battle.

Garmid

Lisliar (May 650).
+10 XP, -3 Faith.
Wizard Constellation: +100% Magic Energy, +1 SP and +3 UP for magic skills, character can read 1 more book.
Shepherd Constellation: +2 Perception, +1 Endurance, +50% Observation, +15% Nature resistance, +30% Nature effectiveness, +20% Health.

Sharan, god of ether

✦ Character's experience gain rate is increased by 0.8.


Characteristics:
Strength: 1
Endurance: 1
Agility: 1
Perception: 8
Speed: 1
Intelligence: 10
Spirit: 10
Faith: 8
Charisma: 0
Beauty: 0

Parameters
Health: 50 (60)
Magic Energy: 1000
Might: 5
Fortitude: 5
Evasion: 5
Accuracy: 40
Stealth: 5
Observation: 40 (60)
Initiative: 23
Crit: 8%
Block Points: 1
Speed: 1
Experience Gain: +100%
Magic Power: 50
Will: 50
Creation: 20
Piety: 8
Leadership: 0
Etiquette: 0
Attractiveness: 0
Resistances
Physical: 0%
Fire: 24%
Water: 24%
Air: 24%
Light: 24%
Darkness: 24%
Neutral: 0%
Nature: 39%

Skills

Character can teach others what they know - opens 1 specialization (except teacher and unique skills) per month for any number of characters and can use their own experience to pass on to students.


Healing Potion
Restores (creation*3)% of the character's health. Up to 5 portions can be prepared per month.
Curing Potion
Cures the character of poisons and diseases (creation check against poison or disease difficulty). Up to 5 portions can be prepared per month.



Gifts of Nature
Increases production (for alchemy, gathering ingredients, etc.) related to nature by (magic power)%, rounded down, once a month for one type.
Nutrients
Selected ally gains +(magic power)% to final health.
Gripping Roots
Immobilizes enemies in an area of 1+1 until they pass a fortitude check against the caster's magic power.


Equipment
---

Inventory
---

Louisa

Lisliar (June 700).
+10 XP, -3 Faith.
Serpent Constellation: character can use stealth without having the corresponding skill; if they already have this skill, they receive an additional +50% Stealth; +50% Accuracy.
Narcissus Constellation: +1 to all characteristics, +15% Light resistance, +30% Darkness effectiveness.

Pyrotessa, goddess of intrigue and lust

✦ Character gains additional experience after each intercourse. +2 Beauty, +2 Agility, +50% Stealth, character's melee attacks poison the enemy (they lose 5% max health (nature) and 5% Accuracy and Evasion every turn).


Characteristics:
Strength: 3
Endurance: 4
Agility: 10
Perception: 6
Speed: 5
Intelligence: 5
Spirit: 3
Faith: -2
Charisma: 4
Beauty: 13

Parameters
Experience: 200
Health: 200
Magic Energy: 250
Might: 15
Fortitude: 15
Evasion: 70
Accuracy: 30 (45)
Stealth: 70 (105)
Observation: 30
Initiative: 77
Crit: 6%
Block Points: 10
Speed: 5
Experience Gain: +50%
Magic Power: 25
Will: 15
Creation: 10
Piety: -2
Leadership: 8
Etiquette: 8
Attractiveness: 26 (39)
Resistances
Physical: 0%
Fire: -6%
Water: -6%
Air: -6%
Light: 9%
Darkness: -6%
Neutral: 0%
Nature: -6%

Skills

Inconspicuousness
Character can use stealth, +2 Stealth for each unit of Agility.
Lockpicking
With lockpicks, the character can open locked doors, chests, etc. Success chance depends on lock difficulty and character's agility.
Theft
Character can attempt to stealthily rob another character. Success chance depends on character's stealth and target's observation.
Cheating
In gambling games, the character can reroll their result.
Acrobat
+2 Evasion and +2 Initiative for each unit of Agility.




Equipment
Louisa's Attire
+1 Attractiveness for each unit of Beauty.

Inventory
---

Yuysis Luneweight

Serberia (June 701).
-2 Faith, -1 Spirit, +1 Strength, +1 Perception, +1 Charisma, +1 SP (peaceful skills), +10 UP.
Centaur Constellation: character can shoot and/or cast spells and move simultaneously; if they already have this skill, they receive an additional +50% Movement Speed; +50% Evasion.
Narcissus Constellation: +1 to all characteristics, +15% Light resistance, +30% Darkness effectiveness.
Summons a ★★★★-character with 100% probability.
Love of Freedom. Immunity to debuffs and curses.
Son of Heinrich der Grosse. +1000 jewels, character starts the game in the company of two sycophants just like him or in the company of his lady love [Cleona Cream].
Character is high society elite of Serberia. +5000 jewels, +2 to all characteristics, +10 UP, +1 SP.
Book — Mifune Sachiko: +2 Faith, +2 Spirit, +60% Will.

Legends of Visteria

✦ At the start of the game, the character can attempt to summon one of the heroes of the past to their aid, chosen randomly. Their strength depends on rank (there are five in total - ★★★★★, ★★★★, ★★★, ★★, ) and the higher the rank, the stronger the hero. Additionally, the higher the hero's rank, the lower the probability they will be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).[/FONT]

Characteristics:
Strength: 5
Endurance: 6
Agility: 10
Perception: 12
Speed: 6
Intelligence: 6
Spirit: 5
Faith: 3
Charisma: 5 (7)
Beauty: 7

Parameters
Experience: 2510
Health: 300
Magic Energy: 250
Might: 25
Fortitude: 25
Evasion: 50 (90)
Accuracy: 108 (musket: 194) (saber: 140)
Stealth: 50
Observation: 60
Initiative: 74 (148)
Crit: 12%
Block Points: 10
Speed: 6
Experience Gain: +60%
Magic Power: 30
Will: 25 (40)
Creation: 12
Piety: 3
Leadership: 10 (16)
Etiquette: 10 (21)
Attractiveness: 14 (15)
Resistances
Physical: 0% [15%]
Fire: 9%
Water: 9%
Air: 9%
Light: 14% [39%]
Darkness: 9% [18%]
Neutral: 0%
Nature: 9%

Skills

Reflex
1. [Saber] Character can parry melee attacks (melee, spending block points).
2. [Saber] Parrying melee attacks works even if the character ended their turn with a shot or musket reload.
3. After a successful parry, the character performs a counterattack.
Eagle Eye
1. [Musket] +2 Shooting Range, +50% Accuracy.
2. [Musket] [Saber] +4 Accuracy for each unit of Perception.
Fatal Shot
[Musket] Deals lethal damage to the enemy if they fail a fortitude*2 check against the musketeer's accuracy; if the enemy successfully blocks the character's shot, it reduces their remaining block points to 0.



Mastery
+30% Accuracy and Evasion when using the selected weapon type





1. Character receives +350 experience units. For each consecutive use, there is a 10% chance to commit suicide (stacks, resets after a month).
2. Character receives +1 unit to a random characteristic. For each consecutive use, there is a 10% chance to commit suicide (stacks, resets after a month). Limit of additional characteristics obtained this way: 25.


Equipment
Yuysis's Musket
Strength: 4
Range: 10 (12)
Reload: 2 turns
Damage: 320
Kills reduce reload by 1.

Yuysis's Saber
Strength: 4
Damage: 130 (168)
+2 damage for each unit of etiquette.

Yuysis's Light Armor
Physical resistance +15%.
Darkness resistance +15%.
Light resistance +15%.

Yuysis's Cape
+5 Etiquette.

Narcissus Talisman
+2 Charisma for a character born in this month.

Mechanical Watch
Initiative +100%
+1 Attractiveness, +1 Charisma.

All-Terrain Boots
Boots providing the wearer immunity to weather effects.

Inventory
Twins (A)
Two paired compasses whose needles point toward each other.
Arteria Amulet
Symbol of Arterian faith in the form of a neat heart on a chain.
+2 Faith, +3 Spirit, +1 Beauty if the character is a follower of Arteria.
✷ Compatibility Horoscope ✷
1500 jewels
1648 air

Cleona Cream

Serberia (December 707).
-2 Faith, -1 Spirit, +1 Strength, +1 Perception, +1 Charisma, +1 SP (peaceful skills), +10 UP.
Dragon Constellation: +30% Fire resistance, +30% Physical damage resistance, +30% Health, +30% Fire effectiveness, 20% chance to take no damage.
Empress Constellation: +2 Intelligence, +1 Beauty, +20% Magic Power, +30% Magic Energy, 5% magic energy regeneration per turn (only in battle, once per phase), +15% Water, +30% Water effectiveness.
White Hair: +3 UP and +3 characteristic points.
Book — Aurelia Skadi: +15% Might, +15% Fortitude, +15% Health, +15% Evasion, +15% Accuracy, +30% Will, +30% Initiative, +20% Observation.
Black Polish: +1% Magic Power for each unit of Intelligence.

Sin Ash Shamash Dynasty

✦ Access to Pyromancy.
✦ +50% Fire resistance.
✦ +50% Nature resistance.


Characteristics:
Strength: 1
Endurance: 2
Agility: 2
Perception: 3
Speed: 2
Intelligence: 12 (18)
Spirit: 8
Faith: -2
Charisma: 1
Beauty: 9 (11)

Parameters
Experience: 2725
Health: 100 (145)
Magic Energy: 400 (760)
Barrier: 1890
Might: 5
Fortitude: 5
Evasion: 10 (14)
Accuracy: 15 (17)
Stealth: 10
Observation: 15 (18)
Initiative: 20 (26)
Crit: 2%
Block Points: 2
Speed: 2
Experience Gain: +150%
Magic Power: 75 (146) (pyromancy/fire: 204) (darkness: 189)
Will: 40 (132)
Creation: 30
Piety: -2
Leadership: 2
Etiquette: 2
Attractiveness: 18 (33)
Resistances
Physical: 30%
Fire: 74%
Water: 9%
Air: -6%
Light: -6%
Darkness: -6%
Neutral: 0%
Nature: 44%

Skills

Toxicity
Pyromancy spells deal 100% additional nature damage (poison).
Explosion
Selected target must pass a will check against the caster's magic power or lose 50% max health; if this spell kills the target, they explode and deal fire damage equal to their max health to all characters in adjacent cells, 150, range: 10.
Excitement
Each enemy (or ally) killed by the character restores 100 units of magic energy to the caster (can exceed limit).



Reflections
1. Character receives +350 experience units. For each consecutive use, there is a 10% chance to commit suicide (stacks, resets after a month).
2. Character receives +1 unit to a random characteristic. For each consecutive use, there is a 10% chance to commit suicide (stacks, resets after a month). Limit of additional characteristics obtained this way: 25.



Barrier
+10 to shield (health analog, consumed first) for each unit of magic power, restores after the end of battle.


Equipment
Airisufir Sorceress (dark version)

+1 Attractiveness for each unit of Beauty.
+25% Magic Power.
+60% Magic Energy.
+30% Dark element effectiveness.
+25% Evasion.
Evening Secret (necklace)
+2 Intelligence, +2 Beauty.
Ruby Ring
+1 Intelligence.
Magic Wand with a topper decorated with a large ruby
+10% effectiveness of fire and pyromancy spells.
Empress Talisman
+2 Intelligence for a character born in this month.
Hydrangea Symbol
Pride: +200% Will.
Can only be used by a character to whom the flower master presented this item.

Inventory
Twins (A)
Two paired compasses whose needles point toward each other.
Arteria Amulet
Symbol of Arterian faith in the form of a neat heart on a chain.
+2 Faith, +3 Spirit, +1 Beauty if the character is a follower of Arteria.
Cleona's Clothes
Movement Speed +1.
Tale of Bellona
Black Polish
+1% Magic Power for each unit of Intelligence.
Pink Polish
+1 Attractiveness for each unit of Beauty.
Purple Polish
+5% Magic Energy and Will for each unit of Spirit.
Moon Scent
Perfume.
+5 Attractiveness. 20% chance to avoid a negative action.
100 jewels
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Heroes of Visteria (examples)
Estella Liod

Place of Birth: Reginleiv (June 607)
Estella was born into a simple family and from childhood admired the universally beloved Arteria. She often asked her parents first, and then the priestesses, about stories related to the goddess of love, how her righteous followers should live, and so on. Her peers knew Estella as a kind and responsive girl, ready to sacrifice everything for those around her. Observing such a pure soul, one of Estella's teachers recommended church service to her, which made her incredibly happy. The young girl, although clumsy and rather slow-witted, possessed enough persistence and natural aptitude to become a fully competent warrior. Her mentors prepared Estella to protect people in trouble and fight injustice, but fate had something else in store.

The older Estella became and the more she learned about the world and her faith, the more she could not understand certain things. Here she was, Arteria, the goddess of love, beautiful in every way, and the women of Visteria resembled her in every way, and even only girls can become Valkyries, but how did it happen that such disgusting creatures as non-humans and men exist in the world? "Surely this was the work of demons and dark gods" — she decided, believing that the fall of the ancient civilization also happened because of them. Such thoughts led Estella to insomnia and headaches until she finally decided for herself that the meaning of her life was to "cleanse the world of filth"... And so began her campaign against non-humans and men, whom she mercilessly killed at every convenient opportunity. Unfortunately for her, she did not possess enough intelligence to do this carefully and was eventually caught. She was isolated from society and for many years they tried to cure her, but no one ever succeeded.

ParametersStrength: ▬ ▬ ▬ ▬ ▬
Endurance: ▬ ▬ ▬ ▬ ▬
Agility: ▬▬ ▬ ▬ ▬
Perception: ▬ ▬ ▬ ▬ ▬
Speed: ▬ ▬ ▬ ▬ ▬
Intellect: ▬ ▬ ▬ ▬ ▬
Spirit: ▬ ▬ ▬ ▬
Faith: ▬ ▬ ▬ ▬
Charisma: ▬ ▬ ▬ ▬ ▬
Beauty: ▬ ▬ ▬ ▬ ▬

Skills
Lightning Reflexes 2, Piercing Strikes 2, Bleeding, Onslaught 3

Block 3, Resistance 3, Shield Bash 2

Armor Proficiency 5

Special Traits
Bloodlust
The summoner gains 50 exp for each non-human or man killed.
Unnamed Equipment
The hero is summoned without any equipment.
Insanity
Immunity to mind-affecting effects. Immunity to positive external effects.
Unyielding
Immunity to lethal damage.
Sacrifice
The hero deals dark and light damage to all nearby (1+5) equal to 50% of their maximum health increased by 10% for each point of piety. Can be used while paralyzed, etc.
Mira Air el Sufir

Place of Birth: Marion (April 502)
Mira did not know her parents and spent her entire childhood as an orphan, but her magnetic personality and warm smile always attracted the attention of those around her. She never lacked friends, and even her rivals eventually developed at least respect, if not sympathy, for her. Besides this, she was also very talented with a spear and showed great promise in the military craft. All these personal qualities and talents did not go unnoticed, and one day the Grand Master of the order in whose territory she lived, Lance Ainz Air el Sufir, wanted to adopt her. She had no reason to refuse and agreed, thus entering the family of the future emperors of Airisufir.

Mira's peak of glory came during the Order of Clematis's conquests and the expeditions hired by Lance to explore the lands of southeastern Visteria. As one of the order's captains, she not only fought bravely herself but also instilled a spirit of heroism in those who followed her, leading them to victory. At the same time, she treated her opponents with respect and strongly discouraged any inappropriate behavior from her subordinates, helping the invaders maintain their reputation and avoid unnecessary conflict with the locals. She was also known for her riding dinosaur, which she used to traverse battlefields — a tactic she copied from the serpent-men and which eventually took root in the armed forces of the future empire.

Mira fell in battle against the Eisha clans, defending her subordinates who had lost the ability to fight to her last drop of blood, leaving no descendants behind.

ParametersStrength: ▬ ▬ ▬ ▬
Endurance: ▬ ▬ ▬ ▬
Agility: ▬ ▬ ▬ ▬ ▬
Perception: ▬ ▬ ▬ ▬ ▬
Speed: ▬ ▬ ▬ ▬ ▬
Intellect: ▬ ▬ ▬ ▬ ▬
Spirit: ▬ ▬ ▬ ▬ ▬
Faith: ▬ ▬ ▬ ▬ ▬
Charisma: ▬ ▬ ▬ ▬ ▬
Beauty: ▬ ▬ ▬▬ ▬

Skills
Ranged Attack 3, Piercing Strike 3, Cyclone, Control, Knockback

Armor Proficiency 6

Morale+, Leadership+.

Special Traits
Rider
The hero is summoned along with their riding animal (dinosaur).
Unnamed Equipment
The hero is summoned without any equipment.
Courage
The hero survives a lethal attack. Each activation in one battle reduces the chance of courage activating again by 25%.
Minamoto Takeru

Place of Birth: Mirai (February 157)
Takeru's birth and childhood fell during a long war between the islands of Yamato and continental Visteria. During this war, his once influential family lost everything, and his beloved sister, who had practically raised him, died. When the war ended, all Takeru had was a naturally weak body and a katana inherited from his father. Fortunately, he had been taught medicine by his sister and the way of the sword by his father since childhood, so he could both defend himself and earn a living. He was also aided in life by his pleasant disposition, charm, and incomparable beauty. Even when he left his homeland and traveled across continental Visteria, everyone he met described him as a wonderful young man.

However, this youth had another side. Although limited by his weak body, it did not stop him from studying the technique of Iaido, which he eventually perfected. He traveled across Visteria not to see new lands and observe how other people lived, but to kill its strong warriors. He acted very carefully and confidently, and few could suspect him of such deeds due to his pleasant personality and poor health. It is said that before he was caught, Takeru killed over a thousand people. When he was executed, he confessed that he did not do it out of hatred, as his accusers had previously thought. He stated that he did not consider the inhabitants of Visteria or their culture inferior to his homeland, nor did he harbor hatred for them because of his family's fall, but in his opinion, future conflicts between the children of Tomoe and the inhabitants of Visteria were inevitable, so he simply wanted to contribute to weakening a future enemy. His true motivation, however, remains a mystery to many historians to this day.

ParametersStrength: ▬ ▬ ▬ ▬ ▬
Endurance: ▬ ▬ ▬ ▬ ▬
Agility: ▬ ▬ ▬ ▬ ▬
Perception: ▬ ▬ ▬ ▬ ▬
Speed: ▬ ▬ ▬ ▬ ▬
Intellect: ▬ ▬ ▬ ▬
Spirit: ▬ ▬ ▬ ▬ ▬
Faith: ▬ ▬ ▬ ▬ ▬
Charisma: ▬ ▬ ▬ ▬ ▬
Beauty: ▬ ▬ ▬ ▬ ▬

Skills
Meditation 3, Insight 3, Composure 2, Smooth Shadow 2, Counterattack 2.

First Aid, Universal Antidote.

Special Traits
Prince of Executioners
Outside of battle (or if the character starts a battle), the hero can deal lethal damage to a target. This attack ignores defensive mechanisms and prevents healing by conventional means.
Memories of a Sister
If the summoner is a girl of Mirai origin, the hero's combat parameters are increased.
Sylphida

Place of Birth: Northeastern Visteria (???)
In the past, the existence of cryptids was questioned and considered by most of the continent's intellectual community to be the stuff of mythology and fairy tales, but with the development of civilization and means of communication, it became reliably known that representatives of this unusual people were not fiction. The external distinguishing features of cryptids are horns and long, pointed ears, similar to elven ones. Cryptids have no state of their own and travel from place to place, trying to maintain the balance of nature and the universe, not guided by such moral concepts as good and evil. The goals that cryptids set for themselves vary depending on the personal worldview of each individual representative of this people, but, for example, some may aim to protect nature from the encroachments of technological progress, while others try to weaken powerful states and organizations or, on the contrary, provide assistance to those lacking influence or power, only to crush them again decades later if they become too influential and threaten the balance.

Sylphida, unlike most of her kin, was distinguished by a great interest in the cultures of the peoples of Visteria and at some point settled in Mive, enjoying all the benefits of a technologically developed civilization with great joy. During her time there, she was something of a landmark, and many turned to her for advice or help, and she was always happy to provide it.

During the invasion of the northerners, Sylphida helped both northerners and southerners, not dividing them into sides but seeing each as an individual in need of help, for which she incurred the wrath of the victorious side. After the war ended, soldiers led by Artorius der Grosse tracked down and executed Sylphida for the help she had previously provided to opponents of the liberation movement, but in the hearts of the people of Visteria, she was remembered fondly. It is said, however, that her spirit remained disappointed and angry at mankind...

ParametersStrength: ▬ ▬ ▬ ▬ ▬
Endurance: ▬ ▬ ▬ ▬ ▬
Agility: ▬ ▬ ▬ ▬
Perception: ▬ ▬ ▬ ▬ ▬
Speed: ▬ ▬ ▬▬ ▬
Intellect: ▬ ▬ ▬ ▬ ▬
Spirit: ▬ ▬ ▬ ▬ ▬
Faith: ▬▬ ▬ ▬ ▬
Charisma: ▬ ▬ ▬ ▬ ▬
Beauty: ▬ ▬ ▬ ▬ ▬

Skills
Full Specialization

Full Specialization

Full Specialization

Full Specialization

Full Specialization

Teacher

Special Traits
Cryptid
+100% Fortitude, +100% Evasion, +100% Initiative, +100% Accuracy, +100% Observation, +100% Willpower, +100% Creation, +250% Magical Energy, +50% Spell Power, +100% Nature Efficiency, Immunity to Nature, Immunity to Mind-Affecting Effects, Immunity to Disease and Aging.
Gifts of Sylphida
The hero can grant their summoner +5 to two characteristics of their choice.
Body and Face Sculpting
The hero can change the external characteristics and features of a character at their discretion.
Meristianna

Place of Birth: South of Visteria (~500 years before the founding of the church)

A millennium ago, the world was very different from what it is today, and life was much harder for most, making people and non-humans more wary and skeptical, but Meristianna was loved everywhere. Her charisma, energy, intelligence, beauty, love of freedom, and irresistible thirst for adventure charmed those around her and made them love her even despite initial prejudices.

During her long adventures, Meristianna visited almost every corner of Visteria and even the Yamato Islands, which in those years was nearly unattainable. This land became the longest stop on her journey; there she made a large number of acquaintances and friends, shared her knowledge of the world, and in exchange became more closely acquainted with the local culture. For unknown reasons, she liked it there more than anywhere else, but she still couldn't stay in one place for too long and one day left those lands, returning to her adventures. On her path, she encountered benevolent followers of Arteria, disciplined Telos warriors, chaotic Hekkeanians, freedom-loving nomads, unusual non-humans, cunning demons, sorrowful walking dead, monstrous creatures, spirits of the past, and much more.

Meristianna knew more about the world than anyone else, but during her travels, she never could accept one thing — the concept of the state. No matter how much she racked her brains over philosophical reflections, she found more drawbacks than advantages in it. But be that as it may, returning to her homeland, she became a hero in the eyes of her people. Legends of her adventures and exploits spread even during the heroine's own lifetime. Over time, she became a symbol of the elves and a role model, and it was her life philosophy that formed the basis of her people's consciousness.

The elven land is named after Meristianna, and her remains rest in the depths of the sacred elven forest along with other heroes of this people, where outsiders are forbidden to enter.

ParametersStrength: ▬ ▬ ▬ ▬ ▬
Endurance: ▬ ▬ ▬ ▬ ▬
Agility: ▬ ▬ ▬ ▬ ▬
Perception: ▬ ▬ ▬ ▬ ▬
Speed: ▬ ▬ ▬ ▬ ▬
Intellect: ▬ ▬ ▬ ▬ ▬
Spirit: ▬ ▬ ▬ ▬ ▬
Faith: ▬ ▬ ▬ ▬ ▬
Charisma: ▬ ▬ ▬ ▬ ▬
Beauty: ▬ ▬ ▬ ▬ ▬

Skills
Full Specialization

Full Specialization

Specialization IX

Full Specialization

Full Specialization

Special Traits
Independence
The hero can act separately from the summoner and even remain in the world after their death for some time.
Mark of Death
Destroys a chosen target without any conditions. Can be used once per month.
Courage
The hero survives a lethal attack. Each activation in one battle reduces the chance of courage activating again by 25%.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
User Avatar
Auto-translated
Ugh.

Clematis

Port
✥ Purple Asterisk
✥ Clematis Shipyards
✥ Floating Wave 1, 2, 3, 4
✥ Clockwork Workshop 1
✥ Sterling Sea 1, 2, 3, 4
✥ Ginkgo Trading Company 1, 2

Heart of the Empire
✥ Amethyst Palace
(Main Quest): 1, 2, 3
✥ Clematis Fort
✥ Fortress of the Order of Mei Hua

Clematis Square
(Vivian's murder incident): 1, 2, 3, 4
✥ City Guard Fortress 1, 2
Administration
✥ Artery Church 1, 2, 3, 4, 5, 6
✥ Airisufir Hunter Fellowship 1, 2, 3
✥ Clematis Workers' Guild 1, 2, 3, 4, 5
✥ Summoners' Canyon 1, 2, 3, 4
✥ Astrologer's Guild 1, 2, 3
Magic Bureau (closed until 31.03.729)
✥ Horizon of Dawn 1
✥ Lin's Forge 1, 2
✥ Bifröst 1, 2
✥ Elixir 1, 2, 3, 4
✥ Snow White 1, (March 20), (March 23), (March 24)
✥ Salamander 1, 2, 3
✥ Titan 1, 2, 3, 4, 5, 6, 7

Lower Clematis
✥ Rush In 1
✥ Nameless House 1, 2, 3, 4
Golden Griffins Headquarters 1, 2, March 21, March 23, March 24
✥ Sculptor's House 1, 2

Azure Alley
(attempts to enter) 1, 2, 3
✥ Brilliant Colors
✥ Mysti
✥ Gardenia
✥ Lavender
✥ Hanakotoba
✥ Amaryllis

Sapphire Street
(main quest) 1, 2, 3, 4, 5, 6, 7
(bodyguard quest) 1, 2

Moon Princess
(entrance) 1

✥ Sukebe Restaurant 1, 2, 3
✥ Hanafu Style School
✥ Tsubaki Casino 1, 2
✥ Tsukihime Mercenary Organization 1
✥ Arteria Melancholy Bar 1, 2

?
✥ bank, currency exchange 1

Quests
✥ family problem, essence 1


You're in the army now, oh-oh-ooooh!
✥ let's continue with the main quest 1

Sselai 1
✥ Headquarters
✥ Training Complex
✥ Supply Point 1
✥ Hospital
✥ Golden Griffin Tents

Evklasia (Hessit) 1
✥ Emain Fermata 1
✥ Griffin House
✥ Symbolia Bar 1
✥ Insula
✥ Ranch 1, 2
✥ Shooting Range
✥ "Rip It Off" 1, 2
✥ Hospital
✥ Miraka

Somewhere to the East
1, 2, 3, 4


Story NPCs

✥ Arteria priestesses: 1, 2, 3, 4, 5, 6
✥ Valkyries: 0 (queen), 1, 2, 3, 4, 5, 6 ...
✥ summoned heroes: Lian Fai, Sylphid, Meido, Lycaon, Julius

Collectible Items

✥ Arteria talismans: I
✥ Arteria amulet: 1
✥ zodiacal talismans: all

Miscellaneous

Religions and peoples
Possibility of combining different activities
✥ job offers: 1, 2, 3, 4
User Avatar
Auto-translated
Telos
thought Koshin, the character.

Be strong. Believe
User Avatar
Auto-translated
The plot's premise is most similar to that of Tiaralu.

Whatever
User Avatar
Auto-translated
I suggest playing as fruit merchants.

Statistics

Welcome our newest member: Emil