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4 years ago
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Mana — the deity of life and fertility, mistress of rivers, seas, and oceans, the mother goddess who gave birth to man and all living things that surround him.

According to beliefs, in the past, people were inhabitants of the sea kingdom of Mana, where everything was abundant, and its residents were not subject to the harsh laws of Dante and the cycle of life and death of Abelia. For man, Mana's personal domain was a place of eternal, perfect life, but the human vices that emerged over time, particularly greed and pride, forced the goddess to exile their entire race onto dry land, thus depriving them of the ability to live underwater. Following this, man had to adapt to a new life, struggle against the forces of nature, and compete with other life forms for survival.

Manaism
The world's oldest religion, based on the desire of people to cleanse themselves of sins and return home to Mana's kingdom. In search of forgiveness and enlightenment, followers of Manaism lead a modest lifestyle, avoid violence, and honor nature, trying not to take more from it than necessary.

Ethical Principles of Manaism
・Food should be beneficial; livestock should be treated with care and respect, and products should not go to waste; before each meal, one must thank the Goddess, the ingredients used in the dish, those who gathered them, and the one who prepared it.
・Be sincere and treat others with respect and goodwill. Lying is one of the gravest sins of Manaism. It is necessary to help those who live worse than you.
・Do not steal: do not take what belongs to others, do not break one's word, do not take credit for others' achievements, and always fairly reward people for their labor.
・Do not harm the living. The use of violence against other sentient beings is permitted only in cases where a person's or other people's health and life are threatened, but even in such cases, one must do everything possible to avoid killing.
・Show respect for the things a person personally uses — home, tools, clothing, etc., for all objects have a soul.

Status
Due to the pacifist nature of Manaism, this religion was unable to offer adequate resistance to more aggressive beliefs and over time lost much of its former influence. Nevertheless, the worship of Mana is still practiced to this day in all corners of the world.

Traits
・Charisma +2, beauty +2, willpower +2, health +20, attack -3.
・The character cannot deal lethal damage; instead, they remove opponents from battle and prevent them from returning to the fight until its conclusion.

Skills
・Refreshing Touch [500]
Removes negative effects from a chosen character. Can be used up to five times per day.
・Healing Water [500]
Restores (willpower*10) health to a chosen character. Can be used up to five times per day.
・Amulet [1000]
Once per battle, negates the first negative action applied to a chosen character; upon activation, grants immunity to negative actions until the start of the character's next turn. Can be used up to three times per day, only in combat.
Dante — the god of earthly laws, state and world order, patron of science and knowledge.

Dante is rarely called by name and is usually addressed by one of many different epithets, such as "The Wisest," "Father," "Creator," "Maker," "Lord," and so on, which is due to the fact that after the exile from Mana's kingdom, people had to live according to Dante's laws and over time began to see him as their new patron, who had power over the forces of nature and whose image was perceived as a role model.

Orion Church
Shortly after the dawn of human civilization, the worship of Dante became one of the main forces that displaced Manaism, and over time an organized religion was created in his honor. This happened in the ancient city of Orion, whose inhabitants, being faithful followers of the god of order and knowledge, believed that absolute harmony in the world was possible only through the spread of their enlightened customs and orders.

Dogmas of the Orion Church
・Following the letter of the law is the primary task of any pious person.
・Laziness and indifference to the surrounding world lead to the decay of the soul and society. Pious people must never cease to enrich themselves with knowledge throughout their lives.
・Man must follow the image of Dante and be kind, humble, patient, diligent, moderate, and chaste, and also fight against emotions that hinder this.

Status
In the past, the influence of the Orion Church extended across the entire territory of Lafrenia, but over time, its control over the states of the central continent weakened noticeably, and today even the city where this organization originated lies beyond its influence. Nevertheless, the cult of Dante's worship remains strong, especially in the north, where the kingdom of Refithea is located, which is now the seat of the highest clergy of "Orion." It is believed that the main reason for the fall of many "Orion states" was the drafting of ineffective or tyrannical laws as well as excessive bureaucracy.

Traits
・Willpower +5.
・+2% to experience gained for each point of willpower.

Skills
・Purification [500]. +30% to final damage against characters who adhere to a religion other than followers of Dante, Mana, and Abelia.
・Resistance [1000]. Magical damage to the character is halved.
・Fight to the Last [500]. Once per battle, the character survives a lethal attack (remains with 1 hp). Works once per day.
Abelia — the goddess of death, rebirth, and silence, mistress of the underground kingdom of the dead.

It is believed that aging and the various diseases encountered by all living beings were created by Abelia to maintain spiritual balance in the world, avoid stagnation, and prevent overpopulation. There are not many followers of this deity in the world, but few dare to show disrespect towards her, regardless of personal beliefs. According to belief, the souls of the dead who failed to return to Mana fall into Abelia's kingdom of the dead the Abyss, where they are punished for their sins committed in life, and then return to the cycle of life and death. It is said that particularly vile sinners remain there forever.

The cult of Abelia worship has no clergy, rituals, or any rules, but traditionally everyone is advised to remember inevitable death and that each will be rewarded according to their deeds.

Traits
・The character can choose one of two effects — sadism (+30% damage to self and opponents) or masochism (-30% damage to self and opponents).
・+5 to parameters of choice, but no more than +3 to one (+1 attack/+10 health/+1 defense/+1 accuracy/+1 evasion/+1 speed/+1 willpower/+1 charisma/+1 beauty).

Skills
・Contact [500]. The character can find out some information from a deceased person. Can be used once per day. Does not always work.
・Entropy [1000]. Dispels all effects within a radius of 10 cells from the character, prevents their application for three turns. Can be used up to two times per day.
Resurrection [1500]. Allows you to return a fallen ally to life with their consent in the form of a skeleton. The character retains all their characteristics and abilities except those tied to beliefs, and also loses beauty and charisma parameters. Normal methods of healing and restoration no longer work on them. Can be used once, can be used on oneself.
Risha — an otherworldly goddess, creator of magic and non-humans, patroness of everything unnatural to the laws of Mana, Dante, and Abelia.

Theologians and historians cannot give definite answers as to what exactly Risha is and where she came from, but her influence on the life of the world and its inhabitants is difficult to deny. This deity is the root cause of everything that was not intended by nature and remained beyond the capabilities of the human mind.

Rishism
Worship of Risha is widespread throughout the world but, as a rule, only among individual followers or in small communities, not least because these teachings are banned in many places.

Teachings of the Rishists
・Reject the worship of other gods and idols; one must not venerate anyone more than Risha.
・Reject the worship of books. This means refusing to blindly adhere to dogmas, laws, and other restrictive regulations, regardless of whether they are written or oral.
・Reject the worship of other people.

Status
On the territory of Lafrenia, Rishism is openly practiced only in the territory of Eolia, but in the past, this religion was a key element of the powerful magocratic empire of Mao, which intended to conquer the entire continent. However, through the joint efforts of the Cult of Seven and the Church of Orion, this state faded into oblivion.

Traits
・+1 to event points.
・Ability to study magic.

Skills
・Flame Burst [500]. Inflicts 1+1 burn on enemies in an area (damage equal to 15% of the enemy's maximum health); the effect spreads to enemies on adjacent cells. Range: 10. Can be used up to five times per day.
・Domination [2000]. Forces a chosen character to follow the caster's commands until the effect is dispelled. Range: 1. Can be used once per day.
・Delusion [1500]. The opponent must pass a willpower check against the character's willpower/charisma/beauty (determined by the player upon learning the skill), otherwise their attack will have no effect.


The Cult of Seven/Pantheon of Seven (or simply "The Seven") is the most widespread religious-philosophical teaching in Lafrenia today, which replaced the Church of Dante. The central figures of the cult are based on historical personalities who had a key influence on the formation of the modern culture of the central continent. In theological circles, they were called the rebellious daughters of Dante.
Superbiathe supreme deity of the Pantheon of Seven, also known by the name "Angel of Light." Goddess of pride, marriage, and grandeur.

Superbia's image is based on Queen Aokami, who led the resistance against the Church of Dante.

Dogmas of Superbia
・Honor and pride come first. Any follower of Superbia is obliged to do everything in their power not to disgrace their dignity in their own eyes and before the goddess.
・Any consciously accepted contract must be fulfilled. The integrity and sanctity of the marriage contract cannot be violated by anyone.
・Everyone must respect their own lineage and never forget it.
・Everyone must fulfill their duty to family, friends, fatherland, and other obligations they have undertaken.

Culture
Followers of Superbia pay great attention to their appearance, prefer to dress according to their status — modestly, but with taste, avoiding both excessive luxury in their wardrobe and stinginess; they carefully select accessories, colors, and style of their garments so as not to appear tasteless. The vestments of priests and priestesses are dominated by white and blue colors.
They watch their speech, do not make statements about things they do not understand, constantly expand their vocabulary, try to be well-rounded to be able to support any conversation, and avoid profanity and colloquialisms.
Since Superbia, among other things, is also the patroness of vocals, there are many singers among her followers.

Traits
・Charisma +2, beauty +2, willpower +2, attack +2, AP +1.

Skills
・Singing [1500]. The character's allies receive +(charisma*2)% effectiveness on accuracy, evasion, and willpower checks. The character cannot perform other actions while singing but can evade attacks.
・Insight [1000]. The character's attacks ignore the opponent's defense and blocks.
・Family Heirloom [1500]. A certain artifact.
Avaritia — patroness of artisans and merchants, goddess of wealth and prosperity.

Avaritia's image is based on a famous entrepreneur responsible for creating the modern monetary system of Lafrenia, including the emergence of banks and the introduction of currency that replaced barter.

Dogmas of Avaritia
・Robbery and altruism are equally bad; instead, one should strive for mutual benefit.
・Thrift is the law; unnecessary expenses should be avoided by all means.
・Any favorable opportunity, when it arises, must certainly be taken advantage of.

Culture
Due to their acquired mentality, followers of Avaritia, as a rule, have large financial resources and live richly, which is evident from their expensive clothes and spacious estates. Despite this, they are very calculated in their spending and, instead of 20 outfits that they will wear once and leave to gather dust in the wardrobe, they prefer to buy one thing, but high-quality and representative. The same goes for housing; instead of acquiring real estate here and there, they try to achieve the greatest comfort in the home where they reside permanently. Followers of Avaritia care about the society of which they are a part and try to maintain good relationships with all potential contacts, whether neighbors or business partners from overseas.

Traits
・Charisma +3, speed +2.
・+100 himes.

Skills
・Trade [1000]. -(charisma)% to the cost of goods (but not services).
・Eloquence [1000]. +(charisma)% to the amount of reward if the character is the leader of a squad.
・Craft [1500]. The character can improve the quality of equipment by 20%.
Gula — goddess of fertility, fun, flowers, family warmth, and friendship.

Gula's image is based on the owner of an orphanage, famous for her care and attention to others, magnificent gardens, and unsurpassed culinary skills.

Dogmas of Gula
・Do not neglect food, grow only the best, know how to cook well and eat well.
・Make sure your surroundings are as fed as you are.
・Strive for new taste sensations and culinary discoveries.

Culture
Loud feasts in taverns with an abundance of beer and meat — that's about the followers of Gula. They pay great attention to their diet and try to hold fun gatherings as often as possible with family, friends, and just acquaintances. Many of them work in agriculture, taverns, kitchens, as hunters, and in other similar places. As a rule, they are distinguished by friendliness and optimism.

Traits
・+90 to health, +2 to charisma, -1 AP, -2 to evasion, -2 to speed.
・Effectiveness of food, drinks, and potions on oneself is doubled.

Skills
・Companion [1500]. The player can create an additional character without experience in addition to their main one.
・Satiety [1000]. The character can remove all negative effects from themselves and restore health regardless of the order of turns. Can be used up to two times per day.
・Team Spirit [800]. The group of which the character is a part receives (charisma)% more experience and rewards for completed tasks.
Invidia — goddess of aspiration, self-improvement, and magic.

Invidia's image is based on a noblewoman from Refithea who, by birth, did not have the same rights, opportunities, and talents as her younger brother, but for her, the feeling of envy towards her relative turned out to be beneficial — she realized her own shortcomings and, through hard work, managed to achieve great success in a foreign land.

Dogmas of Invidia
・Do not stop comparing yourself to others and strive, if not to surpass them, then at least to reach the same level.

Culture
Followers of Invidia often become those who, for some reason, were deprived in life compared to other people or developed an inferiority complex. For them, Invidia is a role model necessary for overcoming their own shortcomings. In addition, envy of the gods and creations of Risha forced them to embark on the path of studying magical sciences. Thus, Invidia became the first person in Lafrenia to succeed in unlocking sorcery abilities without outside help.

Traits
・+500 experience points.
・Ability to study magic, +500 experience points if this ability is already present.

Skills
・Magic Weapon [1000]. +6 to attack range (magical damage), including melee. +10% chance to deal critical damage. Number of attacks per day equals willpower points.
・Mind Reading [500]. The caster can find out some information from the mind of a chosen character.
・Invisibility [1500]. The character becomes invisible. Can be used once per day.
Ira — goddess of war and martial arts.

Ira's image is based on the military commander of Aokami, known for her martial skill, military genius, and absolute ruthlessness. According to historical records, after the end of the war with the Orion Church, Ira and Superbia had very different views on the future of Lafrenia, which led to a military conflict between them, resulting in the deaths of both. Historians believe that if not for this event, all of Lafrenia would be under the heel of Aokami today.

Dogmas of Ira
・Might makes right.
・A true warrior must always stand their ground.
・He who is devoid of strength is less than a man, and therefore everyone must tirelessly hone their martial skills.

Culture
The cult of Ira is most widespread in militarized countries, as well as cultures where the martial craft is revered. All followers of this goddess, without exception, are warriors to some extent, even if their profession does not lend itself to combat.

Traits
・Attack +3, health +30, AP +1, accuracy +2, willpower -5.
・When purchasing parameters for 100 experience points, beauty, charisma, and willpower do not increase. The chance to choose a characteristic independently increases to 40%, the chance to gain AP increases to 15%.

Skills
・Duelist [1000]. Accuracy, evasion, willpower, and damage (to opponent) in one-on-one combat are twice as high.
・Resistance [1000]. Final damage from ranged attacks to the character is halved.
・Critical Attacks [500]. +15% to critical damage chance.
Luxuria — goddess of passion and luxury.

Luxuria's image is based on a courtesan responsible for the corruption of the high clergy of Orion, which over time played a major role in the comprehensive weakening of that organization. It is said that everyone desired Luxuria and she refused no one, be it an influential king or a simple peasant.

Culture
There are no mandatory prescriptions in the cult of Luxuria, but there are many unspoken rules. For example, careful care for beauty and bodily hygiene is considered necessary. People strive to live for today and get as much out of life as possible, surrounding themselves with their favorite things and spending time on their favorite activities. They try to dress in a way that emphasizes the attractiveness of their body.
Followers of Luxuria are usually divided into two categories: outright libertines and nymphomaniacs, or those burdened by Superbia's marriage contract, faithful perverts to their spouse.

Traits
・Beauty +4, health +40, charisma +4, AP +1, accuracy +1, willpower -5.

Skills
・Eye Candy [1000]. If enemies within a radius of 5 cells of the character cannot pass a willpower check against beauty, they will skip their turn. Passive ability.
・Attraction [800]. If the opponent is of the opposite sex, the target's willpower is subtracted from the character's beauty and added to evasion and accuracy.
・Recklessness [800]. The character can attempt to pacify unintelligent opponents. The effect can be most unpredictable.
Tristitia — goddess of silence, peace, and musical arts.

Tristitia's image is based on a musician extremely popular in the post-war period, who traveled across Lafrenia bringing its inhabitants a feeling of peace and tranquility.

Culture
According to some historical accounts, Tristitia chose the path of music solely because she had a natural talent for it and did not want to work in any other way, especially doing physical labor, while people of her profession were paid well. Be that as it may, today Tristitia inspires modern musicians and melancholic people find understanding in her.
Followers of Tristitia are accustomed to making no more noise than necessary and respecting the peace of others.

Traits
・Speed +5.

Skills
・Silence [1000]. Opponents within a radius of 10 cells from the character cannot use active abilities for three turns. Can be used up to two times per day.
・Musician [1000]. The character can play a musical instrument of their choice.
・Solitude [500]. Outside of combat, the character removes negative effects from themselves and restores lost health.



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4 years ago
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Start
The start occurs in Arven — a small town east of Kimika, where the Queen of Eolia was exiled. The player characters are volunteers who have joined a secret patriotic organization of the kingdom, sponsored by the country's citizens and answering directly to the queen. At the start, you have 1500 experience points.

Attributes
Attack: 10
Health: 100
Defense: 0
Accuracy: 10
Evasion: 10
Speed: 10
Willpower: 10
AP: 3
Charisma: 10
Beauty: 10
Crit: 0%
Event Points: 1

Experience
100 experience points can be spent on increasing attributes:
70% one attribute from the list: +1 to attack/+10 to health/+1 to defense/+1 to accuracy/+1 to evasion/+1 to speed/+1 to willpower/+1 to charisma/+1 to beauty.
20% the player chooses the desired characteristic.
10% +1 to AP.
Weapon Specializations
 123456789
ClaymoreNo penalty+3 attack, +20 health.+1 attack range.+10% crit chance.+5 attack.Paralysis (50%)+30% final damage.+50 health.Bonus damage equal to 25% of the target's maximum health. 
BowNo penalty+3 accuracy, +2 willpower.+1 attack range.+1 attack range.+1 attack range.Immobilization.+1 attack range.+1 attack range.No penalty in melee.
SpearNo penalty+2 attack, +2 accuracy, +10 health.+1 attack range.+30 health, +2 accuracy.+3 evasion, +2 attack.Damage to all enemies in the line of attack.+1 attack range.Immobilization.If the character's accuracy is higher than the target's evasion, their attacks always hit.
Roman SwordNo penalty+1 willpower, +2 accuracy, +2 evasion.+1 AP.+3 willpower, +2 evasion.+1 AP.Immobilization.+30 health, +2 evasion.+5 willpower.Final damage dealt to self is 25% lower.
SaberNo penalty+3 accuracy, +2 speed.+1 AP.+10% crit chance.+10% crit chance.Bleed (50%)+5 accuracy.+5 evasion.Parry attacks.
FlailNo penalty+3 attack, +10 health, +1 accuracy.-35% target's defense.-35% target's defense.+1 damage per unit of target's defense. Paralysis (50%)Bleed (50%)+5 attack. Paralysis and bleed chances 100%, willpower checks in melee are twice as high.
KatarNo penalty+3 speed, +2 accuracy.+1 AP. +10% crit chance.+10% crit chance.Poison (50%)Trauma (50%)+5 speed. Ability to use a second katar.
PistolNo penalty+3 accuracy, +2 attack.+1 attack range.+3 attack, +2 accuracy.+10% crit chance.+1 attack range.+1 attack range.+5 accuracy.-1 to reload. 
WhipNo penalty+3 evasion, +1 accuracy, +1 speed.+1 attack range.+3 speed, +2 accuracy.+10% crit chance.Trauma (50%)+5 evasion.+1 attack range.Lethal damage adds +10 to the character's speed. 
AxeNo penalty+3 attack, +2 accuracy.-35% target's defense.+10% crit chance.+3 attack, +2 accuracy.Bleed (50%)+2 attack, +30 health.+1 AP. Additional attack. 

Additional Weapons

Blowgun, dagger, blunderbuss, throwing knife, bola, pilum.
Cost of learning one rank of weapon mastery: 500 experience points; cost of the tenth level: 1000 experience points.

Origins
Lilians:
F: Beauty +3, willpower +3, charisma +2, attack -3. -20% to the cost of learning whip.
M: AP +1, accuracy +2, agility +2, speed +2, attack -1, willpower -2.
__________
・Ability to learn magic.
・Magic Arrow [500]: enemies in the line of the spell's attack (10) take (willpower*5) damage. Always hits. Can be used up to three times per day.
・Mirror [1000]: the target's willpower roll must be higher than the character's willpower roll, otherwise the negative effect is reflected back. Can be used up to three times per day.
・Wings of Wind [800]: a chosen ally gains +2 AP, +10 speed, and +50% evasion until the end of combat. Can be used up to three times per day.
Nii
Free distribution of attributes (attack, health x10, AP, defense x2, accuracy, evasion, speed, willpower, charisma, beauty) but no more than +5 or -5 to any single one.
・Battle Claws [500]: the character's melee attacks cause bleed.
・Predator [500]: the character's melee attacks restore their health by 30% of the damage dealt to the target.
・Instincts [500]: once per day, the character can flee from battle out of turn, even if not on a tile adjacent to the battlefield edge.
Demons
+2 AP, +5 attack, +100 health, accuracy +5, evasion +5, speed +5, -10 beauty, -10 charisma.
Are outlaws.
Kaoli
F: Beauty +5, agility +5, speed +3, health -40, attack -4.
M: Attack +5, health +50, speed -2, beauty -3.
__________
・Ability to learn magic.
・Elemental Attacks [500]: the character's melee and ranged attacks deal magical damage and cause burn or paralysis for 1 turn. Can be learned twice.
・Wall [1500]: the character can create obstacles on the battlefield. Up to 15 tiles can be created per day. Obstacles have 100 health and 25 defense.
・Teleportation [1000]: the character moves to any unoccupied tile within a distance of 15. Can be used up to five times per day.
Karin
Ability to fly; -50 health, -4 attack.
Refitea
+1 attack, +1 accuracy, +1 willpower, +1 charisma, +1 beauty.
・Reading books is more effective than usual.
・-20% to the cost of learning saber, pistol, and blunderbuss.
Ditlind
+3 attack, +2 speed.
・Higher quality equipment at the start.
・-20% to the cost of learning flail, pilum, and roman sword.
Eastern Federation
-1 attack, +3 charisma, +1 beauty, +2 speed.
・Trade [1000]. -(charisma)% to the cost of goods (but not services). In combination with the same skill of Avaritia, it converts into the familial value of Superbia.
・Vending [500]. +(charisma)% to the value of sold items (base 20%).
・-20% to the cost of learning katar, blowgun, and bola.

Effects
Bleed - the character takes damage bypassing defense equal to 30% of the damage suffered at the start of their turn.
Burn - the character loses 15% of maximum health at the start of their turn (magical damage).
Poison - the character loses 15% of their current health, bypassing defense, evasion, and accuracy at the end of their turn.
Trauma - inability to restore health or receive positive effects.
Paralysis - skip turn, inability to evade.
Block - negates damage (melee, ranged, offensive magic).
Parry - negates damage (melee, ranged).
Penalty - -50% to accuracy, evasion, and attack.
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4 years ago
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Aeolia
Capital: Kimika
Form of government: Trivium of Kimika — a treaty dated 06.06.01 e.p.s., according to which Aeolia loses its political independence and its future fate is determined by the will of three states: the Kingdom of Refitea, the Republic of Ditlind, and the Eastern Federation. The head of the government is a viceroy appointed by representatives of the three governments.
Queen: Celestia Moon. Stripped of any power, but still the people's beloved queen of Aeolia. 
Viceroy: General Canis. In the past, this niyi had a reputation as a famous hero of Aeolia, who managed to repel an invasion by the kingdom of Ditlind, but years later he tarnished his name by betraying his homeland and joining the invaders. Later, he was tasked with executing Cereza, the then-queen, and leading the new government. Each country wanted to see its own candidate as the viceroy of the new Aeolia, but failing to agree, they settled on the neutral candidacy of Canis.  
Territory: 38431 km²
Official religion: none.

Aeolia is a land of outcasts, to which, over the long years of the continent of Lafrenia's existence, all peoples who had lived there in the past and had noticeable physical differences from the human race of the middle continent were driven. Over time, despite significant cultural differences, they all managed to find a common language and unite into a single state for the purpose of establishing mutually beneficial relations with each other and protecting against external enemies. 

Liliyans
The original inhabitants of Aeolia (then simply known as "Lily"), who were persecuted during the heyday of Orion for their innate magical abilities. The main difference from humans is their long, pointed ears; they differ little from each other in height — a rare adult representative, regardless of gender, exceeds ~160-170 cm. Men have a lean but wiry physique without notable beauty of form, while women, on the contrary, are distinguished by large breasts and wide hips, even compared to representatives of other peoples. Life expectancy is about one hundred years; after reaching maturity, liliyans practically do not age.
In liliyan society, women traditionally hold leadership positions, while men often serve as soldiers and workers. Additionally, women are allowed to have multiple husbands if their status and financial means permit it. 

Niyi
A humanoid people with animal traits — typically, ears and a tail; they have strong differences among themselves: among the niyi there are both miniature representatives and giants over two meters tall. In the past, they inhabited most of Lafrenia's territories in small numbers, but due to the institution of statehood not being accepted in their culture, they became stereotyped as eccentrics and criminals and, over time, tired of centuries of discrimination, they were forced to seek a new place to live, which turned out to be Aeolia. 

Kaoli
The horned heirs of the Mao Empire, once destroyed by the combined efforts of the Cult of the Seven and Orion. Like the liliyans, they have a high affinity for magic, and their horns are an additional source of it. Women are distinguished by a subtle beauty of form and proportion, while men have a more massive and rough appearance. Despite the fact that most of their ancestors were demon worshippers, few modern kaoli follow the old traditions, preferring romanticism and freedom to choose their own path. According to the customs of this people, the bride and groom seal their marriage vows with magic, dying together on the very same day as their love.

Karinites
Named after Mount Karin, where their tribe originated in the distant past, these winged non-humans possess one of the most terrifying features imaginable on the battlefield — flight. Karinite warriors, preferring thrown weapons, particularly bows, can easily conduct devastating raids, effortlessly destroy enemy melee soldiers, etc. Their other differences from humans are feathers in the form of small wings on their heads, low body mass, and ovoviviparity as a method of reproduction. They live in pairs in small mountain settlements; children leave the family when they find a partner to live with. 

Humans of Aeolia
Immigrants, conquerors, and half-breeds.
Refitea
Capital: Lungrad
Form of government: Absolute monarchy
Tsarina: Vladilena Kirova
Territory: 600434 km²
Official religion: Church of Dante.

A state on the northern continent that managed to break into Lafrenia and remain the only transcontinental power in the current world.

Religion
The secular, legislative, and spiritual lives of Refitea are closely intertwined. The status of the Orion Church as an integral part of the Kingdom of Refitea is enshrined in the country's constitution, while the tsar is recognized as Dante's chosen one to govern the state. 
The cults of Superbia, Ira, and Tristitia also enjoy some popularity. 

Society
In Refitea, stoicism, loyalty to the homeland, devotion to the tsar, piety, interest in the sciences, arts, and the military craft are encouraged. People love to read, watch actors' performances, listen to musicians play, etc. 

The citizens of Refitea can be divided into three classes — members of the royal family, hereditary nobles, and commoners. Representatives of the lower class are defined by certain privileges, but as long as they behave appropriately, they are not infringed upon in any way: their right to life and personal dignity are enshrined in law, and anyone who violates it will inevitably be punished. Commoners can join high society by serving the homeland and the tsar with distinction and by joining an existing noble house, i.e., by marrying or being adopted. For nobles, social life largely follows the dogmas of Superbia, with slightly more strictness in the generally accepted wardrobe: among the nobility, it is considered indecent to bare skin below the neck and above the forearm. 
For nobles and commoners, matrilineal marriages are not permitted, while in the royal family, succession is inherited by either the eldest son or the eldest daughter in cases where there is no adult son in the main family at that time. The spouse, as a rule, has only a ceremonial status, but can hold any other positions if personal qualities allow it. Throughout the history of the royal house, it has always tried to avoid regency, and therefore in many cases the succession process could be accelerated if the reigning tsar was unfit to bear their burden. For this same reason, children were not allowed to rule the state.

Position on Aeolia
Refitea wishes to annex Aeolia as a new duchy.
Ditlind
Capital: Mintse
Form of government: Presidential-parliamentary republic
Chancellor: Leonhard Zenger
Territory: 428082 km²
Official religion: Cult of the Seven.

A wealthy country to the south of Aeolia.

Rise of the Republic
For most of its history, Ditlind was classified as a kingdom and was in many ways similar to Refitea, although with certain differences:
- The king had very broad powers, but was still limited by the opinions of the royal council and the assembly of aristocrats.
- Aristocrats enjoyed great privileges, while commoners had almost no personal rights. 
The situation changed two decades ago, when the number of aristocrats began to noticeably exceed the available lands — Ditlind's territories had long been divided among ancient families, and the new descendants of aristocrats had nowhere to live. King Ferdinand III and his advisors decided to solve this problem by conquering the neighboring state of Aeolia, whose lands would be ruled by those who distinguished themselves in the war. Contrary to expectations, Ferdinand's military campaign ended in complete failure, and upon returning home, a peasant revolt awaited him on his own land. The rebels, led by a young carpenter named Leonhard Zenger, took control of the kingdom, executed members of the royal family and the most influential aristocrats, and then completely reformed the state structure of their country. The next few years were very difficult for Ditlind, but over time it became clear that granting commoners freedom and establishing an egalitarian society led to rapid growth of the country in all spheres of its activity.

Society
Ditlinders are very hardworking, punctual, and results-oriented. They believe that every member of society, whether the leader of the state or a simple peasant, is equal before the law and both deserve respect for their labor. In the republic's elections, one of two family members votes — the husband or wife, thus acting as a representative of their common opinion. 

Ideology
The inhabitants of Ditlind are convinced of the exclusivity of their own worldview and the political structure of their country and are aimed at liberating the oppressed around the world from the tyranny of old traditions. Their attitude towards non-humans, however, remains unclear to this day. 

Position on Aeolia
They want to liberate it. 
Eastern Federation
Capital: Rika
Form of government: Confederate republic
President: Fitri Gunawan
Territory: 326276 km²
Official religion: Cult of the Seven.

The eastern part of Lafrenia is home to a large number of small nations, including island city-states, with diverse cultures and internal structures, which led to territorial disputes among them for a very long period of time. Civil strife had to be left in the past when it became clear that the small eastern countries were surrounded by powerful giants from the south, west, north, and even east. To be able to repel potential enemies and preserve their lands and culture, they had to unite into a single state. 

Religion
The Federation has many religious denominations little known outside their small communes, while the Cult of the Seven is welcomed in almost all its corners. 

Government
The parliament consists of representatives from each member state of the Federation, while the president is elected in a general election in which every adult resident of the country can vote. The parliament manages the economy, security, and joint development of the member states, but is otherwise limited in its influence over their internal affairs. The president acts as the voice of the people in parliament, determines foreign policy, and so on. 

Position on Aeolia
The Federation is interested in an independent kingdom, a reliable neighbor, and a trading partner. 
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Primary Weapon: Staff of Wickertree Bark+
Damage: willpower*6 (M) (148)
Number of Attacks: willpower
Range: 12 (14)
Inflicts curse on enemies (minimum rolls until their next turn) as well as poison.
Requires magical ability.

Secondary/backup Weapon: -

Slot 1: -
Slot 2: -
Coriel Nao
Experience: 55
Origin: Lilyan
F: Beauty +3, willpower +3, charisma +2, attack -3. -20% to the cost of studying the whip.
・Ability to study magic.


Conviction: Dante
・Willpower +5.
・+2% to experience gained for each point of willpower.

Skills
・Magic Arrow: enemies in the line of the spell's attack (10) receive (willpower*5) damage. Always hits. Can be used up to three times per day.
・Mirror: the enemy's willpower roll must be higher than the character's willpower roll, otherwise the negative effect is reflected back. Can be used up to three times per day.
・Fight to the Last. Once per battle, the character survives a lethal attack (remains at 1 hp). Works once per day.
・Restoration. Guaranteed to return the character to life if their health is within -100%. Can be used once per day.
・Wings of Wind. A chosen ally gains +2 to AP, +10 to speed, and +50% to evasion until the end of the battle. Can be used up to three times per day.
Magic Staff

1. No penalty.
2. +3 to willpower, +2 to accuracy.
3. +1 to attack range.
4. +10% to critical hit chance.
5. +1 to attack range.
6. +5 to willpower.
7. +5 to accuracy.
8. +50 to health.
9. Attacks deal area damage 1+1.

Attributes
Attack: 8
Health: 150
Defense: 0
Accuracy: 18
Evasion: 10
Speed: 11
Willpower: 31
AP: 3
Charisma: 15
Beauty: 13
Crit: 10%
Event Points: 1

Inventory
Wallet: 0 chime.
Traveler's Headgear+
+4 to willpower
Standard Staff+
Damage: willpower*6 (M)
Number of Attacks: willpower
Range: 7
Requires magical ability.
Gifts of Nature
A book with instructions on using the spell.
Increases a chosen character's health by (willpower*10)% until the end of the battle (the limit for medkits is not increased). Can be used twice per day.

Primary Weapon: Hunting Rifle+
Damage: 240
Range: 7
Reload: 4
+4 to accuracy and +24% to fin. damage against animals and monsters.
Uses two rounds.

Secondary/backup Weapon: Dueling Pistol+
Damage: 120 (192)
Range: 7 (10)
Reload: 1
+4 to accuracy and +24% to fin. damage in 1v1 battles.

Slot 1: Rounds (18/18)
Slot 2: Medical Bag
Neesanova Miroluba Tabemyslovna
Experience: 1527
Origin: Refitea
+1 to attack, +1 to accuracy, +1 to willpower, +1 to charisma, +1 to beauty.
・Reading books is more effective than usual.
・-20% to the cost of studying the saber, pistol, and rifle.

Conviction: Rishism
・+1 to event points.
・Ability to study magic.

Skills
・Flame Burst. Inflicts burn on enemies in an area of 1+1 (damage equals 15% of the enemy's maximum health); the effect spreads to enemies on adjacent cells. Range: 10. Can be used up to five times per day.
・Restoration. Guaranteed to return the character to life if their health is within -100%. Can be used once per day.
・Titanic Roar
Inflicts paralysis on all enemies for 1-3 turns. Can be used once per day.
・Delusion. The enemy must pass a willpower check against the character's willpower/charisma/beauty (determined by the player when learning the skill), otherwise their attack will have no effect.
・Lone Wolf. +50% to accuracy, evasion, speed, and willpower when the character acts alone.

Pistol
1. No penalty
2. +3 to accuracy, +2 to attack.
3. +1 to attack range.
4. +3 to attack, +2 to accuracy.
5. +10% to critical hit chance.
6. +1 to attack range.
7. +1 to attack range.
8. +5 to accuracy.
9. -1 to reload.
Rifle
1. No penalty.

Attributes
Attack: 11 (P: 16)
Health: 200
Defense: 1
Accuracy: 15 (P: 25)
Evasion: 18
Speed: 11
Willpower: 16
AP: 5
Charisma: 11
Beauty: 11
Crit: 0% (P:10%)
Event Points: 2

Inventory
Wallet: 0 chime
Pistol+
Damage: 120 (192)
Range: 7
Reload: 1.
Rishi Figurine
Immunity to negative effects during battle.
Abelia Figurine
The character survives lethal attacks if their health is within the permissible negative range. If it exceeds it, the character survives, but the figurine breaks.
Mana Figurine
+100 to health.
Traveler's Cloak+
+4 to evasion
Traveler's Headgear+
+4 to willpower
Traveler's Gloves+
+4 to accuracy
Geta+
+2 to AP
+4 to evasion

Primary Weapon: Pistol
Damage: 100 (30)
Range: 6
Reload: 1.

Secondary/backup Weapon: Bola
Paralyzes for three turns
Range: 6.

Slot 1: Rounds (18/18)
Slot 2: -
Coriel Ilk
Experience: 11
Origin: Lilyan (M)
AP +1, accuracy +2, dexterity +2, speed +2, attack -1, willpower -2.
・Ability to study magic.

Conviction: Maniism
・Charisma +2, beauty +2, willpower +2, health +20, attack -3.
・The character cannot deal lethal damage; instead, they knock enemies out of battle and prevent them from returning to the fight until it ends.

Skills
・Healing Water.
Restores a chosen character by (willpower*10) health. Can be used up to five times per day.
・Wings of Wind: a chosen ally gains +2 to AP, +10 to speed, and +50% to evasion until the end of the battle. Can be used up to three times per day.
・Magic Arrow: enemies in the line of the spell's attack (10) receive (willpower*5) damage. Always hits. Can be used up to three times per day.
・Refreshing Touch
Removes negative effects from a chosen character. Can be used up to five times per day.
・Amulet
Once per battle, nullifies the first negative action applied to a chosen character; after activation, grants immunity to negative actions until the start of the character's next turn. Can be used up to three times per day, only in battle.
・Touch of Mana
Removes negative effects from allies, grants immunity to them for 1 turn, and restores (willpower*10) health. Requires Maniism. Can be used once per day.

Attributes
Attack: 6 (3)
Health: 120
Defense: 0
Accuracy: 12 (6)
Evasion: 12 (6)
Speed: 12
Willpower: 11
AP: 4
Charisma: 12
Beauty: 12
Crit: 0%
Event Points: 1

Inventory
Wallet: 0 chime.

Primary Weapon: Claymore+
Range: 1 (2)
Damage: 84 (168)

Secondary/backup Weapon: Claymore+
Range: 1 (2)
Damage: 84 (168)

Slot 1: Herbal Tea
Removes the poison effect from self or a character on an adjacent cell. Depletes after the end of the chapter.
Slot 2: -
Airlys Ail
Experience: 1051
Origin: Kaoli (F)
Beauty +5, dexterity +5, speed +3, health -40, attack -4.
・Ability to study magic.

Conviction: Gula
・+90 to health, +2 to charisma, -1 AP, -2 to evasion, -2 to speed.
・Effectiveness of food, drinks, and potions on self is doubled.
・Companion. The player can create an additional character without experience in addition to their main character (Coriel Tav).

Skills
Claymore
1. No penalty
2. +3 to attack, +20 to health
3. +1 to attack range.
4. +10% to critical hit chance.
5. +5 to attack.
・Spirit of Comradeship. The group that the character is a part of receives (charisma)% more experience and rewards for completed quests.
・Elemental Attacks: the character's melee and ranged attacks deal magic damage and cause a burn or paralysis for 1 turn. Can be learned twice.
Cooking Skill: the character memorizes recipes of tasted dishes and drinks, and can also cook them if they have the necessary ingredients.
・Satiate. The character can remove all negative effects from themselves and restore health regardless of turn order. Can be used up to two times per day.

Attributes
Attack: 20
Health: 210
Defense: 0
Accuracy: 16
Evasion: 17 (37)
Speed: 16
Willpower: 17
AP: 6
Charisma: 18
Beauty: 22
Crit: 10%
Event Points: 1

Inventory
Wallet: 0 chime.
Airlys's Outfit
+1 to beauty.
Magic Robes+
+1.2 to evasion for each point of willpower
Requires magical ability.
Medkit (3)

Primary Weapon: Katar+
Damage: 60 (66)

Secondary/backup Weapon: -

Slot 1: -
Slot 2: -
Tao Kug
Experience: 217
Origin: Eastern Federation
-1 to attack, +3 to charisma, +1 to beauty, +2 to speed.
・-20% to the cost of studying the katar, blowgun, and bola.

Conviction: Ira
・Attack +3, health +30, AP +1, accuracy +2, willpower -5,
・When purchasing attributes for 100 experience points, beauty, charisma, and willpower do not increase. The chance to choose a characteristic independently increases to 40%, the chance to gain AP increases to 15%.

Skills
Katar
1. No penalty
2. +3 to speed, +2 to accuracy.
3. +1 to AP.
4. +10% to critical hit chance.
・Resistance. Final damage from ranged attacks against the character is halved.
5. +10% to critical hit chance.
6. Poison (50%)
7. Trauma (50%)
8. +5 to speed.
・ Counterintelligence
The character can spend 20 initiative to reveal invisible enemies at a range of 1+3

Attributes
Attack: 11
Health: 171
Defense: 56/60
Accuracy: 16 (K: 18)
Evasion: 11
Speed: 8 (K: 16)
Willpower: 10
AP: 6 (K: 7)
Charisma: 13
Beauty: 15
Crit: 20%
Event Points: 1

Inventory
Wallet: 0 chime.
Unremarkable Cloak+
-+2 to evasion, -1 to charisma.
Broken Medallion+
+12% to experience gained.
Housing+
+12 to defense.
+5 to defensive willpower checks.
Fur Hat+
+6 to defense
+3 to defensive willpower checks.
Traveler's Cloak+
+4 to evasion
Capiroth
The character's melee attacks cause the fear effect.
Nameless Armor+
Defense +60
Magic Defense +60

Primary Weapon: Katar
Damage: 50 (45)

Secondary/backup Weapon: Bola
Paralyzes for three turns
Range: 6.

Slot 1: -
Slot 2: -
Ashur Osbair
Experience: 711
Origin: Eastern Federation
-1 to attack, +3 to charisma, +1 to beauty, +2 to speed.
-20% to the cost of studying the katar, blowgun, and bola.

Conviction: Avaritia
・Charisma +3, speed +2.
・+100 chime.

Skills
・Trade/Artifact. -(charisma)% to the cost of goods (but not services).
・Disposal. +(charisma)% to the value of sold items (initially 20%).
・Crafting. The character can improve the quality of equipment by 20%

Attributes
Attack: 9
Health: 100 (208)
Defense: 12
Accuracy: 10
Evasion: 10 (20)
Speed: 14
Willpower: 10 (20) (W:23)
AP: 5
Charisma: 18
Beauty: 11
Crit: 0%
Event Points: 1

Inventory
Wallet: 0 chime.
Richly Embroidered Clothes
+1 to charisma.
Ramon
+1 to charisma.
Pendulum+
Allows you to determine the location of another character.
+6% to health for each point of charisma.
Terlik+
+6% to willpower for each point of charisma.
+6% to evasion for each point of charisma.
Fur Hat+
+6 to defense
+3 to defensive willpower checks.
Refitean Boots+
+2 to AP
Immunity to immobilization.
+6 to defense.

Primary Weapon: Jurgen's Flail+
Damage: 72 (136)
+1.2 to attack for each point of attack difference with the enemy if it is higher than theirs.

Secondary/backup Weapon: Jurgen's Shield+
Block chance 36%, adds no penalties for Jurgen.

Slot 1: -
Slot 2: -
Slot 3: -
Jurgen Kohler
Experience: 11
Origin: Ditlind
+3 to attack, +2 to speed.
・Higher quality equipment at the start.
・-20% to the cost of studying the flail, pilum, and Romanesque sword.

Conviction: Ira
・Attack +3, health +30, AP +1, accuracy +2, willpower -5,
・When purchasing attributes for 100 experience points, beauty, charisma, and willpower do not increase. The chance to choose a characteristic independently increases to 40%, the chance to gain AP increases to 15%.

Skills
・Resistance. Final damage from ranged attacks against the character is halved.
Flail
1. No penalty.
2. +3 to attack, +10 to health, +1 to accuracy.
3. -35% to enemy defense.
4. -35% to enemy defense.
5. +1 to damage for each point of the enemy's defense.
6. Paralysis (50%)
・Camouflage. Allows you to destroy markings on weapons and other equipment so that the manufacturer or original owner of the item cannot be identified. Up to 3 items can be camouflaged per chapter.

Attributes
Attack: 19
Health: 140
Defense: 36
Accuracy: 14
Evasion: 14
Speed: 12
Willpower: 5 (W:8)
AP: 5
Charisma: 10
Beauty: 10
Crit: 0%
Event Points: 1

Inventory
Wallet: 0 chime.
Jurgen's Chainmail+
Defense +24
Fin. damage from firearms -42%
Adds no penalties for Jurgen.
Jurgen's Doublet+
+2 to attack, +2 to accuracy, +2 to charisma.
Jurgen's Cloak+
+4 to evasion.
Jurgen's Bola
Paralyzes for three turns, range: 9.
Jurgen's Thigh Pouch
+1 slot.
Fur Hat+
+6 to defense
+3 to defensive willpower checks.
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4 years ago
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Additional.
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4 years ago
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I like how the current list of weapons is made; it's modest, but there's a good variety of effects. It's clear that it was created with imagination.
Ple-Sen
Cop, Gulveig actually became a valkyrie.
:D
Religions
Invidia
nvidia?
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4 years ago
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Author
nvidia?
I was also thinking of making that joke. To be fair, the company was named that way for a reason, as far as I understand.

Added after 1 hour 23 minutes
Author
・Reject the worship of books.
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4 years ago
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Names
Lilians – fantasy, surname consists of three letters.
Niyans – fantasy, no surname.
Kaoli – fantasy.
Karinians – fantasy, no surname.
Demons – something demonic.
Refitea – Slavic.
Ditlind – German, Scandinavian, French.
Eastern Federation – Indonesian, Vietnamese, Malay, Lao, Burmese, Thai.
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4 years ago
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+, if you know which deity will take Ples.

I wanted to write about names, but I'm too lazy.
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4 years ago
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Author
+ if you know which deity Pless will choose
It's clear what Pless wants aesthetically, but he himself doesn't know which one he will actually choose...
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4 years ago
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Ah, yes, almost forgot.
In Refutee, white, gray, and light shades of hair are most common; eye colors are blue, gray, and light blue.
In Ditlande, blondes and redheads are most prevalent.
In the Federation, black and brown hair predominates.
In Aeolia, there are no such trends, but the elves are exclusively fair-skinned (dark-skinned ones live elsewhere).
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4 years ago
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Let's create a harpies squad and attack all sorts of Thomas losers.
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4 years ago
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Let's create a squad of Elven Archers who dream of becoming the Queen's consorts.

Added 19 minutes later
What is the base damage of a standard weapon? Do negative effects only require a percentage of successful hits? What are the penalties for using a weapon without the first level of mastery? Can the first level of mastery be learned after the game has started, or does the player need a non-player character mentor for this? How much more effective is reading books for a character from Refetia? Can a character deal non-lethal damage without being a follower of Mana? Does Insight work with magic? Can Family Value and Companion be learned only at the start of the game? Does magical weaponry combine with the sixth-level Spearman's ability (damage to all units in the line of attack)? Is the effect of the Spirit of Companionship cumulative? Does Mind Reading have a 100% chance of success, and is the target unaware that their thoughts have been read? Is the range of the ability limited by the character's field of vision? Can you move and cast spells/shoot? Can you attack and move with the remaining movement points? Does parrying work as it did before? What are the effects of poison, wound, and burn? How does protection work? Does using a mirror consume a turn? Can the damage conversion of magical attacks be disabled? What happens to a paralyzed flying unit? Does armor require skills to use? Can flying units wear armor?
In reply to Ple-Sen
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4 years ago
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Ple-Sen
What is the base damage of standard weapons?
Claymore - 70
Bow - 50, range: 8, accuracy and melee damage are halved.
Spear - 60
Roman sword - 60
Sabre - 60
Mace - 60
Dagger - 50
Pistol - 100, reload: 1, range: 6
Whip - 60
Axe - 60
Blowpipe - depends on the type of dart, range: 6.
Dagger - 10% of the enemy's maximum health.
Rifle - 200, reload: 5, range: 6.
Throwing knife - 50, range: 6.
Bola - paralyzes for three turns, range: 6.
Pilum - 60, range: 8.
Author
Do negative effects require only % of rolls?
If no attack check is specified, the character's will is taken into account.
Author
Can the first level of mastery be learned after the start of the game, or will the player need a non-player tutor for this?
No.
Author
How much more effective is reading books for a character from Refutea?
Each one individually.
Author
Can a character deal non-lethal damage without being a follower of Mana?
No.
Author
Does Insight work with magic?
Yes, if they are of the attacking type.
Author
Can Family Value and Companion be learned only at the start of the game?
No.
Author
Does magical weapon combine with the ability of a level six pikeman (damage to all units in the line of attack)?
Yes.
Author
Is the effect of the Spirit of Companionship cumulative?
No.
Author
Does Mind Reading have a 100% chance of success, and does the target know that their thoughts have been read? Is the range of the ability limited by the character's line of sight?
Depends on will. Doesn't know if the spell was successful. Yes.
Author
Can you move and cast spells/shoot?
No.
Author
Can you attack and move for the remaining movement points?
No.
Author
Does parrying work as before?
Based on accuracy.
Author
What are the effects of poison, wound, and burn?
Wound - inability to restore health and receive positive effects.
Burn - the character loses 15% of their maximum health at the beginning of their turn.
Poison - the character loses 15% of their current health, evasion, and accuracy at the end of their turn.
Bleeding - the character loses 30% of the damage taken at the beginning of their turn.
Author
How does defense work?
Subtracts a number from the damage taken.
Author
Does using a mirror cost a turn?
No, but it only applies to oneself.
Author
Can the damage conversion of magical attacks be disabled?
If attacking at normal range - yes.
Author
What happens to a paralyzed flyer?
Good question... Well, let it become available for interactions for the duration of the paralysis.
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4 years ago
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Author
No.
No, it won't be necessary? Or is it not allowed?

I also added a couple of questions about armor, but I did it a bit late. So I'll duplicate them here:
Are there no more armor skills, and can a character wear whatever they want, as long as they meet the other requirements?
Can flying creatures wear armor?

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